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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Morlock (Legendary Games) \n'b' Medium monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 14 Hit Points 39 (6d8+12) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 5 (\xc3\xaf\xc2\xbf\xc2\xbd3) WIS: 14 (+2) CHA: 6 (\xc3\xaf\xc2\xbf\xc2\xbd2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +4 Damage Immunities poison Skills Athletics +4, Stealth +8 Senses darkvision 120 ft., scent, passive Perception 12 Languages Deep Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Expert Climber . A morlock can move up, down, and across vertical surfaces, and even cling upsidedown from ceilings, all while leaving its hands free for other purposes. \n'b' Sneak Attack . Morlocks are masters of ambush attacks, similar to rogues. Once per turn, when a morlock hits a creature with an attack and had advantage on the attack roll, it can deal an extra 2d6 points of damage with that attack. The morlock can also use this ability if another enemy of the target is within 5 feet of it, that enemy isn\xc3\xaf\xc2\xbf\xc2\xbdt incapacitated, and the morlock doesn\xc3\xaf\xc2\xbf\xc2\xbdt have disadvantage on the attack roll. \n'b' Swarming . Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they both gain advantage on their attack roll. \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. \n'b' Leap Attack . The morlock moves up to 30 feet and can make one club attack at any point along the course of this movement. While performing a leap attack, the morlock\xc3\xaf\xc2\xbf\xc2\xbds movement does not provoke opportunity attacks. Additionally, the morlock gains advantage on the attack roll, but all attack rolls made against the morlock until the beginning of its next turn have advantage. \n'b'\n'b' About \n'b' Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night with skin pale as a slug\xc3\xaf\xc2\xbf\xc2\xbds belly and huge and bulging eyes. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlocks reach adulthood at age 5 and can live as old as 60, though most die far sooner due to violence, including cannibalistic feasting by their own kin. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds. \n'b' Beast Runner . Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Morphoi \n'b' Medium plant (shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 33 (6d8 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The morphoi can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Trident . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The morphoi transforms into a Medium Humanoid or back into its true form, which is a Plant. 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 when it dies. \n'b'\n'b' ABOUT \n'b' This blue-skinned humanoid wields a trident and has an unusual face with vertical eyes but no mouth or nose. \n'b' Shapeshifter Plants . Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have pairs of eyes on both front and back. When harmed, they bleed a dark red sap. As plants, the morphoi don\xe2\x80\x99t need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out. \n'b' Ship Travel . Morphoi live in island communities and in nearby waters, traveling by ship. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder in coastal areas. Unlike doppelgangers, morphoi can\xe2\x80\x99t mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises. \n'b' Four Eyes Always . No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cuero \n'b' Family: Cuero \n'b' Large aberration , neutral \n'b' Armor Class 15 (natural armor) Hit Points 152 (16d10 + 64) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . A cuero gains double the normal proficiency bonus on Dexterity ( Stealth ) checks in water, and if prone in water it gains advantage on Stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft. Hit : 14 (2d8 + 5) bludgeoning damage. Instead of dealing damage, the cuero can grapple the target (escape DC 15). \n'b' Blood Drain . As a bonus action, a cuero can use its lamprey-like mouth to drain the blood from a grappled , incapacitated , or restrained target within 5 feet. This attack automatically hits and deals 14 (2d8 + 5) piercing damage, plus the target gains one level of exhaustion due to blood loss. \n'b' Muddy Cloud . A cuero can flap about in the water within 10 feet of a riverbed or lakebed and stir up mud, silt, and other debris. All water within 30 feet becomes heavily obscured for 2d6 rounds. In flowing water, this duration is halved, or reduced to 1 round if the water is running exceptionally fast. \n'b'\n'b' ABOUT \n'b' Farmers who graze their cattle near slow-moving rivers or placid lakes warn their neighbors when rumors of a cuero pass from village to village. These strange, flat creatures haunt waterways in search of large prey to satisfy their voracious appetites. When more passive, cueros lie in wait at the bottom of a lake or river for suitable prey to swim overhead. In lean times, cueros sit just beneath the water\xe2\x80\x99s surface near the shore and stay perfectly still until an animal comes near to drink. They sometimes even bury themselves in the muddy banks of a river to surprise passersby. Their upper surface resembles wet, wrinkled cowhide, or perhaps a drowned animal, but its underside is dominated by a toothy maw. A cuero is over 10 feet across, with a long dangling tail, and weighs around 600 pounds. \n'b' Sporewings . Sporewings are cunningly evolved variant cueros, adapted to life outside of the water. Their hunting and mating habits are similar t their aquatic cousins, but they have developed buoyant air-sacs that enable them to hover and fly, using their muddy coloration while clinging to the ground or to mounds of vegetation to hide their presence before launching themselves into the air to unleash their entangling spores onto their victims and gnawing them to death once they have been overcome.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Morr\xc3\xadgan \n'b' Medium fey , chaotic neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 260 (40d8+80) \n'b' Speed 40 ft., fly 60 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 15 (+2) INT: 16 (+3) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +10, Wis +11 \n'b' Skills Arcana +10, Deception +13, Insight +11, Nature +10, Perception +11, Stealth +12 \n'b' Damage Resistances bludgeoning, piercing, and slashing \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened , poisoned \n'b' Senses darkvision 120 ft., passive Perception 21 \n'b' Languages English, Gaelic, Sylvan \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when Morr\xc3\xadgan hits with it (included in the attack ). \n'b' Epic Concentration . Morr\xc3\xadgan is able to concentrate on up to 2 spells at the same time. If she fails a concentration check while concentrating on more than one spell, she loses both spells. In addition, while she is using one or more concentration spells Morr\xc3\xadgan gains one extra bonus action each turn that can only be used to manipulate those spells. \n'b' Legendary Resistance (3/Day) . If Morr\xc3\xadgan fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Morr\xc3\xadgan has advantage on saving throws made against spells and other magical effects. \n'b' Shapechange . Morr\xc3\xadgan can use a bonus action to magically polymorph into a creature that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment Morr\xc3\xadgan is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Morr\xc3\xadgan retains her alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, Spellcasting, legendary actions, and Intelligence , Wisdom , and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Spellcasting . Morr\xc3\xadgan is a 21st level spellcaster that uses Charisma as her spellcasting ability (spell save DC 21; +13 to hit with spell attacks). Morr\xc3\xadgan has the following spells prepared: \n'b'\n'b' Cantrips : chill touch , fire bolt, message , prestidigitation , ray of frost , spare the dying \n'b' 1st-level (4 slots) : cure wounds , fog cloud , shield , thunderwave \n'b' 2nd-level (4 slots) : blindness/deafness , hold person , invisibility , spiritual weapon \n'b' 3rd-level (3 slots) : bestow curse , call lightning , fear , revivify \n'b' 4th-level (3 slots) : blight , confusion , death ward , freedom of movement \n'b' 5th-level (3 slots) : cone of cold , greater restoration , scrying \n'b' 6th-level (2 slots) : circle of death , harm , heal \n'b' 7th-level (2 slots) : arcane sword , finger of death \n'b' 8th-level (1 slots) : power word stun \n'b' 9th-level (1 slots) : weird \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Morr\xc3\xadgan attacks five times, or she casts a spell and attacks twice. \n'b' +1 Longsword . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) magical slashing damage, or 16 (2d10+5) magical slashing damage if used with two hands. \n'b' +1 Longbow . Ranged Weapon Attack : +13 to hit, range 150/600 ft., one target. Hit : 15 (2d8+6) magical piercing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Morr\xc3\xadgan 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. She regains spent legendary actions at the start of her turn. \n'b'\n'b' Cast Spell (Costs 1 to 3 Actions) . Morr\xc3\xadgan casts a spell. Each spell level costs 1 legendary action. \n'b' Doomed Prophecy (Costs 2 Actions) . Morr\xc3\xadgan\xe2\x80\x99s voice echoes in the minds of all creatures within 500 feet foretelling of doom to come. Until the start of her next turn, whenever a creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. In addition, if the result of the d20 roll is 16 or higher, a creature rolls a second d20 and uses the lower of the two rolls. Morr\xc3\xadgan may choose to exclude any number of creatures from this effect. \n'b' Prophecy of Victory (Costs 2 Actions) . Morr\xc3\xadgan\xe2\x80\x99s voice echoes in the minds of all creatures within 500 feet speaking of a victory that is imminent. Until the start of her next turn, whenever a creature makes an attack roll or a saving throw, it rolls a d4 and adds the number rolled to the attack roll or saving throw. In addition, if the result of the d20 roll is 5 or lower, a creature rolls a second d20 and uses the higher of the two rolls. Morr\xc3\xadgan may choose to exclude any number of creatures from this effect. \n'b'\n'b' ABOUT \n'b' Thought to actually be a triumverate of deities of war, none are certain as to what or who the Morr\xc3\xadgan truly is other than a god of combat that is best feared and respected. Warriors the world over worship her regardless of the pantheons they usually pay tribute to, knowing that it is a dangerous folly to displease her and that doing so is a sure way to bring misfortune into battle with them. Her arrival on a battlefield cannot be mistaken or overlooked\xe2\x80\x94the voice of Morr\xc3\xadgan speaks within the minds of every soldier present, foretelling a horrifying prophecy of what is to come to the defeated or enshrining in the minds of those she\xe2\x80\x99s chosen to bless that their victory is assured. Morr\xc3\xadgan is also a vengeful god so sacrifices in her name are rarely lacking, usually involving a captured regent, a famous enemy, or other person of note that will assuage her and show the proper respect she deserves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mortifera \n'b' Large aberration , chaotic neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 135 (18d10 + 36) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances cold, fire, poison \n'b' Condition Immunities blinded , deafened , exhaustion , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mortifera can breathe air and water. \n'b' False Appearance . While the mortifera remains motionless and submerged in water, it is indistinguishable from a bed of lotus flowers. \n'b' Magic Resistance . The mortifera has advantage on saving throws against spells and other magical effects. \n'b' Poisonous Tendrils . A creature that starts its turn grappled by the mortifera must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mortifera makes one Fanged Tentacles attack and two Slam attacks, or it makes three Slam attacks. It can replace two Slam attacks with a use of Chomp. \n'b' Fanged Tentacles . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (2d4 + 4) piercing damage plus 9 (2d8) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the mortifera can\xe2\x80\x99t use its Fanged Tentacles on another target. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) bludgeoning damage. \n'b' Chomp . One creature grappled by the mortifera is pulled up to 5 feet toward the mortifera\xe2\x80\x99s central maw, which chomps down on the creature. The target must make a DC 15 Strength saving throw, taking 10 (3d6) piercing damage and 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Poison Spray (Recharge 5\xe2\x80\x936) . The mortifera sprays poison from its central maw in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The entire bed of swamp flowers begins to stir. Each lotus flower opens to reveal a fanged mouth, and a hulking humanoid form rises from the water, the flower mouths extending from the creature\xe2\x80\x99s torso. While they resemble a bed of lotus flowers blooming atop a bog\xe2\x80\x99s surface, the dozen or so fang-tipped tendrils of a mortifera are much more dangerous. Each tendril extends from the dark cavity of a large orifice in the mortifera\xe2\x80\x99s torso. A mortifera lies in wait underwater until a hapless creature draws near. It then grabs and poisons its prey before bringing the creature to the mortifera\xe2\x80\x99s central mouth to devour it. \n'b' Eldritch Origins . The mortifera were spawned from the research lab of a mad chirurgeon on a plane of undeath, and they have proliferated since their introduction to the Material Plane, where a food supply of living flesh is ample. The reason for its insidious strange design remains a mystery. \n'b' Unnatural Resource . The venomous \xe2\x80\x9cblooms\xe2\x80\x9d from a mortifera\xe2\x80\x99s tentacle mouths can be harvested for their otherworldly nectar, which can be refined into a poison or used in the creation of antidotes. Alchemists and apothecaries of high regard (and ill repute) pay handsomely for vials or flasks of the noxious liquid.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Assistant Collector, Sibyl \n'b' Family: Assistant Collector \n'b' Medium or Small humanoid (Any), any \n'b' Armor Class 11 (14 with mage armor) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 13 (+1) INT: 16 (+3) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5 Skills Arcana +5, History +5, Deception +3 Senses passive Perception 12 Languages Common plus one other language Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Ghostfire Gloves . Fire damage dealt by a Sibyl\xe2\x80\x99s spells ignore Undead or Fiends\xe2\x80\x99 resistances or immunities to fire damage. \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 : 2 (1d4) piercing damage. \n'b' Spellcasting . The Sibyl casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13)\n'b'\n'b'\n'b' At will : fire bolt, mage hand \n'b' 3/day : comprehend languages , mage armor , magic missile \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mosaic Custodian \n'b' Medium celestial , lawful good\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 15 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 21 (natural armor) Hit Points 78 (12d8 + 24) Speed 20 ft. Saving Throws Wisdom +5 Skills Perception +6 Damage Resistances radiant, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 13 Languages all, telepathy to 60 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Angelic Weapons . The mosaic custodian\xe2\x80\x99s weapon attacks are magical. When the custodian hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). \n'b' Constructive Field . All objects, items, and structures within 60 feet of a mosaic custodian, including constructs, recover 1 hit point of damage per minute. The mosaic custodian may use a bonus action to turn this effect on or off. \n'b' Innate Spellcasting . The mosaic custodian\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : animate objects , dimension door , fly (self only), light , mending , water breathing (self only) \n'b' 3/day each : continual flame , cure wounds , creation , fabricate , stone shape \n'b' 1/day each : move earth , plane shift , wall of stone \n'b'\n'b' Sense Structural Integrity . As an action the mosaic custodian may determine the hit points , armor class, and damage threshold of any object or structure it sees. \n'b' Stonecunning . Whenever a mosaic custodian makes an Intelligence ( History ) check related to the origin of stonework it adds +9 to the roll. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mosaic custodian makes one bite attack and two adamantine hammer attacks. \n'b' Adamantine Hammer . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands to make a melee attack , plus 9 (2d8) radiant damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b'\n'b' Tactics \n'b' The mosaic custodian will very rarely choose to fight. If forced into confrontation, instead of trying to cause harm, it will typically use its abilities to trap and confound enemies. \n'b' Description \n'b' This creature is a bit shorter than a human, but broader, and is covered with gleaming armored scales. Its face is avian, with a beak-like mouth, and small, intelligent eyes. \n'b' Get It Done . Mosaic custodians were made to create order and structure out of inanimate things. They are builders, not warriors, and naturally a great number of them aid mortals in their artistic endeavors. And some have been magically enslaved by evil mortals, who force them to create wondrous architecture and fortifications. \n'b' This One is Mine . Every mosaic custodian crafts its own hammer out of adamantine. Other than the material from which it is made this hammer has no special properties, but each one is unique and is part of its owner\xe2\x80\x99s identity. Should a hammer be stolen its owner will stop at nothing to recover it, often recruiting allies to help.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mosquito, Carrier \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the carrier mosquito moves at least 20 feet straight toward a target and then hits it with an impaling proboscis attack on the same turn, the target takes an extra 5 (1d10) piercing damage. \n'b' Disruptive Droning . While a carrier mosquito is in flight, it produces a constant, loud droning, forcing those nearby to shout in order to be heard. A spellcaster within 30 feet of the mosquito must succeed on a DC 10 spellcasting ability check to cast a spell with a verbal component. In addition, a creature that is concentrating on a spell and that starts its turn within 30 feet of the mosquito must succeed on a DC 10 Constitution saving throw or lose concentration on the spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Impaling Proboscis . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained , the mosquito can automatically hit the target with its impaling proboscis, and the mosquito can\xe2\x80\x99t make impaling proboscis attacks against other targets. \n'b'\n'b' ABOUT \n'b' Carrier mosquitos are massive insects that defy logic, as they not only stay aloft but also zip around with incredible speed and maneuverability. \n'b' Their nine-foot wingspans keep them from falling out of the sky, but their wings beat frequently, producing an incredibly loud and distracting drone. Swamp-dwelling cueyatl train carrier mosquitos and use them as mounts. When not using the mosquitos on a hunt, cueyatl riders compete in jousting matches, most of which end with a cueyatl yielding before its mosquito becomes seriously injured to avoid jeopardizing future hunts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Moss Fawn \n'b' Medium plant , unaligned \n'b' Armor Class 10 Hit Points 11 (2d10) Speed 50 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the fawn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Nurture . When the moss fawn finishes a long rest, plants within 20 feet of it are invigorated, causing the flora to be enriched for 1 year. Plants empowered by the fawn yield twice the normal amount of food when harvested. \n'b' Mask of the Fey Wild . The fawn can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one prone creature. Hit : 6 (2d4 + 1) bludgeoning damage. \n'b' Nature\xe2\x80\x99s Bounty (Recharges after a Long Rest) . The moss fawn causes up to ten magic berries to grow from the earth. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the use of this ability. \n'b'\n'b' ABOUT \n'b' A moss fawn resembles a deer with soft green moss in place of fur, dappled with patches of delicate wildflowers. Caretakers of meadow and glade, moss fawns are drawn to areas where the natural world is suffering, providing care and nourishment to the land and its natural inhabitants. \n'b' Keepers of the Grove . Moss fawns were created by the Greenkeeper to tend the Fey Wild. Moss fawns that graze the Material Plane often search out scarred and devastated lands to heal, leaving only when the earth has regained enough vitality to sustain new growth. Patches of grass, moss, flowers, and the like sprout from the very footprints of these gentle fey. \n'b' Seeing these footprints is believed by farmers and common folk to forecast a bountiful season of crops, while seeing the fawn itself promises an entire year of plenty \xe2\x80\x93 though moss fawns are shy and rarely spotted. \n'b' Goodberry Bloom . Moss fawns are innately kind and empathetic, nurturing to all life. They have been known to enchant nearby flowers to sprout goodberries, providing for creatures the nourishment that has been lost with the retreat of nature. These curative gifts even outlive the fey themselves, as, in passing, a wild moss fawn\xe2\x80\x99s body becomes a mossy green mound yielding white flowers that bear goodberries each season.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Moss Lurker \n'b' Small humanoid , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 45 (10d6 + 10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +4 Skills Perception +2, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 12 Languages Giant, Sylvan, Trollkin Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Forest Camouflage . A moss lurker has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Keen Hearing and Smell . The moss lurker has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Poisoned Gifts . A moss lurker can spend 1 minute stirring one of its red claws in a drink or cooked meal, contaminating the food or drink. A creature that eats or drinks the contaminated food or drink must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that fails this saving throw by 5 or more is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Poisoned Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Throw Stone . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. If the target is at least 10 feet below the moss lurker, such as at the base of a cliff where the moss lurker stands, the target must succeed on a DC 12 Strength saving throw or take 1d4 bludgeoning damage for every 10 feet the rock fell before hitting the target, to a maximum of 10d4. \n'b'\n'b' ABOUT \n'b' Somewhat like the cruel crossbreed of troll and gnome, this creature has a long, greenish beard and hair. Its hide is peaty amber, and a vaguely fungal scent surrounds it. \n'b' Like their trollish relatives, moss lurkers have large, often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage. \n'b' Large rocks and Poisoned Gifts . Moss lurkers have a fondness for throwing large stones at enemies. Some stones even seem too large for the lurker to heft. They also enjoy poisoning food and drink then offering it to creatures lost in the forest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mossbear Cub \n'b' Family: Mossbear \n'b' Small plant (florofauna), unaligned \n'b' Armor Class 11 (natural armor) Hit Points 11 (2d6 + 4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses passive Perception 9 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The mossbear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Mossy Fur . Any creature that grapples the mossbear or otherwise comes into direct contact with the mossbear\xe2\x80\x99s fur must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the mossbear can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Plant Camouflage . The mossbear has advantage on Dexterity ( Stealth ) checks made to hide in terrain with ample obscuring vegetation. \n'b'\n'b' ACTIONS \n'b'\n'b' Paralyzing Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b'\n'b' ABOUT \n'b' Fast, powerful, and poisonous to the touch, mossbears may seem intimidating at first sight, but these imposing creatures can be loyal companions to anyone who ventures to tame them. \n'b' As their name implies, mossbears represent a unique combination of bears and tiny plants. Like conventional bears, mossbears have excellent memories and care deeply about those they consider family. Unlike conventional bears, they are covered in poisonous fur and their bite delivers a paralyzing poison. This makes mossbears particularly difficult to tame and even more challenging to train, but almost all those who manage to get a mossbear as their sidekick agree that it was totally worth the effort. \n'b' Unusual Reproduction . There is an ongoing academic debate surrounding the exact mechanism of mossbear reproduction. An adult mossbear will seemingly just frolic in moss alone and then give birth to one to three mossbear cubs after a couple hundred days. This allows a single mossbear to effectively populate large areas of land as long as they have access to moss. \n'b' If forcefully separated from their mama or anyone else they have come to see as their parent. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a mossbear cub for their familiar. \n'b' Awakened Mossbear Cubs . Mossbear cubs are eligible targets for the awaken spell. Awakened mossbear cubs love children\xe2\x80\x99s songs and playground games, though they need guidance to make sure they don\xe2\x80\x99t accidentally poison their playmates. They are generally cheerful and eager to grow up. \n'b' Cute, playful, and surprisingly strong for their size, mossbear cubs love to follow their mamas and their friends around and try to be helpful. Despite their inexperience and occasional clumsiness, mossbear cubs can be trained to become useful companions with love and some patience. \n'b' Mossbear cubs fear loneliness. They always seek to be with someone they trust, and they will cry and groan for weeks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mossbear Mama \n'b' Family: Mossbear \n'b' Large plant (florofauna), unaligned \n'b' Armor Class 12 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The mossbear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Mossy Fur . Any creature that grapples the mossbear or otherwise comes into direct contact with the mossbear\xe2\x80\x99s fur must succeed on a DC 13 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the mossbear can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Plant Camouflage . The mossbear has advantage on Dexterity ( Stealth ) checks made to hide in terrain with ample obscuring vegetation. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mossbear makes two attacks: one with its paralyzing bite and one with its claws. \n'b' Paralyzing Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Mossbear mamas represent almost all adult mossbears as every adult of the species can give birth to cubs without the involvement of another mossbear and apparently, there are no mossbear \xe2\x80\x9cpapas\xe2\x80\x9d to be found. \n'b' Adult mossbears are powerful and fiercely protective of their cubs and those they consider family. Their exceptional strength and endurance make them fearsome steeds for adventurers who can withstand the poison of their mossy fur. In addition to their strength and hardiness, adult mossbears are also remarkably loyal and they will readily risk their lives to save their cubs or friends from danger. \n'b' Greater Steed . At the gamemaster\xe2\x80\x99s discretion, a player character who can obtain a greater steed through magic may choose the form of a mossbear mama for their greater steed. \n'b' Awakened Mossbear Mamas . Mossbear mamas are eligible targets for the awaken spell. Awakened mossbear mamas typically love to offer helpful advice to their friends and family and share parenting tips with other parents. \n'b' Taming a Mossbear :\xc2\xa0At the gamemaster\xe2\x80\x99s discretion, player characters who seek to tame a mossbear may be able to obtain the following upgradable item that grants immunity to the poison from their mossy fur. \n'b' Amulet of the Mossbearer \n'b' Wondrous Item, Uncommon \n'b' This tiny object is in fact a piece of petrified moss from the fur of an ancient mossbear fashioned into a modest piece of jewelry. \n'b' While wearing it, you have resistance to poison damage, and you are immune to the poison from any mossbear\xe2\x80\x99s mossy fur. \n'b' If you wear this amulet throughout the process of truly bonding with a mossbear, or if this amulet undergoes an appropriate magical process (as determined by the gamemaster), it is transformed into a periapt of proof against poison .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mosslord \n'b' Huge plant , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 270 (20d12 + 140) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 24 (+7) INT: 17 (+3) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +13, Con +13, Wis +9 Skills Athletics +13, Insight +9, Survival +9 Damage Immunities fire Damage Resistances lightning; bludgeoning, piercing Condition Immunities charmed , frightened Senses truesight 60 ft., passive Perception 13 Languages Aklo, Common, Sylvan; telepathy 100 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . (Psionic). The mosslord\xe2\x80\x99s innate spellcasting ability is Wisdom (save DC 17, +9 to hit with spell attacks). He can manifest the following spells-like powers, requiring no material components:\n'b'\n'b'\n'b' At will : command plants (as command , but affecting plants only), fear , psychic crush (as a 9th-level fireball but does psychic damage) \n'b' 3/day each : animate plants (as animate objects but targets can only be plants), blur \n'b'\n'b' Deadwood Curse . When a mosslord scores a critical hit with either his spell attack , log-maul or stomp attack , the victim must succeed at a DC 21 Constitution saving throw save or a horrid curse transforms one of its limbs into an immobile wooden branch. Roll 1d4 to deter mine which limb is affected (1\xe2\x80\x94right arm, 2\xe2\x80\x94left arm, 3\xe2\x80\x94right leg, 4\xe2\x80\x94left leg; adjust the die as necessary f or creatures with fewer or more limbs). The cursed limb hardens and becomes entirely immobile until the curse is lifted. If an arm is affected, 209 the victim\xe2\x80\x99s Strength is reduced by 2 and it cannot wield weapons in that hand or use the hand in an y way. If a victim\xe2\x80\x99s leg is affected, the victim\xe2\x80\x99 s Dexterity is reduced by 2 and its Speed is reduced by 15 feet. Each time a creature is affected by this curse, a new limb is affected, and the effects stack. If a cursed limb is amputated and regrown via magic, the new limb regrows as deadwood as long as the curse persists . A remove curse spell only works if the caster beats the original DC 21. Alter natively, the creature may appeal to the mosslord to remov e the curse (which it can do at will) if an equivalent exchange is agreed upon (down to the GM\xe2\x80\x99s discretion and PCs creativity) \n'b' False Appearance . While the mosslord remains motionless, he is indistinguishable from a normal tree. \n'b' Legendary Resistance (3/Day) . If the moss lord fails a saving throw, he can choose to succeed instead. \n'b' Perennial . When a mosslord dies, its body decomposes normally but regrows in 60 days. A dead mosslord cannot regrow during winter months or when there is frost or snow on the ground where it was slain; in such a condition, its regrowth is delayed until the thaw. If the region where the mosslord was slain is affected by a lasting winter (either via magic or as a result of natural conditions), its regrowth can be delayed indefinitely. Even completely destroying a mosslord\xe2\x80\x99s body won\xe2\x80\x99t stop its eventual regrowth. A blight spell (or similar anti-plant effect) applied to a mosslord\xe2\x80\x99s remains can ensure its permanent death if the caster succeeds at a DC 30 caster check (use the caster\xe2\x80\x99s spell attack bonus). A mosslord slain on any plane other than the Material Plane remains dead permanently. Obscure rituals can also aid in the permanent death of a mosslord, at the GM\xe2\x80\x99s discretion. \n'b' Siege Monster . The mosslord deals double damage to objects and structures. \n'b' Speak with Plants . The mosslord can communicate with plants as if they shared a language. \n'b' Trackless Step . While in forested terrain (or equivalent heavy plant area) the moss lord is under the constant effect of nondetection and pass without trace . \n'b' Tree Stride . Once on her turn, the mosslord can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Huge or bigger. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mosslord can use Control Plants and Fungal Infestation (if available). He also makes two attacks: one with his log-maul and one with his stomp. He may alternatively replace one of these attacks with a spell or another available action. \n'b' Log Maul . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 28 (6d6 + 7) bludgeoning damage plus deadwood curse. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone . \n'b' Stomp . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage plus deadwood curse. \n'b' Rock . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage. \n'b' Control Plants (1/Day) . The mosslord magically animates 1d4 + 1 trees he can see within 60 feet of him. These trees have the same statistics as a treant , except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the moss lord. The tree remains animate for 1 day or until it dies; until the moss lord dies or is more than 1 mi le from the tree; or until the moss lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b' Fungal Infestation (3/Day) . The moss lord targets one corpse of a humanoid, giant or a Large or smaller beast within 30 feet of him and releases spores at the corpse. At the start of the moss lord\xe2\x80\x99s next turn, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can\xe2\x80\x99t be animated again in this way. \n'b' Sheets of Moss (Recharge 5-6) . A mosslord can cover a 20-foot square area in a thick blanket of toxic moss at a range of up to 90 feet. Living creatures in the area are automatically restrained and poisoned and must succeed at a DC 21 Constitution save or take 1d4 points of Constitution damage per round until the moss dissipates or is destroyed. The moss has 25 Hit Points per 5-foot square but can only be damaged by cold or effects that specifically target plants (such as blight ) or deal additional damage to plants (such as horrid wilting). Otherwise, the sheets of moss wither away automatically after 1 minute. \n'b' Yellow Mold Blast . A mosslord can swiftly extrude a puffball and hurl it up to 60 feet. Upon impact, the puffball bursts into an unusually thick and potent cloud of yellow mold spores. This cloud of spores fills a 10-foot-radius area, obscuring vision as if it were a fog cloud and affecting all creatures within the area with yellow mold, except the Constitution saving throw to resist the mold\xe2\x80\x99s poisonous effects is DC 30. The cloud of spores persists for 1 minutes, after which it automatically dissipates. \n'b'\n'b' REACTIONS \n'b'\n'b' Microcosm . As a reaction to a creature being killed, the mosslord uses fungal infestation on a corpse which immediately animates and acts. \n'b'\n'b' ABOUT \n'b' A mosslord\xe2\x80\x99s body consists of a large skeletal frame that towers over 15 feet tall, fashioned from roughcut pieces of wood. A thick layer of moss encompasses this frame, creating the appearance of flesh. While a mosslord\xe2\x80\x99s body appears constructed, the creature is fully sentient and highly intelligent. \n'b' Legends of Destruction . The Mosslord is described as the living incarnation of the forest\xe2\x80\x99s vengeance against the encroachment of civilization, a fury given mind and focus toward the destruction of humanity. Some wonder whether only a single mosslord exists, regrowing itself each time it is destroyed. In truth, multiple mosslords exist, and wherever one surfaces, ruin inevitably follows as they mastermind elaborate campaigns against civilization. Among all humanoid forms of life, they despise humans and halflings in particular. \n'b' Doom Cults . Though the mosslord is no deity, it is a wholly supernatural being and the apocalyptic texts of over a dozen different religions depict its wrath. These texts often revile the mosslord and condemn those who would worship it or pay it reverence. \n'b' Despite ominous warnings, history reports a handful of occasions when doom cults praised, venerated, and pledged fealty to mosslords. Some even credit or blame such cults for the creation of the first mosslords, for it seems odd that plant creatures would naturally form upon the wooden frames that hold its fungal flesh in the form of a bipedal humanoid. Regardless, such efforts tend to be short lived; as soon as the cultists capture the mosslord\xe2\x80\x99s attention, they find they have only attracted its relentless and utter destruction.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cuero, Sporewing \n'b' Family: Cuero \n'b' Large aberration , neutral \n'b' Armor Class 14 (natural armor) Hit Points 152 (16d10 + 64) Speed 10 ft., climb 10 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . A sporewing gains double the normal proficiency bonus on Stealth checks in areas where tall grass, trees, or similar vegetation is present. If prone on the ground where vegetation is present, it gains advantage on Stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft. Hit : 13 (2d8 + 4) bludgeoning damage. Instead of dealing damage, the sporewing can grapple the target (escape DC 15). \n'b' Blood Drain . As a bonus action, a sporewing can use its lamprey-like mouth to drain the blood from a grappled , incapacitated , or restrained target within 5 feet. This attack automatically hits and deals 14 (2d8 + 5) piercing damage, plus the target gains one level of exhaustion due to blood loss. \n'b' Sticky Sporecloud (1/Day) . An area with a 20-foot radius is affected as if by fog cloud . All Medium or smaller creatures must make a DC 12 Strength saving throw or be restrained for 1 round. All non-sporewings must also make a DC 12 Wisdom saving throw or be stunned for 1 round. These spores also stick to creatures for 1 minute, making invisible creatures visible and causing creatures coated in spores to suffer disadvantage on Stealth checks. \n'b'\n'b' ABOUT \n'b' Farmers who graze their cattle near slow-moving rivers or placid lakes warn their neighbors when rumors of a cuero pass from village to village. These strange, flat creatures haunt waterways in search of large prey to satisfy their voracious appetites. When more passive, cueros lie in wait at the bottom of a lake or river for suitable prey to swim overhead. In lean times, cueros sit just beneath the water\xe2\x80\x99s surface near the shore and stay perfectly still until an animal comes near to drink. They sometimes even bury themselves in the muddy banks of a river to surprise passersby. Their upper surface resembles wet, wrinkled cowhide, or perhaps a drowned animal, but its underside is dominated by a toothy maw. A cuero is over 10 feet across, with a long dangling tail, and weighs around 600 pounds. \n'b' Sporewings . Sporewings are cunningly evolved variant cueros, adapted to life outside of the water. Their hunting and mating habits are similar t their aquatic cousins, but they have developed buoyant air-sacs that enable them to hover and fly, using their muddy coloration while clinging to the ground or to mounds of vegetation to hide their presence before launching themselves into the air to unleash their entangling spores onto their victims and gnawing them to death once they have been overcome.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Moth Mother \n'b' Medium fey , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 195 (30d8 + 60) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) 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 Cha + 10, Wis + 9 Skills Deception +10, Persuasion +10, Stealth +9 Senses darkvision 120 ft., passive Perception 14 Languages Common, Elvish, Sylvan Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The Moth Mother has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put her to sleep. \n'b' Magic Resistance . The Moth Mother has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Moth Mother makes one Piercing Gaze attack and one Shadow Touch attack. \n'b' Piercing Gaze . Ranged Spell Attack : +10 to hit, range 120 ft., one creature. Hit : 31 (7d8) radiant damage. \n'b' Shadow Touch . Melee Spell Attack : +10 to hit, reach 5 ft., one target. Hit : 21 (6d6) slashing damage. \n'b' Spellcasting . The Moth Mother casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):\n'b'\n'b'\n'b' At will : bane , charm person , chill touch , major image \n'b' 1/day each : confusion , geas (as an action), harm , insect plague \n'b' 3/day each : blur , command , faerie fire , hypnotic pattern \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Winged Step . The Moth Mother\xe2\x80\x99s body appears to explode into hundreds of moths as she teleports to a space already occupied by a swarm of shadowlight moths under her command. Once she reaches her destination, her body appears to reform itself. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Moth Mother 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 Moth Mother regains spent legendary actions at the start of her turn. \n'b'\n'b' Hide . The Moth Mother shrouds herself from view behind a screen of moths. Attacks against her are made with disadvantage until the end of her next turn. \n'b' Summon Moths (Costs 2 Actions) . The Moth Mother summons a swarm of shadowlight moths. The swarm appears in an unoccupied space within 30 feet of the Moth Mother. The swarm acts as an ally of the Moth Mother and remains for 1 hour, until it or the Moth Mother dies, or until the Moth Mother dismisses it as an action. The Moth Mother can have no more than three swarms under her control at one time. \n'b' Spell (Costs 3 Actions). The Moth Mother casts a spell. \n'b'\n'b' TACTICS \n'b' The Moth Mother avoids face to face confrontations whenever possible, as she relies on her deception to conceal her agenda. Even if approached with evidence of her intentions, she attempts to talk her way out of trouble, and failing that, she creates distractions to hide and escape unseen. If forced into combat, the Moth Mother tries to have at least one swarm of shadowlight moths always summoned. \n'b' She commands the swarm to confuse and distract her enemies long enough for her to escape. These swarms may be left behind after her departure to inflict as much damage on the enemies as possible and discourage pursuit. \n'b' ABOUT \n'b' The shadowlight moth is believed to have originated in the Fey Realm, where it is quite common in the forests and glens ruled over by creatures of the Unseelie Court. Left to its own devices, it avoids Humanoids, preferring to keep to its canopies and meadows. Larger than an average moth, its primary color ranges from black to many shades of purple. \n'b' The darkness of its dominant color is contrasted with the many points of light that dot its wings. \n'b' These moonlight spots twinkle like stars at times and their brightness seems to wax and wane with the moon. The fine powder that falls from their beating wings has been said to catch a unique shimmer in the moonlight, creating beautiful, almost dreamlike displays above the flowers and lush grasses. \n'b' The Mother of Midnight, Winged Matriarch, the Silken Judge\xe2\x80\xa6 the Moth Mother is known by many names. A wandering denizen of the Fey Realm who travels from plane to plane on a moral mission to hand down judgement on the peoples she encounters. Her constant companions and dark-winged informants go wherever she goes \xe2\x80\x93 a flock of midnight-and-moonlight-winged moths at their mistress\xe2\x80\x99s beck and call. \n'b' Light & Dark . The Moth Mother\xe2\x80\x99s power comes from her affinity for and close connection to shadowlight moths, a particular breed of moth native to the Fey Realm. These moths are a breed slightly larger than the common moth, with wings the deep black of midnight, shot through with the glimmer of moonlight on a cloudless night. They are silent fliers, imperceptible sentinels, and unmatched spies. All these skills are at the Moth Mother\xe2\x80\x99s disposal \xe2\x80\x93 wherever she goes she can command a swarm of hundreds of these moths. \n'b' Nomadic Life . The Moth Mother and her swarm tend not to stay in any one settlement for more than a few months. Arriving under the guise of a travelling trader or merchant, she feigns intent to pass through and then move on, taking a room in an inn or other bunkhouse. Before long, she declares that the town has caught her attention and she intends to stay, moving into any suitable and available property. Money is no object to her in these transactions. And with that, she assimilates quickly and quietly into village life. \n'b' False Identity . Establishing a life and a background in her new home is relatively easy for the Moth Mother. After the pretense of settling into the village, she will create a front \xe2\x80\x93 as a tailor or clothier with a shop. To all appearances, this is how she maintains her very sociable lifestyle. She inserts herself into town business with relish, making friends and connections, and subtly learning all she can about the people of her new home. Behind this front, the home she moves into is left unchanged. She takes her rest in a silken bower slung high in the roof of its topmost chamber. She is always attended by her moths, though they remain out of sight whenever a customer or townsperson appears. \n'b' Winged Espionage . Once installed in her new home, the Moth Mother begins her real work. Each night she commands her familiars to take wing to explore the town and report back on the nature of those who inhabit it. The customer who haggled so vehemently for a deal this afternoon \xe2\x80\x93 is he as poor as he claimed, scrimping for even the simplest of garments? Or is he an experienced liar, happy to take advantage of the newcomer to town? How do the townsfolk behave behind closed doors? What crimes and wicked acts are committed underneath the cover of darkness? The shadowlight moths are privy to it all. \n'b' Judgment on Silent Wings . With the moral temperature of her temporary home taken, the Moth Mother passes her judgment. If the village is deemed to be good (by Fey standards, at least) \xe2\x80\x93 friendly, industrious, hospitable, and true to its word \xe2\x80\x93 then the Moth Mother places a blessing on the settlement and its people that lasts for the next few years. Crops grow voraciously; weather is mild; typical dangers that lurk in the nights around such places are subtly deterred from causing problems. Places full of selfish, duplicitous, or mean-spirited inhabitants experience a malign influence. Crops wither; stubbed toes are unduly common; and malevolent forces seem drawn into the area. Once the Moth Mother has enacted her judgment of the settlement, she leaves quietly in the dead of night with the soft thump of thousands of wings. \n'b' Magic of the Moths \n'b' Many of the garments the Moth Mother makes in her guise as a tailor are magical.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mother of Vampires \n'b' Medium undead (shapechanger), lawful evil \n'b' Armor Class 21 (natural armor) \n'b' Hit Points 437 (46d8+230) \n'b' Speed 45 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 25 (+7) CON: 20 (+5) INT: 22 (+6) WIS: 21 (+5) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +14, Int +13, Wis +12, Cha +13 \n'b' Skills Arcana +13, Deception +13, Insight +12, Intimidation +13, Perception +12, Stealth +14 \n'b' Damage Resistances cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Senses darkvision 120 ft., passive Perception 22 \n'b' Languages Common, Deep Speech, Draconic, any 10 languages; telepathy 200 ft. \n'b' Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The vampire\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \n'b'\n'b' At Will : comprehend languages , fog cloud , mage hand , prestidigitation , ray of frost , sleep \n'b' 5/day : animate dead , detect thoughts , fireball , gust of wind , mirror image , nondetection \n'b' 3/day : blight , greater invisibility , polymorph \n'b' 2/day : animate objects , scrying \n'b'\n'b' Legendary Resistance (3/Day) . If the vampire fails a saving throw, she can choose to succeed instead. \n'b' Life Stealer (5/Day) . By spending an action and bonus action, the vampire breathes inward, sucking away the life force of creatures within 40 feet of her. Creatures in the area of effect must succeed on a DC 21 Constitution save or take 21 (6d6) necrotic damage; half of this damage is granted to the vampire as temporary hit points . A successful saving throw reduces the necrotic damage by half. Damage dealt this way cannot be healed with the use of magic and is only restored when a creature takes a short or long rest. Creatures reduced to 0 hit points from this trait die and rise the next evening as a vampire under her control. \n'b' Master of Undeath . The vampire can use a bonus action to impose her will on an undead creature she can see. The creature makes a DC 21 Charisma saving throw or falls under the vampire\xe2\x80\x99s control (as dominate monster but without concentration). \n'b' Misty Escape . When she drops to 0 hit points outside her resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious , provided that she isn\xe2\x80\x99t in sunlight or running water. If the vampire can\xe2\x80\x99t transform, she is destroyed. While she has 0 hit points in mist form, the vampire can\xe2\x80\x99t revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. The vampire is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points , the vampire regains 1 hit point. \n'b' Overshadow the Sun . By spending 10 minutes performing a secretive ritual, the vampire draws cataclysmic energies from the Shadow Plane to create darkness in a 1-mile radius for up to 5 hours. This effect is treated as a spell of 9th level. \n'b' Regeneration . The vampire regains 20 hit points at the start of her turn if she has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of her next turn. \n'b' Shapechanger . If the vampire isn\xe2\x80\x99t in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form. While in bat form, the vampire can\xe2\x80\x99t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. The vampire\xe2\x80\x99s statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. The vampire reverts to her true form if she dies. While in mist form, the vampire can\xe2\x80\x99t take any actions , speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can\xe2\x80\x99t pass through water. The vampire has advantage on Strength , Dexterity , and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight. \n'b' Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Unholy Strength . The vampire can enter a domicile uninvited when she succeeds on a DC 20 Wisdom saving throw. In addition, for the first minute of being staked, at the end of each round she makes a DC 20 Constitution saving throw, ignoring paralysis from the stake on a success. \n'b' Vampire Weaknesses . The vampire has the following flaws: Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The vampire takes 10 acid damage if she ends her turn in running water. \n'b' Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while she is incapacitated in her resting place, she is paralyzed until the stake is removed. \n'b' Sunlight Hypersensitivity . The vampire takes 10 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Vampire Form Only) . The vampire attacks once with her bite and three times with unarmed strikes. \n'b' Bite ( Bat or Vampire Form Only) . Melee Weapon Attack : +12 to hit, reach 5 ft., one creature grappled by the vampire, incapacitated , or restrained . Hit : 13 (1d6+5) piercing damage plus 21 (6d6) necrotic damage. Necrotic damage dealt this way cannot be healed with the use of magic and is only restored when a creature takes a short or long rest, and the vampire regains hit points equal to the necrotic damage dealt. Creatures reduced to 0 hit points from this effect die and rise the next evening as a vampire under her control. \n'b' Unarmed Strike (Vampire Form Only) . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 16 (2d10+5) bludgeoning damage. The vampire can choose to grapple the target (escape DC 20) instead of dealing damage. \n'b' Charm . The vampire targets one humanoid she can see within 30 feet. If the target can see the vampire, the it must succeed on a DC 21 Wisdom saving throw against this magic or be charmed by her. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under her control, it takes the vampire\xe2\x80\x99s requests or actions in the most favorable way it can, and it is a willing target for her bite attack . Each time the vampire or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' Children of Darkness (3/Day) . The vampire summons 2d4 vampire spawn that appear after 1d4 rounds. These creatures disappear after 1 hour. \n'b' Children of the Night (3/Day) . The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, she can call 3d6 wolves or 2d4 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying her spoken commands. The beasts remain for 1 hour, until the vampire dies, or until she dismisses them as a bonus action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Mother of Vampires 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. She regains spent legendary actions at the start of her turn. \n'b'\n'b' Move . The vampire moves up to her speed without provoking opportunity attacks. \n'b' Unarmed Strike . The vampire makes one unarmed strike. \n'b' Bite (Costs 2 Actions) . The vampire makes one bite attack . \n'b' Casts a Spell (Costs 2 Actions) . The vampire casts a spell. \n'b'\n'b' ABOUT \n'b' The original victim of vampirism, the Mother of Vampire\xe2\x80\x99s sickness began as a magical curse and became more when primitive attempts to alleviate the ailment transformed her\xe2\x80\x94though like everything else from her mortal life, how this came to pass has been lost to time. In the millenia since she has gained power and influence with every vampire spawned, her servants spread across the world. After countless centuries of slaughter she is chiefly concerned with being entertained, usually by doomed fools that mean to slay her. The Mother of Vampires toys with her foes, giving them false hope so that their the blood is at its sweetest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mothman \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (incorporeal) Hit Points 54 (18d8 + 8) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +6 Skills Perception +6, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned , unconscious Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the Mothman has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The Mothman and any other wraiths within 30 feet of him have advantage on saving throws against effects that turn undead. \n'b' Rejuvenation . If the Mothman dies, he returns to life at dusk the next day and regains all his hit points . Only a wish spell can prevent this trait from functioning. However, if the Mothman is somehow subdued he comes to his senses and becomes cooperative (see Development below). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Mothman makes three attacks, either with his claws or long shadowy quills. He can use Life Drain in place of one claw attack . \n'b' Life Drain . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a spectersrd under the Mothman\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The Mothman can have no more than twelve specters under his control at one time. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) force damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. \n'b' Quills . Ranged Weapon Attack : +5 to hit, range 50/200 ft., one target. Hit : 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aerial Servant \n'b' Medium elemental , neutral \n'b' Armor Class 15 Hit Points 90 (12d10 + 24) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Air Form . The elemental can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Natural Invisibility . If the aerial servant is on the Elemental Plane of Air, it is invisible. If it is on another plane of existence, other creatures have disadvantage on attack rolls against the aerial servant. Truesight defeats this effect. \n'b' Spellcaster Binding . If an aerial servant is summoned by a spell, it has a telepathic link with the spellcaster that functions as long as the spellcaster and the servant are on the same plane of existence. The link ends if the servant or the spellcaster dies, or if the servant\xe2\x80\x99s task is complete. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Wind Blast (recharge 4-6). The aerial servant releases a blast of air in an 80-foot line that is 5 feet wide. Creatures in this area must make a DC 13 Strength saving throw. On a failed saving throw, the creature takes 21 (4d8 + 2) bludgeoning damage and if the creature is Large or smaller, it is pushed 15 feet and falls prone . On a successful saving throw, the target takes half the amount of damage, and no other effects. \n'b' Whirlwind (recharge 4-6). Each creature in the elemental\xe2\x80\x99s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and is knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or takes the same damage and be knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astaroth \n'b' Large Epic fiend (devil), lawful evil \n'b' Armor Class 21 (natural armor) Hit Points 462 (37d10 + 259) Speed 40 ft.\n'b' STATS STR: 28 (+9) DEX: 12 (+1) CON: 24 (+7) INT: 8 (-1) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Con +14, Wis +9 Skills Athletics +23, Perception +9 Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities fire, poison Condition Immunities blinded , charmed , frightened , incapacitated , paralyzed , stunned , unconscious Senses Astaroth is blind but is able to perfectly perceive everything that Abaddon can Languages understands Infernal but can only speak the word \xe2\x80\x9cobjection\xe2\x80\x9d Challenge Mythic 4 when fighting with Abaddon \n'b' SPECIAL TRAITS \n'b'\n'b' Decapitator . Astaroth\xe2\x80\x99s attacks are magical. When Astaroth attacks a non-Deific creature with at least one head with its Hellglaive and scores a critical hit, it cuts off the creature\xe2\x80\x99s head. A creature that would survive this effect takes an extra 65 (10d12) slashing damage from the hit. Long Arm of the Law. When Astaroth makes an opportunity attack and scores a hit, it can take an additional reaction until the start of its next turn. Unrelenting Executioner. If Astaroth is prevented from taking an action, it can instead take that action if commanded to do so by Abaddon. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Astaroth makes two Hellglaive attacks or one Hellglaive attack and one Brutal Charge. \n'b' Brutal Charge . Astaroth moves up to double its speed in a straight line. Any Large or smaller creatures caught in the path must succeed on a DC 24 Strength saving throw or be knocked prone and pushed to the end of Astaroth\xe2\x80\x99s movement. Any non-Epic spells or magical effects that would prevent Astaroth\xe2\x80\x99s movement during the charge immediately end. \n'b' Hellglaive . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 41 (5d12 + 9) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mothman \n'b' Medium aberration , neutral evil \n'b' Armor Class 15 Hit Points 71 (11d8 + 22) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Perception +5, Stealth +8 Damage Immunities psychic Senses darkvision 60 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The Mothman\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , detect evil and good , dissonant whispers, minor illusion \n'b' 1/day each : crown of madness, enthrall , hypnotic pattern , silence \n'b'\n'b' Magic Resistance . The Mothman has advantage on saving throws against spells and other magical effects. \n'b' Shadow Stealth . While in dim light or darkness, the Mothman can take the Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Mothman man makes two attacks: one bite attack and one claws attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft. one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage. \n'b' Haunt Mind (Recharge 5-6) . The Mothman chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and is haunted by paranoid visions for one week. Constructs and undead are immune to this effect. \n'b'\n'b' ABOUT \n'b' A tall, gray creature with two glowing red eyes flies in front of a carriage. The two young couples inside scream and run for their lives. Soon the tale of the Mothman reaches their small town. The witnesses explain they saw a large humanoid with a 10-foot wingspan. \n'b' Otherworldly Creature . This monster is not from the ordinary world. The Mothman passed through and got lost. \n'b' Mind-Altering . There is no doubt the monster is dangerous, but the most horrifying effect is psychological. Somehow the Mothman is able to enter the minds of multiple creatures and torment them. \n'b' Homesick Horror . The Mothman longs to return home to its world. It has attempted to use Riftgates to get there. But the portals are rare, and the creature can\xe2\x80\x99t seem to find its way home. It has become frustrated and plans to enlist the aid of a spellcaster.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dread Mothman \n'b' Family: Mothman \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (incorporeal) Hit Points 54 (18d8 + 8) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +5, Wis +6 Skills Perception +6, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned , unconscious Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agent of Fate (1/Day) . The mothman can cause any ability check, saving throw, or attack it can see to be made with advantage or disadvantage, but only if doing so steers the flow of fate in its proper course. What the proper flow of fate entails is determined by the GM. \n'b' Blurred . Any creature has disadvantage on attack rolls against the mothman. An attacker is immune to this effect if it doesn\xe2\x80\x99t rely on sight, as with blindsight, or can see through illusions, as with truesight. \n'b' Flyby . The mothman doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Rejuvenation . If the dread mothman is destroyed, he returns to life at dusk the next day and regains all his Hit Points . Only a remove curse (cast at 7th level or higher) or wish spell can prevent this trait from functioning. \n'b' Sunlight Sensitivity . While in sunlight, the dread mothman has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The dread mothman and any specters within 30 feet of him have advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dread mothman makes three attacks, either with his claws or long shadowy quills. He can use Life Drain in place of one claw attack . \n'b' Life Drain . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a spectersrd under the Mothman\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The Mothman can have no more than twelve specters under his control at one time. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) force damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. \n'b' Quills . Ranged Weapon Attack : +5 to hit, range 50/200 ft., one target. Hit : 5 (1d8 + 1) force damage plus 10 (3d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Little is known of these strange creatures, save that when they appear, calamity follows. Mothmen see themselves as agents of fate, exhibiting extraordinary powers to guide the hands of destiny. More often than not, citizens encounter a mothman and never recall the meeting, yet fall right into the creature\xe2\x80\x99s obscure plans. Mothmen stand almost 7 feet tall and weigh 100 pounds. \n'b' Dread Mothman . Sometimes a mothman is slain in a particularly gruesome fashion, at the height of a calamity that it may have caused itself or when its attempt to alter destiny failed and rebounded upon it. These ghastly undead spirits lack many of the powers of a living mothman, yet they retain a cruel obsession with altering fate, only now it is always toward doom for the living.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mothman \n'b' Family: Mothman \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 117 (18d8+36) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 15 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +5, Con +4, Int +4, Wis +4, Cha +5 Skills Insight +4, Perception +6, Stealth +7 Senses blindsense 10 ft., darkvision 60 ft., passive Perception 16 Languages Common, Deep Speech, Sylvan (but can\xe2\x80\x99t speak); telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agent of Fate (1/Day) . The mothman can cause any ability check, saving throw, or attack it can see to be made with advantage or disadvantage, but only if doing so steers the flow of fate in its proper course. What the proper flow of fate entails is determined by the GM. \n'b' Blurred . Any creature has disadvantage on attack rolls against the mothman. An attacker is immune to this effect if it doesn\xe2\x80\x99t rely on sight, as with blindsight, or can see through illusions, as with truesight. \n'b' Flyby . The mothman doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting : The mothman\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , minor illusion \n'b' 3/day : major image , modify memory , suggestion \n'b' 1/day : dream , mind blank , project image \n'b'\n'b' Magic Resistance . The mothman has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Invisible Passage . The mothman magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible , it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it. \n'b' Mind-warping Gaze . A creature the mothman can see within 30 feet must make a DC 14 Wisdom saving throw. On a failure, the creatures becomes frightened . A creature may make a new saving throw at the end of each of its turns; on a success, it is no longer frightened . On a failed saving throw, the creature takes 22 (4d10) psychic damage. If a creature is reduced to 0 Hit Points , it is stable, and becomes frightened for 1 hour with no additional saving throws, and is incapacitated as long as it is frightened . \n'b' Shadow Jaunt (1/Day) . The mothman magically teleports to a destination with which is familiar and within 500 miles. It may touch up to one creature and teleport the creature along with it. If the creature is unwilling, the creature must make a DC 14 Wisdom saving throw; on a success, it does not teleport with the mothman. \n'b'\n'b' ABOUT \n'b' Little is known of these strange creatures, save that when they appear, calamity follows. Mothmen see themselves as agents of fate, exhibiting extraordinary powers to guide the hands of destiny. More often than not, citizens encounter a mothman and never recall the meeting, yet fall right into the creature\xe2\x80\x99s obscure plans. Mothmen stand almost 7 feet tall and weigh 100 pounds. \n'b' Dread Mothman . Sometimes a mothman is slain in a particularly gruesome fashion, at the height of a calamity that it may have caused itself or when its attempt to alter destiny failed and rebounded upon it. These ghastly undead spirits lack many of the powers of a living mothman, yet they retain a cruel obsession with altering fate, only now it is always toward doom for the living.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Moundule \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 80 (10d12+15) Speed 10 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6, Perception +6 Damage Resistances fire, bludgeoning Condition Immunities deafened , blinded Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 16 Languages Understands common and sylvan but does not speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Improved Spell Resistance . The moundule makes saving throws against spells at advantage. \n'b' Naturally Stealthy . The moundule adds double its proficiency bonus to stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Moundule attacks twice with its slam attack . \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (3d8+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Monstrous tree-things . The moundule are large creatures that inhabit swamps, riverbanks, bogs, forest ponds, and similar bodies of water. At first glance, they might resemble a small ent, but they are an entirely different species altogether, and completely evil. The moundule stands upon two short, squat legs. Its feet are more akin to tree stumps with no toes or nails. Its arms, however, are long and end in equally brutish stumps. Root-like protrusions cover the beast\xe2\x80\x99s whole body, hanging anywhere from a few inches to several feet. These \xe2\x80\x9croots\xe2\x80\x9d are highly sensitive and through them, the moundule is able to sense what is going on around him. The beast has no eyes, ears, or nose. They range in colors from brown to gray and green, depending on which portion of the swamp they inhabit. \n'b' Silent killers . The moundule rarely move, finding a comfortable spot to sink into and remaining there until they die. The moundule sinks into the muck, its head, arms, and legs lost to sight. Its huge back protrudes from the water, offering would-be travelers a safe, dry place to rest. It is not uncommon for small trees, swamp grass, and other vegetation to grow upon them. They do not breathe, but rather take in energy from the sunlight, much as a plant does. The area around the moundule is always strewn with debris from its past kills, whether bones or riches. These are not always easy to see of course, as they sink into the muck and sour that is the moundule\xe2\x80\x99s bed. \n'b' Vicious predators . Highly predacious, they attack almost anything that crosses over their mound. They wait until the unsuspecting victim settles upon its back and then rise suddenly from the swamp throwing off the passerby and into the muck. They then swing their trunk-like arms like clubs, battering the life out of the unsuspecting creature. Once they have killed their prey, they pull the body underneath them and sink down on top of it so that the victim fertilizes the creature\xe2\x80\x99s roots.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mount, Clockobo \n'b' Large construct (bronze, clockwork), neutral \n'b' Armor Class 19 (natural armor) Hit Points 51 (6d10 + 18) Speed 50 ft., fly 30 ft. (see Bad Flyer below)\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +0 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages Understands Common but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Engine . When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Bad Flier . The clockobo falls at the end of a turn if it\xe2\x80\x99s airborne and the only thing holding it aloft is its flying speed. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Saddle . The mount carries a saddle on its back. Up to two Medium creatures can ride on the saddle without squeezing. To make a melee attack against a target within 5 feet of the mount, they must use spears or weapons with reach. If the mount dies, creatures on the saddle are placed in unoccupied spaces within 5 feet of the mount. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Deadly Leap . If the clockobo flies at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be knocked prone and take 14 (2d6 + 4) bludgeoning damage plus 14 (2d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn\xe2\x80\x99t forced prone , and is pushed 5 ft. out of the clockobo\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the clockobo\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' This metallic bird-like construct has two long legs, stubby wings, and a long neck topped by a beak with glowing yellow eyes. \n'b' Clockobos are clockwork steeds used by a variety of mountain- and arid-dwelling tribes where food and other resources are scarce. Although they are expensive, a fully functional clockobo is invaluable when other mounts might die of thirst or hunger. Clockobos are fast runners and unsteady flyers, but they are loyal to their riders and steadfast allies in a fight.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cueyatl \n'b' Small humanoid , lawful evil \n'b' Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 11 (+0) 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 10 Languages Cueyatl Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The cueyatl can breathe air and water. \n'b' Jungle Camouflage . The cueyatl has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Slippery . The cueyatl has advantage on saving throws and ability checks made to escape a grapple. \n'b' Standing Leap . The cueyatl\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mount, Steamwolf \n'b' Large construct (iron, steam), unaligned \n'b' Armor Class 20 (natural armor) Hit Points 95 (10d10 + 40) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Immunities fire, necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 14 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Fire Absorption . Whenever the steamwolf is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The steamwolf is immune to any spell or effect that would alter its form. \n'b' Keen Hearing and Smell . The steamwolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The steamwolf has advantage on an attack roll against a creature if at least one of the steamwolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Saddle . The mount carries a saddle on its back. Up to two Medium creatures can ride on the saddle without squeezing. To make a melee attack against a target within 5 feet of the mount, they must use spears or weapons with reach. If the mount dies, creatures on the saddle are placed in unoccupied spaces within 5 feet of the mount. \n'b' Steam Engine . When the construct dies, it inflicts 10 (3d6) fire damage in a 5 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Steam Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. 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' This hound-like construct releases steam from vents along its back. \n'b' Steamwolves are sturdier, more powerful versions of gearwolves that uses a steam engine instead of a clock engine. Their steam engine uses excess heat to power its repair mechanism, which makes it particularly effective against fire casters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mountain Strider \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 12 Hit Points 34 (4d10 + 12) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone . \n'b' Sure-Footed . The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' Actions \n'b'\n'b' Headbutt . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Thunderous Bleat (Recharge 6) . The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Reactions \n'b'\n'b' Revenge for the Fallen . When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack . \n'b'\n'b' About \n'b' These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats. \n'b' Dwellers of Mountains . Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization. \n'b' Communal . Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don\xe2\x80\x99t actively hunt each other. \n'b' Bleating Communication . The weather on the highest mountain peaks can turn at a moment\xe2\x80\x99s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders\xe2\x80\x99 culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual\xe2\x80\x99s location or health to short songs identifying family affiliation and lineage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mournful Apparition \n'b' Medium undead , any \n'b' Armor Class 13 \n'b' Hit Points 44 (8d8 + 8) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +3 \n'b' Skills Insight +3, Perception +3, Performance +8, Stealth +5 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses truesight 60 ft., passive Perception 13 \n'b' Languages the languages it knew in life, telepathy 120 ft. \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flickering Form . Attack rolls against the apparition are made with disadvantage unless the apparition is incapacitated . \n'b' Incorporeal Movement . The apparition can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Magic Resistance . The apparition has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The apparition makes two Lacerating Touch attacks. \n'b' Lacerating Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) necrotic damage. If the target is a creature, the apparition also magically knows its alignment and current emotional state, and the creature must roll a DC 13 Constitution saving throw. On a failure its hit point maximum is reduced by an amount equal to the damage taken, and the apparition regains the same number of hit points . This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain by this attack rises 24 hours later as a zombie under the apparition\xe2\x80\x99s control, unless the Humanoid is restored to life or its body is destroyed. The apparition can have no more than thirteen zombies under its control at one time. \n'b' Etherealness . The apparition enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Expression of Mourning (Recharge 6) . Each creature within 30 feet of the apparition that can hear or see it must succeed on a DC 13 Wisdom saving throw or take 13 (3d6 + 3) psychic damage and become charmed for 1 minute. At the start of each of its turns, the charmed target must use its action before moving to make an attack roll against a creature of the apparition\xe2\x80\x99s choice other than itself. The target can act normally on its turn if there is no creature within range or the apparition doesn\xe2\x80\x99t choose a creature to attack . At the end of each of its turns, the target can reroll the Wisdom saving throw, ending the effect on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Sway Passions (3/Day) . When a creature the apparition can see makes an attack roll, a saving throw, or an ability check, the apparition can cause the roll to be made with advantage or disadvantage. \n'b'\n'b' ABOUT \n'b' The mournful apparition is a terrifying specter , one that feasts on the deep misery of others. Its flickering form often appears in the peripheral vision of its victims, only to disappear in an instant. Its wailing moans are heard in the distance, only to fade into a howling wind. The specter torments its mourning victims in their darkest moments, waiting for true despair and misery to take hold of them. Only then, in their darkest pit of suffering, does the specter finish the job and devour them. \n'b' The mournful apparition is a spirit created from deep sadness of an individual, such as a lover who loses their true love, or the mourning of a mass of people, such as when a kingdom loses a beloved ruler. In either case, the mournful apparition takes the form of the person being mourned. The specter uses this form to attack its mourners, massacring those who are already suffering greatly from their loss and sullying the memory of someone beloved.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mu Spore (Frog God Games) \n'b' Gargantuan plant , chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 472 (27d20 + 189) Speed 40 ft., fly 30 ft.\n'b' STATS STR: 30 (+10) DEX: 9 (-1) CON: 25 (+7) INT: 18 (+4) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +14, Wisdom +9, Charisma +11 Skills Insight +9, Nature +11, Perception +9 Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , paralyzed , poisoned , stunned Senses blindsight 240 ft., passive Perception 19 Languages Common, Deep Speech, Terran, Undercommon Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Freedom of Movement . The mu spore ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be paralyzed or restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . Being underwater imposes no penalties on the mu spore\xe2\x80\x99s movement or attacks. \n'b' Grasping Tendrils . Sticky, arm-length tendrils cover the mu spore. Whenever a creature begins its turn within 5 feet of the mu spore, the creature must make a DC 20 Dexterity saving throw or be grappled (escape DC 20). The mu spore has no limit to the number of creatures it can grapple in this fashion and it does not suffer from the grappled condition while grappling other creatures with its grasping tendrils. A tendril can also be attacked and severed (AC 15; hp 10; immunity to acid, poison, and nonmagical bludgeoning, piercing, and slashing damage). \n'b' Legendary Resistance (3/day) . If the mu spore fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The mu spore does double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mu spore makes three attacks: one with its bite and two with its tendrils. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 28 (4d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the mu spore, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the mu spore, and it takes 42 (12d6) acid damage at the start of each of the mu spore\xe2\x80\x99s turns. A mu spore can have four creatures swallowed at a time. If the mu spore takes 50 damage or more on a single turn from a creature inside it, the mu spore must succeed on a DC 28 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 mu spore. If the mu spore dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone . \n'b' Tendrils . Melee Weapon Attack : +17 to hit, reach 40 ft., one target. Hit : 24 (4d6 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained . The mu spore has 10 feeder tendrils, each of which can grapple a target. \n'b' Fling . One Large or smaller object held or creature grappled by the mu spore is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone \n'b' Spore Cough (Recharge 5-6) . The mu spore releases a cloud of burrowing spores in a 120-foot cone. Creatures in the affected area must make a DC 20 Constitution saving throw or take 90 (20d8) poison damage, or half as much damage on a successful save. \n'b'\n'b' Legendary Actions \n'b' The mu spore 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 mu spore regains spent legendary actions at the start of its turn. \n'b'\n'b' Tendril Attack or Fling . The mu spore makes one tendril attack or uses its Fling. \n'b' Constrict (Costs 2 Actions) . All creatures grappled by the mu spore must make a DC 20 Constitution saving throw. On a failed save, they take 24 (4d6 + 10) bludgeoning damage, or half as much damage on a successful one. \n'b' Spore Blast (Costs 3 Actions) . The mu spore releases a large blast of spore-laden air from itself in all directions. Creatures within 15 feet of the mu spore that aren\xe2\x80\x99t grappled by it must make a DC 21 Strength saving throw or be pushed back 15 feet and knocked prone .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Asteray \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 Hit Points 170 (20d8+80) Speed 30 ft., fly 60 ft. (hover) ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +9 Damage Vulnerabilities cold, fire Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Telepathy 60 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The asteray\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The asteray can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , major image , spider climb \n'b' 3/day : charm monster, nondetection \n'b' 1/day : confusion \n'b'\n'b' Sensor Song . An asteray can \xe2\x80\x9csing\xe2\x80\x9d signals that mask or mimic sensor perceptions. When an asteray would cast any illusion spell, the effect only affects magical or technological sensors such as those created by divination spells, or remote viewing devices, but not simple tools such as spyglasses, spectacles, or hearing trumpets. \n'b'\n'b' ACTIONS \n'b'\n'b' Tail Whip . Melee Weapon Attack : +9 to hit, 10 ft. reach, one target. Hit : 21 (2d8 + 12) slashing damage. \n'b' Electrical Blast . Ranged Weapon Attack : +9 to hit, range 80-320 ft., one target. Hit : 22 (2d8 + 13) lightning damage. \n'b'\n'b' ABOUT \n'b' Delicate and angelic looking in zero gravity, asterays are a race of vacuum-dwelling fey that ride the solar winds between space debris, asteroid belts, and planetary rings, playing in the dust, dancing in microgravity, and seeking new and beautiful sights. Their bodies consist of little beyond lightweight, flexible bones and the powerful sinews that bind them together, creating a vaguely humanoid upper body and a lower body consisting of a large appendage that absorbs cosmic radiation and grants the fey the ability to propel itself through space. \n'b' With elegant forms and diaphanous tails, they appear gentle and welcoming. \n'b' Starship Sirens . Often called \xe2\x80\x9cdeep angels\xe2\x80\x9d for their habit of following ships through the vastness of space to scavenge any discarded treats and pick hulls clean of organic stowaways, asterays can also become menaces. \n'b' The electronic signals they produce to communicate with one another mimic the sensor signals emitted by most starships, and in the eons that planet-bound creatures have explored their territory, asterays have learned to \xe2\x80\x9csing\xe2\x80\x9d false sensor signals, mimicking ships\xe2\x80\x99 distress signals or cloaking navigational hazards such as high-density debris fields. Individual asterays are a danger only to smaller spacefaring vessels, but several working in tandem can lure even well-equipped warships to their doom thanks to their inherent magic. While few of these fey are cruel enough to hunt humanoids for food, they hold few qualms about eating whatever remains after a frightened crew ejects from a incapacitated starship, including the corpses of any fallen.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mu Spore (Legendary Games) \n'b' Gargantuan , plant , chaotic neutral \n'b'\n'b' Armor Class 21 (natural armor) Hit Points 444 (24d20+192) Speed 40 ft., fly 30 ft.\n'b' STATS STR: 26 (+8) DEX: 9 (\xc3\xaf\xc2\xbf\xc2\xbd1) CON: 27 (+8) INT: 18 (+4) WIS: 24 (+7) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +15 Damage Resistances piercing, slashing Damage Immunities acid, poison Skills Arcana +11, Medicine +14, Nature +11 Senses blindsight 240 ft., low-light vision, passive Perception 17 Languages Common, Deep Speech, Terran, Deep Speech Challenge 21 (30,000XP) \n'b' Special Traits \n'b' Grasping Tendrils . Sticky arm-length tendrils cover a mu spore. When an adjacent creature hits the mu spore with a melee attack, the mu spore can use these tendrils to attempt to grapple that creature as a reaction. The mu spore makes an attack roll with a +15 bonus, and on a successful hit, the attacker becomes grappled (escape DC 20) and restrained until the grapple ends. \n'b' Actions \n'b' Multiattack . The mu spore makes one bite attack or swallow attack, and up to two constrict attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 29 (6d6+8) piercing damage and 21 (6d6) acid damage. \n'b' Constrict . Melee Weapon Attack : +15 to hit, reach 10 ft., one Huge or smaller creature. Hit : 41 (6d10+8) bludgeoning damage. The target is grappled (escape DC 20) and restrained until this grapple ends. \n'b' Spore Cough (Recharge 4-6) . A mu spore can release a cloud of burrowing spores in a 120-foot cone. The burrowing spores deal 110 (20d10) necrotic damage to all creatures and wooden structures in the area, or half damage to any creatures that succeed on a DC 16 Dexterity saving throw. Plants and plant creatures are immune to this damage. \n'b' Swallow . The mu spore makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mu spore, and it takes 90 (20d8) acid damage at the start of each of the mu spore\xc3\xaf\xc2\xbf\xc2\xbds turns. A mu spore can have only one creature swallowed at a time. If the mu spore takes 40 damage or more on a single turn from the swallowed creature, the mu spore must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the mu spore. If the mu spore dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. \n'b' About \n'b' A mu spore is a thankfully rare plant of vast power and strange intellect. The smallest of mu spores (such as the one presented here) are never less than a hundred feet long from tentacle tip to tentacle tip and weigh a minimum of 200,000 pounds. They are covered in tentacles and eyes, with a vast mouth opening like a toothy cavern. Yet despite their vast bulk, mu spores are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight through the air or even though space, able to hold their breath for long periods when flying through the void. \n'b' Immensity . Mu spores dwell in vast caverns, but sometimes drift up to the surface through immense pits or tunnels\xc3\xaf\xc2\xbf\xc2\xbdthey have no fear of sunlight but prefer nocturnal habits. Mu spores are more than just ravenous eaters of nations\xc3\xaf\xc2\xbf\xc2\xbdthey possess uncommon intellects, and if peaceful contact can be made, their knowledge can be quite valuable. Even more valuable, to many debased alchemists, are the strange secretions and spores they emit, for these rare materials can be brewed into the strangest of drugs and elixirs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muckbones \n'b' Large undead , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d10+24) Speed 5 ft., swim 5 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Undead Fortitude . If damage reduces Muckbones to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead. \n'b' Undead Nature . Muckbones doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Decaying Bite . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 14 (3d6+4) piercing damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or be cursed with perpetual decay. The cursed target can\xe2\x80\x99t regain hit points until the curse is lifted by the remove curse spell or similar magic, or until it succeeds on a DC 12 Constitution saving throw at the end of a long rest . \n'b'\n'b' About \n'b' The mostly skeletal remains of plesiosaurus lay just beneath the surface of the Black Pond\xe2\x80\x99s shallows-having long ago lost its ability to swim, Muckbones has become practically embedded in the mud of the shallows. \n'b' It is brought victims on which to feed by the other members of the Wake of Maws in return for tracking the lunar cycle, climate, and which hunting grounds they\xe2\x80\x99ve terrorized most recently.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muculent Husk \n'b'\n'b' Huge undead , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 184 (16d12+80) Speed 10 ft., swim 30ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 19 (+4) WIS: 22 (+6) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +10, Stealth +9 Damage Immunities cold, necrotic; bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Languages Aquan, Deep Speech, Undercommon Challenge 11 (7,200 XP) \n'b' SPECIAL Traits \n'b'\n'b' Aura of Unclean Water . A muculent husk is surrounded by a cloud of rotting mucus and slime that gives off a horrifying stench above water, and hinders vision below water. Underwater, the 20 ft. area around the husk is lightly obscured. Any creature that moves into or starts their turn within 20 ft. of the husk (above or below water) must succeed on a DC 17 Constitution save or become poisoned for 1 minute. Creatures may repeat the save at the beginning of any round they spend outside the area to remove the condition. On a successful save, the creature is immune to the poison effect of the aura for 1 hour. \n'b' Detritus Cloud . When a creature that the muculent husk can see comes within 20 ft. of it, it may use a reaction to trigger detritus cloud. If it does, the husk takes 20 hit points of damage and the 20 ft. area around the husk becomes heavily obscured for 1 minute. \n'b' Innate Spellcasting . The husk\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).\n'b'\n'b'\n'b' At will : detect thoughts , minor illusion , speak with dead \n'b' 3/day each : animate dead , black tentacles , bestow curse , fear \n'b' 1/day each : circle of death , hallucinatory terrain \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The husk makes four tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 10 (1d8 + 5) bludgeoning damage and must succeed on a DC 17 Constitution save or have their maximum hit points reduced by the amount of damage taken. This reduction lasts until the target takes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' Succulent husks are believed to have been an aboleth\xe2\x80\x99s botched attempt at immortality. \n'b' The resulting creature is dangerously insane, hateful, and sees itself as lord of the sea. Some rare aboleth actively pursue the rites to become a muculent husk in the same way demented humans research the dark path of lichdom. \n'b' This piscine creature has flesh that flows like ooze over its rotten cartilaginous frame. Three sunken eyes glow balefully at its surroundings. Dead sea life litters the seafloor below it. \n'b' Muculent husks hate the living, and will go out of their way to destroy any living creature that crosses their path. \n'b' They will attempt to disorient and confuse their prey before attacking in a storm of flailing tentacles. \n'b' Aboleth live in fear of these creatures, and will generally flee an area if one lairs nearby. A muculent husk frequently has a \xe2\x80\x9ccourt\xe2\x80\x9d of undead aboleth and scum serving it, and the oldest and most powerful may even have an undead kraken to lord over. In general, a muculent husk is deadly within a hundred miles of its lair, but the creatures are too chaotic and insane to pose a risk to the world as a whole. A few rare muculent husks take up the study of magic, becoming as powerful as the greatest of liches. \n'b' Muculent husks do not require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Amphibolt \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 85 (9d10 + 36) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 9 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +7 Skills Perception +2, Stealth +7 Damage Resistances fire Damage Immunities lightning Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The amphibolt can breathe air and water. \n'b' False Appearance . While the amphibolt is motionless, it is indistinguishable from a large rock formation. \n'b' Lightning Leap . The amphibolt\xe2\x80\x99s long jump is 30 feet with or without a running start. Creatures in the amphibolt\xe2\x80\x99s path must make a DC 15 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and 7 (2d6) lightning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amphibolt makes two Bite attacks, or it makes one Electric Tongue attack and uses Swallow. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. \n'b' Electric Tongue . Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) lightning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained , and the amphibolt can\xe2\x80\x99t make an Electric Tongue attack against another target. \n'b' Swallow . The amphibolt makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the ambphibolt, and it takes 10 (3d6) lightning damage at the start of each of the amphibolt\xe2\x80\x99s turns. The amphibolt can have only one target swallowed at a time. If the amphibolt takes 15 damage or more on a single turn from the swallowed creature, the amphibolt must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the amphibolt. If the amphibolt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This large, frog-like amphibian has a rocky hide with rows of quartz-like crystals along its length. Green lightning crackles across its exterior as it prepares to jump. \n'b' Amphibolts gained their name from their appearance, their lightning?infused jumps, and quick tongues. \n'b' Arcane Origins . Amphibolts are commonly found in swamps befouled by magical runoff, tainted by planar energies, blasted with magic, or used as dumping sites for failed arcane experiments. These magical energies permeate the region\xe2\x80\x99s waterways, transforming ordinary frogs into dangerous predators. This transformation turns the frog\xe2\x80\x99s skin into dark gray amphibole with green quartz crystals growing out of it. Two prominent ridges of crystals grow from their backs, enhancing their stormy-green electric bolts. \n'b' Kept by Hags . Amphibolts prey upon whatever fits in their mouths, but they do not attack hags. Inexplicably, they treat all hags with deference that borders on adoration. Hags often keep the magical monstrosities as guardians or mounts. Amphibolts are an excellent way to travel in swampy environments. \n'b' Additionally, the amphibolt\xe2\x80\x99s omnivorous diet means they can feed on most things in the swamp or anything that wanders its way in, such as hapless adventurers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mudbog \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 51 (6d10 + 18) Speed 10 ft., swim 10 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +1 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Damage Resistances fire Damage Immunities acid, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Acid . A mudbog secretes a digestive acid that quickly dissolves organic material, but not metal or stone. A creature that attacks the mudbog takes 3 (1d6) acid damage. Any wood or other organic material that touches the mudbog is pitted. Wooden weapons suffer a cumulative -1 penalty to damage rolls made with it unless it is magical. When this penalty reaches -5, the weapon is destroyed. \n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . The mudbog, while not moving, is indistinguishable from a muddy puddle. \n'b'\n'b' Actions \n'b'\n'b' Engulf . The mudbog moves up to its speed. While doing so, it can enter Medium or smaller creatures\xe2\x80\x99 spaces. Whenever the mudbog enters a creature\xe2\x80\x99s space, the creature must make a DC13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mudbog. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature is engulfed and the mudbog enters the creature\xe2\x80\x99s space. The creature takes 10 (3d6) acid damage. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the ooze\xe2\x80\x99s turns. When the mudbog moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. \n'b'\n'b' About \n'b' What you originally thought was a patch of muddy water reveals itself to be a protoplasmic life-form resembling a giant brownish-black amoeba. \n'b' Mudbogs are strange, slow-moving, pudding-like creatures that dwell in swamps, fens, and wetlands. Situated comfortably in its hole along well-traveled paths, a mudbog is likely to be mistaken for a patch of muddy water or a wet spot in the road. Creatures attempting to simply walk over or through the \xe2\x80\x9cmud puddle\xe2\x80\x9d find themselves stuck fast and, worse yet, being consumed by the hungry ooze. \n'b' A mudbog doesn\xe2\x80\x99t really attack its opponents; its method of getting a meal is strictly passive. However, once a meal stumbles into its protoplasmic body, the mudbog is determined not to let it escape. They are brownish in color, resembling nothing more than brackish mud. \n'b' These monsters use their coloration to their best advantage and use their acidic bodies to dig a hole, usually several feet deep, in which to lie in wait for a meal. The average mudbog is roughly 10 feet across and 3 feet deep. \n'b' A mudbog lacks the intelligence to collect treasure. However, the possessions of its victims can always be found in a heap at the bottom of the hole it has chosen as its home. Actually getting to the treasure involves somehow removing the mudbog from its hole.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mudbog Ooze \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 51 (6d10 + 18) Speed 10 ft., swim 10 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +1 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Damage Resistances fire Damage Immunities acid, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Acid . A mudbog secretes a digestive acid that quickly dissolves organic material, but not metal or stone. A creature that attacks the mudbog takes 3 (1d6) acid damage. Any wood or other organic material that touches the mudbog is pitted. Wooden weapons suffer a cumulative -1 penalty to damage rolls made with it unless it is magical. When this penalty reaches -5, the weapon is destroyed. \n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . The mudbog, while not moving, is indistinguishable from a muddy puddle. \n'b'\n'b' Actions \n'b'\n'b' Engulf . The mudbog moves up to its speed. While doing so, it can enter Medium or smaller creatures\xe2\x80\x99 spaces. Whenever the mudbog enters a creature\xe2\x80\x99s space, the creature must make a DC13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mudbog. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature is engulfed and the mudbog enters the creature\xe2\x80\x99s space. The creature takes 10 (3d6) acid damage. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the ooze\xe2\x80\x99s turns. When the mudbog moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mudman, Advanced \n'b' Medium elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 51 (6d8 + 24) Speed 15 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6 Skills Stealth +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , poisoned , restrained , unconscious Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Mud Pool . If the mudman leaves the mud pool it dwells in, it has disadvantage of all attack rolls, ability checks, and saving throws while outside the pool. \n'b' False Appearance . While the mudman remains motionless, it is indistinguishable from an ordinary mound of mud. \n'b' Actions \n'b' Multiattack . The mudman makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Mud Bomb . Ranged Weapon Attack : +5 to hit, range 10 ft., one target. Hit : The target is blinded and restrained . A creature restrained by a mud bomb can use its action to make a DC 13 Strength check. On a success, it frees itself, ending the restrained and blinded conditions. \n'b' Engulf (recharge 5-6). The mudman moves up to its speed. While doing so, it can enter a Medium or smaller creature\xe2\x80\x99s space. Whenever the mudman enters a creature\xe2\x80\x99s space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the mudman is pushed 5 feet back and knocked prone . On a failed save, the mudman enters the creature\xe2\x80\x99s space. The engulfed creature can\xe2\x80\x99t breathe, is restrained and blinded , and takes 6 (1d6 + 3) bludgeoning damage at the start of each of the mudman\xe2\x80\x99s turns. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mudman, ending the restrained and blinded conditions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mudmutt \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 Hit Points 105 (14d10 + 28) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str + 7 Skills Perception +4 Damage Resistances thunder Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mudmutt can breathe air and water. \n'b' Hop By . The mudmutt doesn\xe2\x80\x99t provoke opportunity attacks when it jumps out of an enemy\xe2\x80\x99s reach. \n'b' Pack Tactics . The mudmutt has advantage on attack rolls against a creature if at least one of the mudmutt\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Standing Leap . The mudmutt\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Swamp Camouflage . The mudmutt has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mudmutt makes one Bite attack and one Kick attack . It can replace one Bite attack with one Sticky Tongue attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 16 (2d10 + 5) piercing damage. \n'b' Kick . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Sticky Tongue . Melee Weapon Attack : +8 to hit, reach 20 ft., one creature. Hit : 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward to the mudmutt. \n'b' Sonic Croak (Recharge 5\xe2\x80\x936) . The mudmutt unleashes an earpiercing croak in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . Creatures submerged in water have disadvantage on the saving throw and take 27 (6d8) thunder damage instead of 18 (4d8). \n'b'\n'b' ABOUT \n'b' Matted fur slick with filth sticks out in bushy patches on this doglike creature. A long, sticky tongue lolls about, hanging from its frog-like mouth. When it croaks, fish are forced up to the surface, dead in the water. \n'b' Mudmutts are big, frog-like canines that hunt insects and waterfowl in bogs, marshes, and swamps. Their powerful hind legs can propel them through thick mud, and their wide mouths can bellow with mangrove-shaking force. This impressive croak is dangerously painful and can be deadly if experienced underwater. \n'b' A tongue stretchy and sticky tongue lolls in their big mouths. Mudmutts earned their name from the mud that cakes their coats after a full day of hunting. This heavy coating never seems to bother them and often helps them blend in with their surroundings. \n'b' Playful and Energetic . When stumbling across a mudmutt in the wild, one must be careful and deliberate. Mudmutts are curious pack hunters that primarily hunt quick-moving prey, and they play with each other by hiding underwater, hopping about, and catching each other by surprise. Any sudden movement triggers a chase or play response, and interactions with mudmutts can escalate easily. \n'b' Unfit Companions . Inexperienced travelers might see a mudmutt and compare it to more mundane canines, thinking to train it as a swamp-loving hunting dog. Unfortunately, their boundless energy, deafening croaks, and distracting appetites are obstacles to successful domestication. For these reasons, most communities familiar with mudmutts forbid keeping the creatures as hunting animals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muhroydian \n'b' Small humanoid , lawful evil \n'b' Armor Class 15 (makeshift armor) Hit Points 8 (1d8+4) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Senses darkvision 60 ft., passive Perception 16 (21) Languages Muhroydian, Common, Goblin , Orcish Challenge 1 (200 XP) \n'b' Special Qualities \n'b' Keen Hearing and Smell . The muhroydian gains advantage on any Wisdom ( Perception ) check relying upon hearing or smell. \n'b' Hive Empathy . Muhroydians can sense each other\xe2\x80\x99s presence, and a psychic web exists between them. Whenever two muhroydians are within 30 ft. of each other, and neither is incapacitated , both gain blindsight 30\xe2\x80\xb2 and advantage on attack rolls. \n'b' Naturally Stealthy . Muhroydians gain advantage on Dexterity (stealth) checks. \n'b' Actions \n'b' Multiattack . The muhroydian makes two attacks: one with its bite and one with either its claws or short sword. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d3+3) piercing. \n'b' Short Bow . Melee Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6+3) piercing. \n'b' Short Sword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing. \n'b' About \n'b' Rat gnomes . Muhroydians, sometimes called rat-gnomes, are small, vicious humanoid creatures. Their bodies are covered in fur, usually gray or brown, and they have dark \xe2\x80\x9cmasks\xe2\x80\x9d around their eyes like raccoons, giving them a naturally sinister appearance. They have sharp teeth, tiny claws, jagged ears that end in long points, and hairless tails. They use weapons, tools, and armor but rarely craft anything, instead relying on what they can scrounge and steal from other creatures. They often adorn themselves with markings of kohl and henna to show their tribal affiliation. \n'b' Savage fringe dwellers . Muhroydians exist on the fringe of societies, constantly trying to undermine other races in their never-ending push to expand their territory. They are utterly ruthless with outsiders, and have no compunctions against using dishonorable tactics against creatures of other races. When two tribes of muhroydians meet a guerrilla-style war breaks out almost instantly, and does not end until one group has vanquished the other, and subsumed the survivors into the victorious tribe. \n'b' The leaders tend to be the toughest and most cunning individuals, and they gain prestige by expanding the tribe\xe2\x80\x99s territory and finding quiet, careful ways to slay their enemies. \n'b' Cowardly but canny . Muhroydians have a mean, cowardly streak, and attempt to avoid any combat when the odds are not in their favor. If at all possible, they run from fights, regrouping and sneaking back to attack opponents when they have the advantage. If they cannot retreat, they fight using careful team tactics, working together to bring down larger opponents.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muki \n'b' Small fey , lawful evil \n'b' Armor Class 12 \n'b' Hit Points 104 (16d6 + 48) \n'b' Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +3, Stealth +4 \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Aklo, Common, Sylvan \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The muki\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). The muki can innately cast the following spells, requiring no components: \n'b'\n'b' 1/day each: commune with nature (underground only), locate object , stone shape \n'b'\n'b' Nimble Escape . The muki can take the Disengage or Hide action as a bonus action on each of its turns.\n'b'\n'b'Siege Monster. The muki deals double damage to objects and structures.\n'b'\n'b'Stonecunning. Whenever a muki makes an Intelligence ( History ) check related to the origin of stonework, it is considered proficient in the History skill and adds double its proficiency bonus to the check, for a total modifier of +5. \n'b' Tool Expertise . Each muki is proficient in the use of two types of artisan\xe2\x80\x99s tools and adds double its proficiency bonus on checks when using them. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The muki makes a melee weapon attack . Then, it makes a second melee weapon attack with disadvantage on the attack roll. \n'b' War Pick . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Warhammer. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used in two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Mukis are small, dwarf \xe2\x80\x93 or goblin -like creatures that inhabit the mines. Fey creatures, they are seemingly ageless and unceasing in their love of mining. Some legends say they come from the dark places of the fey world, and regard even their gloomy mineshafts as though they were paradises. A muki has a ruddy face, large feet, and eyes that glitter like metal. They typically have long, very light blond hair, and the males have white beards.\n'b'\n'b' Consummate Professionals . Mukis are engrossed in their mining and little else. Thus, they are almost always dressed in work clothes, and take breaks from mining only to carouse or to satisfy their curiosity about other miners. Mukis know almost everything there is to know about earthworks. Other miners who impress them with their manners and hard work may earn a whistle of warning or a clue leading to a new vein. Conversely, sloppy or disruptive rivals may face sabotage from the mukis.\n'b'\n'b' Bargainers . Mukis have little to do with the outside world, and so sometimes can be appeased or hired with things like fresh food, clothing, drink, or promises of companionship. However, if the muki is not completely satisfied they have been given what they are owed, they almost invariably kill the offender. \n'b' Not the Friendly Type. Mukis are sometimes found in small groups, mining together, but often prefer to live in solitude. They are only likely to approach, or even let themselves be seen by, other miners, people who have things they want, and those who show proper manners and hard work.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astomoi Psychic \n'b' Medium humanoid , neutral \n'b' Armor Class 13 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 10 (+0) INT: 15 (+2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Int +4, Wis +4 Skills Arcana +4, Investigation +4, Perception +4 Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Celestial, Common, Sylvan (can\xe2\x80\x99t speak any language); telepathy 100 ft. Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . (Psionics). The astomoi psychic\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 1/day each : enhance ability , expeditious retreat , shield \n'b'\n'b' Sensitive Breath . Astomoi have disadvantage on saving throws against disease and inhaled poisons. \n'b' Telepathic Senses . Astomoi can\xe2\x80\x99t speak or see, but can mentally sense its surroundings. \n'b' Unarmored Defense . While wearing no armor and not wielding a shield , the astomoi psychic\xe2\x80\x99s AC equals 10 + its Dexterity modifier + its Wisdom modifier. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Telekinetic Projectile . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. The astomoi psychic uses this power by mentally flinging an object that weighs 5 pounds or less. \n'b' Mind Thrust (1/Day) . The astomoi psychic magically divines the most vulnerable portions of its opponent\xe2\x80\x99s mind and overloads it with a glut of psychic information. The astomoi chooses one creature within 30 feet that it can see. The target must make a DC 12 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed saving throw, or half as much damage on a success. \n'b'\n'b' ABOUT \n'b' These mysterious humanoids require no food\xe2\x80\x94indeed, they have no mouths\xe2\x80\x94and they have no eyes with which to survey their environment. Instead, they rely on their powerful minds to sense the world around them, and subsist on nutrients absorbed from the air. This can turn against them, however, as powerful smells and inhaled poisons can render an astomoi helpless. Predisposed to asceticism, astomoi rarely wear more than rags, if they wear anything at all.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mulcher \n'b' Gargantuan plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 139 (9d20 + 45) Speed 10 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (\xe2\x80\x932) CON: 20 (+5) INT: 4 (\xe2\x80\x933) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Condition Immunities blinded , deafened , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Central Stalk Weakness . The mulcher\xe2\x80\x99s central stalk lies hidden within the mulcher\xe2\x80\x99s fungal mass. When exposed, the central stalk can be attacked and destroyed (AC 13; hp 50; vulnerability to acid, cold, and fire damage). If the central stalk is destroyed, the mulcher has disadvantage on attack rolls and can\xe2\x80\x99t use Expose Stalk until it regrows a new central stalk at the end of its next long rest. \n'b' Disturbed Soil (Exposed Stalk Only) . The ground within 20 feet of the mulcher is difficult terrain . \n'b' Mulcher Pit . If the mulcher burrows at least 20 feet straight toward a creature, it can dig a 10-foot diameter, 20-foot-deep pit beneath the creature. Each Large or smaller creature in the pit\xe2\x80\x99s area must succeed on a DC 15 Dexterity saving throw or fall into the mycelium-lined pit and land prone , taking 14 (4d6) piercing damage from the spiked mycelium in addition to any falling damage. The mulcher can make one Mycelium Spike attack against a prone creature in the pit as a bonus action. \n'b' Stalk Regeneration (Exposed Stalk Only) . The mulcher gains 15 hp at the start of its turn if it has at least 1 hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mulcher makes two Mycelium Spike attacks. \n'b' Mycelium Spike . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) if the mulcher doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Excavate . While underground, the mulcher creates a 20-foot square cover on the ground over itself and lurks just below the surface. The cover is identical to the ground around it. When a creature enters the cover\xe2\x80\x99s space, the mulcher can make one Mycelium Spike attack against the creature as a reaction , destroying the cover . The target has disadvantage on the saving throw to avoid being grappled . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Expose Stalk . The mulcher exposes its central stalk above the ground until the end of its next turn or until it ends the effect as a bonus action. While the central stalk is exposed, the mulcher can\xe2\x80\x99t burrow. \n'b' Rapid Burrow . The mulcher burrows up to 60 feet. Opportunity attacks against it are made with disadvantage when the mulcher burrows out of an enemy\xe2\x80\x99s reach in this way. Creatures grappled by it are freed before it burrows. \n'b'\n'b' REACTIONS \n'b'\n'b' Emergent Stalk . When the mulcher is reduced to below half its hp maximum or when a creature scores a critical hit against it, the mulcher immediately uses Expose Stalk. \n'b'\n'b' ABOUT \n'b' The large orange flower reveals a tall, blue stalk. The petals clamp on a swarm of insects, showing their fleshy, tooth-like nature. \n'b' A voracious fungus, the mulcher hides within topsoil, waiting to trap oblivious creatures. \n'b' Hidden Danger . This massive fungus is as sweeping and bulky as a dragon turtle . It uses the ground as cover , where it can ambush prey that travels above it. Alternatively, it can trigger pit traps beneath its prey, impaling the falling creatures on its spike-like mycelium. Once prey has been impaled, the fungus drinks in the victim\xe2\x80\x99s blood as greedily as groundwater. \n'b' Weak Spot . When injured or when it fails to capture sufficient food, the mulcher pushes its fragile central stalk to the surface, releasing insect-attracting pheromones to gain some quick nutrients from the meager prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mullogite \n'b' Medium humanoid (halfling), chaotic evil \n'b' Armor Class 10 Hit Points 7 (2d6) Speed 25 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3 Damage Resistances poison Senses passive Perception 10 Languages Ancient Imperial, Halfling Challenge 0 (10 XP) \n'b' Actions \n'b' Club . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4+1) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mullogite Cleric \n'b' Medium humanoid (halfling), chaotic evil \n'b' Armor Class 12 (leather) Hit Points 40 (9d6+9) Speed 25 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Persuasion +4, Religion +5, Stealth +3 Damage Resistances poison Senses passive Perception 10 Languages Abyssal, Ancient Imperial, Halfling Challenge 2 (450 XP) \n'b' Special Qualities \n'b' Abyssal Celerity (1/week) . As a bonus action, the cleric can call upon their god for Speed and ferocity. For 1 minute, his Dexterity increases to 18 and allows him to take an extra Attack action each round. \n'b' Giant\xe2\x80\x99s Strength (1/day) . As a bonus action, the cleric can grow to a Medium-sized creature. He also gains 10 temporary HP and increases his Strength to 18 for 1 minute. \n'b' Spellcasting . The cleric is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He knows the following cleric spells: \n'b' Cantrips (at will) \xe2\x80\x93 guidance , light , resistance , sacred flame \n'b' 1st-level \xe2\x80\x93 bless , cure wounds , inflict wounds \n'b' 2nd-level \xe2\x80\x93 blindness/deafness , hold person \n'b' 3rd-level \xe2\x80\x93 bestow curse , vampiric touch . \n'b' Actions \n'b' Multiattack . The cleric makes two attacks with Deathfang. \n'b' Deathfang . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6+3) piercing damage plus 1d6 necrotic damage from blood drain. The sword is crafted from an actual tooth of a demon lord. The blood drained from the target can be seen traveling up the yellowed fang into the hilt and disappearing. When the cleric has used the Giant\xe2\x80\x99s Strength or Abyssal Celerity abilities, his attack bonus increases to +8 and the damage increases to 9 (1d6+6).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cueyatl \n'b' Family: Cueyatl \n'b' Small humanoid , lawful evil \n'b' Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., passive Perception 10 Languages Cueyatl Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Amphibious . The cueyatl can breathe air and water. \n'b' Jungle Camouflage . The cueyatl has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Cueyatl Slippery . The cueyatl has advantage on saving throws and ability checks made to escape a grapple. \n'b' Standing Leap . The cueyatl\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Spear . Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mullogite, Stalwart \n'b' Medium humanoid (halfling), chaotic evil \n'b' Armor Class 15 (breastplate) Hit Points 27 (6d6+6) Speed 25 ft.\n'b' STATS STR: 16 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Deception +4, Stealth +3 Damage Resistances poison Senses passive Perception 10 Languages Abyssal, Ancient Imperial, Halfling Challenge 1/2 (100 XP) \n'b' Special Qualities \n'b' Giant\xe2\x80\x99s Strength (1/day) . As a bonus action, the Mullogite stalwart can grow to a Medium-sized creature. They also gain 10 temporary HP and increase their Strength to 18 for 1 minute. \n'b' Actions \n'b' Multiattack . The stalwart makes two club attacks. \n'b' Club . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4+3) bludgeoning damage. When the stalwart has used Giant\xe2\x80\x99s Strength, the attack bonus increases to +7 and the damage increases to 7 (1d4+5).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mullogite, Warlock \n'b' Medium humanoid (halfling), chaotic evil \n'b' Armor Class 15 ( mage armor ) Hit Points 28 (8d6) Speed 25 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Persuasion +4, Stealth +4 Damage Resistances poison Senses passive Perception 10 Languages Abyssal, Ancient Imperial, Halfling Challenge 1 (200 XP) \n'b' Special Qualities \n'b' Spellcasting . The Mullogite warlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots that recharge following a short or long rest . It knows the following warlock spells: \n'b' Cantrips (at will) \xe2\x80\x93 chill touch , eldritch blast, mage hand \n'b' 1st-level \xe2\x80\x93 burning hands , hex, mage armor \n'b' 2nd-level \xe2\x80\x93 hold person \n'b' 3rd-level \xe2\x80\x93 vampiric touch . \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4+2) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Multicrank Busterbot \n'b' Medium construct , lawful neutral \n'b' Armor Class 20 (natural armor) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 24 (+7) CON: 18 (+4) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +10, Con +7 Skills Acrobatics +10, Athletics +10 Damage Resistances lightning Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 10 Languages understands Gnomish but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cloud Computing . When connected to a cloud mind, the busterbot can use the cloud mind\xe2\x80\x99s Intelligence , Wisdom , and Charisma saving throws in place of its own. Additionally, the busterbot can see and hear anything the cloud mind can see and hear. \n'b' Fast as Lightning . The busterbot has advantage on attack rolls against any creature whose speed is lower than the busterbot\xe2\x80\x99s speed. \n'b' Supercharger . When the busterbot takes lightning damage, it becomes accelerated. Its speed increases by 10 feet, and it gains an additional action it can take on its next turn. The busterbot can only benefit from this feature once per round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The busterbot makes two attacks. \n'b' Arcing Scythes . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) slashing damage, and one other creature of the busterbot\xe2\x80\x99s choice within 5 feet of the target takes 9 (2d8) slashing damage. \n'b' Thunderbolt Crossbow . Ranged Weapon Attack : +10 to hit, range 30/120 ft., one target. Hit : 17 (3d6 + 7) piercing damage plus 7 (2d6) thunder damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mulyong \n'b' Medium beast (mul), chaotic neutral \n'b' Armor Class 13 Hit Points 23 (3d8+9) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 18 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fling . If the mulyong moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or else be pushed 15 ft. upward. If the target falls into the water as a result, there is a 50% chance of 1d4-1 additional mulyong joining the encounter. \n'b' Propel . While underwater, the mulyong can take the Dash action as a bonus action. \n'b' Strong Tail . The mulyong can jump from the water up to 15 ft. into the air if it moves at least 20 feet straight towards the surface of the water right before it jumps. \n'b' Water Breathing . The mulyong can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6+3) piercing damage. \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6+3) piercing damage. \n'b'\n'b' ABOUT \n'b' The mulyong is a distantly connected species of dragon but doesn\xe2\x80\x99t fit in the evolution tree of Asian dragons that rise from lower forms to ascended creatures. They can only be found in unique areas in the realms such as the Bay of Mulyongs in Haenamguk, and in the depth of the Inner Sea. While not particularly aggressive, they defend themselves and their own with vigor.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Giant Crocodile Mummy \n'b' Family: Mummies \n'b' Huge undead , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d8 +56) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 9 (-1) CON: 19 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The crocodile mummy makes two attacks: one with its rotting bite and one with its rotting tail. It can also use one of its attacks to use its Dreadful Glare. Dreadful Glare: The crocodile mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all crocodile mummies (but not crocodile mummy lords) for the next 24 hours. \n'b' Rotting Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the crocodile mummy can\xe2\x80\x99t bite another target. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b' Rotting Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target not grappled by the crocodile mummy. Hit : 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b'\n'b' ABOUT \n'b' Wandering mummified crocodiles roam the lower reaches of the Labyrinth\xe2\x80\x99s catacombs. The largest of these creatures remain in the deepest recesses of the crypts, possibly protecting something.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummified Baboon \n'b' Family: Mummies \n'b' Small undead , lawful evil \n'b' Armor Class 12 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Cursed Fangs . If the anointed baboon has advantage on an attack roll it makes with its bite against a creature and hits, the target must succeed on a DC 11 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Pack Tactics . The anointed baboon has advantage on an attack roll against a creature if at least one of the baboon\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 : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage, plus 3 (1d6) necrotic damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummified Bull \n'b' Family: Mummies \n'b' Large undead , neutral evil \n'b' Armor Class 11 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 7 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +1 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Cursed Horns . If the mummified bull has advantage on a gore attack against a creature and hits, the target must succeed on a DC 14 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Charge . If the mummified bull moves at least 15 feet straight toward a target, then hits the same target with a gore attack on the same turn, the target takes an extra 11 (2d10) piercing damage, and the target must succeed on a DC 15 Strength saving throw, or be forced\xc2\xa0 prone . Additionally, the target has disadvantage on saving throws against being frightened until the end of their next turn. \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, plus 10 (3d6) necrotic damage. \n'b'\n'b' About \n'b' A mummy\xe2\x80\x99s tomb is typically festooned with treasures, of both material and sentimental value to the interred.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astral Devourer \n'b' Medium swarm of Tiny aberrations , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft., fly 30 ft. (hover), swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 17 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +5 Skills Perception +6, Stealth +6 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech, Void Speech Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Collective Mind . The astral devourer\xe2\x80\x99s individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can\xe2\x80\x99t be surprised. \n'b' Magic Resistance . The astral devourer has advantage on saving throws against spells and other magical effects. \n'b' Swarm . The astral devourer can occupy another creature\xe2\x80\x99s space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The astral devourer makes two melee attacks . \n'b' Hungering Serpents . Melee Weapon Attack : +7 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage. \n'b' Serpent Spray (Recharge 6) . The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray. \n'b'\n'b' REACTIONS \n'b'\n'b' Divide . When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp . Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind. \n'b' Recombine . When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer\xe2\x80\x99s hp can\xe2\x80\x99t exceed the normal hp maximum of a Medium astral devourer. \n'b'\n'b' ABOUT \n'b' A swarm of strange, faceless gray snakes flies through the air-wingless, as if through water.\xc2\xa0Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky,\xc2\xa0 unblinking eyes.\xc2\xa0When enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer.\xc2\xa0The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting. \n'b' All for the Whole . The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it.\xc2\xa0The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed. \n'b' Planar Hunters . Hunger constantly drives astral devourers.\xc2\xa0They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they\xe2\x80\x99re adept at finding portals between worlds and relentlessly hunt prey through these portals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummified Murderer \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Quiet of the Grave . While in areas of dim light or darkness, the murderer can take the Hide action as a bonus action. \n'b' Sneak Attack (1/Turn) . The murderer deals an extra 10 (3d6) damage when it hits a target with a weapon attack , and has advantage on the attack roll, or when the target is within 5 feet of an ally of the murderer that isn\xe2\x80\x99t incapacitated, and the murderer doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The murderer can use its Dreadful Glare and makes one attack with its Cursed Knife. \n'b' Cursed Knife . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage, plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw, or be cursed with mummy rot. \n'b' Dreadful Glare . The murderer targets one creature it can see within 60 feet of it. If the target can see the murderer, it must succeed on a DC 10 Wisdom saving throw against this magic, or become frightened until the end of the murderer\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 3 or less for the next 24 hours.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 11 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. \n'b' Rotting Fist : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b' Dreadful Glare : The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. \n'b'\n'b' 3pp Variant Mummy Rot \n'b' Source FGG:CoB \n'b' Mummy rot first causes desiccation and then a slow decomposition. \n'b' Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a Constitution saving throw. The DC for the saving throw depends on the power of the curse for magical contagion , and is 14 for breathing grave dust. \n'b' Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of exhaustion . \n'b' Every 24 hours thereafter, the victim must make a DC 17 Constitution saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms. \n'b' Remove Curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present. \n'b' Symptoms in order of appearance based on number of failed saving throws: \n'b'\n'b' 0 \n'b' Thirst \xe2\x80\x93 double water consumption or gain one level of exhaustion \n'b'\n'b' 1 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 2 \n'b' Vision reduced by 30 ft. \n'b'\n'b' 3 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 4 \n'b' Blind \n'b'\n'b' 5 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 6 \n'b' Gain one level exhaustion and Charisma is now 1 \n'b'\n'b' 7 \n'b' Lose 2d6 each of Constitution , Dexterity , and Strength * \n'b'\n'b' 8 \n'b' Constitution , Dexterity , and Strength are now 1 \n'b'\n'b' 9+ \n'b' Lose 1 hp for each failed save until death * Charisma does not drop below 1. If Constitution , Dexterity , or Strength drop to 0, the victim is dead. \n'b'\n'b' About \n'b' Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cueyatl Moon Priest \n'b' Family: Cueyatl \n'b' Small humanoid , lawful evil \n'b' Armor Class 13 (studded leather) Hit Points 81 (18d6 + 18) Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Skills Medicine +6, Perception +6, Religion +3 Senses darkvision 60 ft., passive Perception 16 Languages Common, Cueyatl Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amphibious . The cueyatl can breathe air and water. \n'b' Jungle Camouflage . The cueyatl has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Slippery . The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple. \n'b' Standing Leap . The cueyatl\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Spellcasting . The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , resistance , sacred flame , spare the dying \n'b' 1st level (4 slots) : bane , cure wounds , protection from evil and good \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (2 slots) : bestow curse , spirit guardians \n'b'\n'b' Actions \n'b' Morningstar . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage plus 7 (2d6) poison damage. \n'b' Night\xe2\x80\x99s Chill (Recharge 5-6) . The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. A creature that has total cover from the moon priest is not affected.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy Acolyte \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 11 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft.\n'b' STATS STR: 11 (+0) DEX: 9 (-1) CON: 14 (+2) INT: 8 (-1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +1, Religion +3 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The acolyte is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips : sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , guiding bolt , shield of faith \n'b' 2nd level (3 slots) : hold person , spiritual weapon \n'b' 3rd level (3 slots) : dispel magic \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The acolyte can use its Dreadful Glare and makes one attack with its Cursed Touch. \n'b' Cursed Touch . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The acolyte targets one creature it can see within 60 feet of it. If the target can see the acolyte, it must succeed on a DC 10 Wisdom saving throw against this magic, or become frightened until the end of the acolyte\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 3 or less for the next 24 hours.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy Lord \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8 + 39) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Int +5, Wis +9, Cha +8 Skills History +5, Religion +5 Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance : The mummy lord has advantage on saving throws against spells and other magical effects. \n'b' Rejuvenation : A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord\xe2\x80\x99s heart. \n'b' Spellcasting : The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , guiding bolt , shield of faith \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic 4th level (3 slots): divination , guardian of faith 5th level (2 slots): contagion , insect plague \n'b' 6th level (1 slot) : harm \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. \n'b' Rotting Fist : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b' Dreadful Glare : The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. \n'b'\n'b' Legendary Actions \n'b' The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack : The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. \n'b' Blinding Dust : Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Blasphemous Word (Costs 2 Actions) : The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord\xe2\x80\x99s next turn. \n'b' Channel Negative Energy (Costs 2 Actions) : The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can\xe2\x80\x99t regain hit points until the end of the mummy lord\xe2\x80\x99s next turn. \n'b' Whirlwind of Sand (Costs 2 Actions) : The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can\xe2\x80\x99t be grappled , petrified , knocked prone, restrained , or stunned . Equipment worn or carried by the mummy lord remain in its possession. \n'b'\n'b' 3pp Variant Mummy Rot \n'b' Source FGG:CoB \n'b' Mummy rot first causes desiccation and then a slow decomposition. \n'b' Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a Constitution saving throw. The DC for the saving throw depends on the power of the curse for magical contagion, and is 14 for breathing grave dust. \n'b' Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of exhaustion . \n'b' Every 24 hours thereafter, the victim must make a DC 17 Constitution saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms. \n'b' Remove Curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present. \n'b' Symptoms in order of appearance based on number of failed saving throws: \n'b'\n'b' 0 \n'b' Thirst \xe2\x80\x93 double water consumption or gain one level of exhaustion \n'b'\n'b' 1 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 2 \n'b' Vision reduced by 30 ft. \n'b'\n'b' 3 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 4 \n'b' Blind \n'b'\n'b' 5 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 6 \n'b' Gain one level exhaustion and Charisma is now 1 \n'b'\n'b' 7 \n'b' Lose 2d6 each of Constitution , Dexterity , and Strength * \n'b'\n'b' 8 \n'b' Constitution , Dexterity , and Strength are now 1 \n'b'\n'b' 9+ \n'b' Lose 1 hp for each failed save until death * Charisma does not drop below 1. If Constitution , Dexterity , or Strength drop to 0, the victim is dead. \n'b'\n'b' About \n'b' Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy of Khemit \n'b' Family: Mummies \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 30 (+0) CON: 06 (+3) INT: 3 (-1) WIS: 14 (+2) CHA: 24 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5 Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Desperate Glare . Each creature other than an undead or construct within 30 feet of the mummy of Khemit that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target also suffers one level of exhaustion from sheer terror. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this mummy of Khemit\xe2\x80\x99s Desperate Glare for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Rotting Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must make a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b'\n'b' REACTIONS \n'b'\n'b' Magic Absorption . The mummy of Khemit can use its reaction to absorb magical energy when it is hit by a spell attack that deals damage to it. When it does so, the damage it takes from the attack is reduced by 2d10. If the mummy of Khemit reduces the damage to 0, it can absorb the energy and make a spell attack with a +3 to hit using the spell or effect it just absorbed as part of the same reaction . The mummy of Khemit can\xe2\x80\x99t use this reaction to absorb magical energy if it is immune to that damage type. \n'b'\n'b' ABOUT \n'b' The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and \xe2\x80\x9ccreator.\xe2\x80\x9d They are often found guarding tombs and burial vaults, destroying all that trespass within. A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves. Mummies of Khemit are attracted to the smell of burning tanna leaves. They can detect such fires at a range of one-half mile per leaf burned. If brought within five feet of such a fire, the mummy heals 1d4 points of damage per leaf burned.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy of the Deep \n'b' Family: Mummies \n'b' Medium undead (aquatic), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 6 (-2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +5 Skills Athletics +6, Perception +5, Stealth +3 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . Mummies of the deep can breathe air and water. \n'b' Innate Spellcasting (1/day) . The mummy can innately cast control water , requiring no material components. Its innate spellcasting ability is Wisdom \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mummy can use its Dreadful Glare and makes one attack with its necrotizing strike. \n'b' Necrotizing Strike . Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with necrotic fever. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to pluff mud. The curse lasts until removed by the remove curse spell or other magic. \n'b' Dreadful Glare . The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for all mummies (but no mummy lords) for the next 24 hours. \n'b' Drowning Breath . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : The creature is grappled (escape DC 13). If the creature has not broken the mummy\xe2\x80\x99s grapple by the start of the mummy\xe2\x80\x99s next turn, the mummy uses its next action to press its lips against the creature\xe2\x80\x99s and regurgitates seawater into the creature\xe2\x80\x99s lungs. The creature immediately begins suffocating (see suffocation). While suffocating, the creature can only use its actions to try and cough the seawater up, requiring a successful DC 12 Constitution saving throw to do so. \n'b'\n'b' About \n'b' This rotting, bandaged humanoid slides with a slight gait as it moves. \n'b' Its body is covered in tattered and torn bandages. Seaweed hangs from its unloving form and water drips in a constant state from its desiccated form. \n'b' A mummy of the deep is an undead creature that lairs in the depths of the sea. It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even to unlife and revive the soul as a mummy of the deep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy Priest of Orcus \n'b' Family: Mummies \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 (+2 chain mail) Hit Points 175 (27d8 + 54) Speed 20 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 23 (+6) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Intelligence +5, Wisdom +11, Charisma +9 Skills Arcana +5, History +5, Perception +11, Religion +5 Damage Resistances fire (ring of fire resistance ) Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 21 Languages Common Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Abyssal Blessing of Orcus . The mummy priest of Orcus gains 15 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Unholy Strike . Once on each of the mummy priest\xe2\x80\x99s turns when it hits a creature with a weapon attack, the mummy priest can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Unholy Weapon . Orcus bolsters his follower\xe2\x80\x99s strikes in battle, imbuing their weapons with the ability to paralyze a foe (included in the attack). In the hands of any but a true follower of Orcus, an unholy weapon loses its power to paralyze a foe. \n'b' Spellcasting . The mummy priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , inflict wounds \n'b' 2nd level (3 slots) : darkness , enhance ability , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , hallow \n'b' 4th level (3 slots) : blight , death ward , guardian of faith \n'b' 5th level (2 slots) : flame strike , insect plague , wall of stone \n'b' 6th level (1 slot) : blade barrier , harm \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mummy priest can use its Dreadful Glare and make one attack with its rotting fist or with its mace. \n'b' Unholy Mace . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) bludgeoning 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. \n'b' Rotting Fist . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be cursed with mummy rot. \n'b' Dreadful Glare . The mummy priest targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 19 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare from mummies of all types for the next 24 hours. \n'b' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack, a shadow rises from the corpse in 24 hours under the mummy priest\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The mummy priest can have no more than four shadows under its control at one time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy Soldier \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (scale mail, shield) Hit Points 45 (7d8 + 14) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 9 (-1) CON: 14 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The soldier can use its Dreadful Glare and makes one attack with its Cursed Khopesh. \n'b' Cursed Khopesh . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage, plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The soldier targets one creature it can see within 60 feet of it. If the target can see the soldier, it must succeed on a DC 10 Wisdom saving throw against this magic, or become frightened until the end of the soldier\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 3 or less for the next 24 hours.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Djinn \n'b' Family: Mummies \n'b' Huge undead , lawful evil \n'b' Armor Class 23 (natural armor) Hit Points 142 (15d12 + 45) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 31 (+10) DEX: 17 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Intelligence +7, Wisdom +10, Charisma +8 Skills Arcana +7, Insight +10, Perception +10, Persuasion +8, Religion +7, Stealth +8 Damage Vulnerabilities fire Damage Resistances lightning, thunder Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 20 Languages Auran, Common, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The mummy djinn has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The mummy djinn is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): guidance , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots): bane , command , inflict wounds , shield of faith \n'b' 2nd level (3 slots): blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots): animate dead , dispel magic , spirit guardians \n'b' 4th level (3 slots): divination , banishment , guardian of faith \n'b' 5th level (2 slots): contagion , insect plague \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mummy djinn makes 2 Falchion attacks and one Rotting Fist attack . \n'b' Falchion of Law . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 23 (3d8 + 12) slashing damage. When it attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, it cuts off one of the creature\xe2\x80\x99s heads. The creature dies if it can\xe2\x80\x99t survive without the lost head. \n'b' Rotting Fist . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b' Swirling Sandstorm . A 10-foot-radius, 30-foot-tall cylinder of swirling air and sand magically forms at a point the mummy djinn can see within 120 feet of it. The sandstorm lasts as long as the mummy djinn maintains concentration (as if concentrating on a spell) and its area is heavily obscured . Any creature but the mummy djinni that enters the sandstorm must succeed on a DC 18 Strength saving throw or be restrained by it. The mummy djinn can move the sandstorm up to 60 feet as an action, and creatures restrained by the sandstorm move with it. The sandstorm ends if the mummy djinn loses sight of it. A creature can use its action to free a creature restrained by the sandstorm, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest unoccupied space outside the sandstorm. \n'b'\n'b' Mummy Rot \n'b' Source FGG:CoB \n'b' Mummy rot first causes desiccation and then a slow decomposition. \n'b' Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a Constitution saving throw. The DC for the saving throw depends on the power of the curse for magical contagion, and is 14 for breathing grave dust. \n'b' Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of exhaustion . \n'b' Every 24 hours thereafter, the victim must make a DC 17 Constitution saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms. \n'b' Remove Curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present. \n'b' Symptoms in order of appearance based on number of failed saving throws: \n'b'\n'b' 0 \n'b' Thirst \xe2\x80\x93 double water consumption or gain one level of exhaustion \n'b'\n'b' 1 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 2 \n'b' Vision reduced by 30 ft. \n'b'\n'b' 3 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 4 \n'b' Blind \n'b'\n'b' 5 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 6 \n'b' Gain one level exhaustion and Charisma is now 1 \n'b'\n'b' 7 \n'b' Lose 2d6 each of Constitution , Dexterity , and Strength * \n'b'\n'b' 8 \n'b' Constitution , Dexterity , and Strength are now 1 \n'b'\n'b' 9+ \n'b' Lose 1 hp for each failed save until death * Charisma does not drop below 1. If Constitution , Dexterity , or Strength drop to 0, the victim is dead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Great Spider \n'b' Family: Mummies \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 51 (+5) CON: 59 (+4) INT: 41 (+0) WIS: 04 (+2) CHA: 2 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +8, Con +7, Wis +5 Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Horror . Each creature other than an undead or construct within 30 feet of the great spider mummy that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target also suffers one level of exhaustion from sheer terror. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this great spider mummy\xe2\x80\x99s Horror for the next 24 hours. \n'b' Spider Climb . The great spider mummy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must make a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b' Rotting Web (Recharge 5-6) . Ranged Weapon Attack : +8 to hit, range 30/60 ft., one creature. Hit : The target is restrained by the webbing. If the target is a creature, it must make a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' A great spider mummy is created by forbidden rituals from the corpse of a species of extremely rare Khemitian giant spider. A great spider mummy is a rotting, desiccated giant spider wrapped in bandages.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astral Ray \n'b' Large monstrosity , chaotic good \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 68 (8d10 + 24) \n'b' Speed 5 ft., fly 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 8 ( 1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Immunities psychic \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mental Bond . The astral ray can forge an instinctive bond with one willing Humanoid it spends at least 1 hour within 10 feet of. While bonded, the astral ray and the Humanoid can communicate simple ideas, emotions, and images telepathically across any distance and planes of existence. The astral ray can end this bond at any time (no action required). \n'b' Vision Ward . The astral ray emits a magical aura that blocks divination magic. Any creature within 30 feet of the placeholder can\xe2\x80\x99t be targeted by any divination magic, or perceived through magical scrying sensors. \n'b'\n'b' ACTIONS \n'b'\n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage and the target must succeed on an DC 13 Intelligence saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. \n'b' Material Manifestation (1/Day) . The astral ray manifests physically on the Material Plane within 30 feet of a Humanoid it has a Mental Bond with. Its physical body uses its normal statistics and remains on the Material Plane for 1 minute, or until it is destroyed or it uses an action to end the manifestation, after which the astral ray returns to the Astral Plane. The duration can be extended to 1 hour if a creature uses an action to expend a spell slot of 3rd level or higher to feed the astral ray with magical energy. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Astral Blink . The astral ray teleports itself and a willing creature mounted on it to an unoccupied space it can see within 30 feet of it. A creature teleported in this way must succeed on a DC 11 Intelligence saving throw or take 4 (1d8) psychic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Rewind . While on the Material Plane, the astral ray can sacrifice its material manifestation to rewind time. At the end of another creature\xe2\x80\x99s turn, the astral ray destroys its physical body and reverts time for one willing creature within 5 feet of it to just before the turn started. The target magically appears in the spot it was in when the turn started, it regains any hit points it lost during the turn, and any conditions or effects that began on it during the turn no longer affect it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Greater \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 156 (24d8 + 48) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Wisdom +7, Charisma +10 Skills Perception +7 Damage Vulnerabilities fire Damage Resistances acid, cold, lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The greater mummy has advantage on saving throws against spells and other magical effects. \n'b' Rejuvenation . The greater mummy gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy\xe2\x80\x99s heart. \n'b' Turn Resistance . The greater mummy has advantage on saving throws against any effect that turns undead. \n'b' Spellcasting . The greater mummy is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , message , poison spray, ray of frost , true strike \n'b' 1st level (4 slots) : burning hands , detect magic , fog cloud , magic missile \n'b' 2nd level (3 slots) : arcane lock , ray of enfeeblement , scorching ray , web \n'b' 3rd level (3 slots) : counterspell , lightning bolt , stinking cloud \n'b' 4th level (3 slots) : confusion , ice storm , wall of fire \n'b' 5th level (1 slot) : arcane hand , cone of cold \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The greater mummy can use its Dreadful Glare and make one attack with its rotting fist. \n'b' Rotting Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be cursed with mummy rot. \n'b' Dreadful Glare . The greater mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 19 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare from mummies of all types for the next 24 hours. \n'b'\n'b' Legendary Actions \n'b' The greater mummy 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 mummy regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The greater mummy makes one melee attack or uses its Dreadful Glare. \n'b' Blinding Dust . Blinding dust and sand swirls magically around the greater mummy. Each creature within 5 feet of the mummy must succeed on a DC 19 Constitution saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Blasphemous Word (Costs 2 Actions) . The greater mummy utters a blasphemous word. Each non-undead creature within 10 feet of the mummy that can hear the magical utterance must succeed on a DC 19 Constitution saving throw or be stunned until the end of the mummy\xe2\x80\x99s next turn. \n'b' Channel Negative Energy (Costs 2 Actions) . The greater mummy magically unleashes negative energy. Creatures within 60 feet of the mummy, including ones behind barriers and around corners, can\xe2\x80\x99t regain hit points until the end of the mummy\xe2\x80\x99s next turn. \n'b' Whirlwind of Sand (Costs 2 Actions) . The greater mummy magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy is immune to all damage, and it can\xe2\x80\x99t be grappled , petrified , forced\xc2\xa0 prone , restrained , or stunned. Equipment worn or carried by the mummy remains in its possession. \n'b'\n'b' 3pp Variant Mummy Rot \n'b' Source FGG:CoB \n'b' Mummy rot first causes desiccation and then a slow decomposition. \n'b' Vision goes early on as the body loses fluids, followed by ever-increasing weakness. Death comes late, well after the victim is completely incapacitated from weakness. When a humanoid is exposed to the disease, either by magical means or through inhaling the dust of a former victim, the creature must make a Constitution saving throw. The DC for the saving throw depends on the power of the curse for magical contagion , and is 14 for breathing grave dust. \n'b' Mummy rot typically manifests immediately with a strong level of thirst. The victim must drink at least one gallon of water within a minute of contracting mummy rot or gain one level of exhaustion . \n'b' Every 24 hours thereafter, the victim must make a DC 17 Constitution saving throw. Each failure adds one symptom from the table below until death occurs. Two consecutive passes halts the disease but does not remove existing symptoms. \n'b' Remove Curse destroys the disease and heals all damage. A single casting of lesser restoration removes the most recent symptom still present. \n'b' Symptoms in order of appearance based on number of failed saving throws: \n'b'\n'b' # Failed Saves\xe2\x80\xa6 \n'b' Effect \n'b'\n'b' 0 \n'b' Thirst \xe2\x80\x93 double water consumption or gain one level of exhaustion \n'b'\n'b' 1 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 2 \n'b' Vision reduced by 30 ft. \n'b'\n'b' 3 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 4 \n'b' Blind \n'b'\n'b' 5 \n'b' Gain one level exhaustion and lose 1d4 points of Charisma * \n'b'\n'b' 6 \n'b' Gain one level exhaustion and Charisma is now 1 \n'b'\n'b' 7 \n'b' Lose 2d6 each of Constitution , Dexterity , and Strength * \n'b'\n'b' 8 \n'b' Constitution , Dexterity , and Strength are now 1 \n'b'\n'b' 9+ \n'b' Lose 1 hp for each failed save until death * Charisma does not drop below 1. If Constitution , Dexterity , or Strength drop to 0, the victim is dead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cueyatl Sea Priest \n'b' Family: Cueyatl \n'b' Small humanoid , lawful evil \n'b' Armor Class 12 (leather armor) Hit Points 45 (10d6 + 10) Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3 Skills Medicine +4, Religion +2 Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Cueyatl Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious . The cueyatl can breathe air and water. \n'b' Jungle Camouflage . The cueyatl has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Slippery . The cueyatl has advantage on saving throws and ability checks made to escape a grapple. \n'b' Speak with Sea Life . The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language. \n'b' Spellcasting . The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , poison spray \n'b' 1st level (3 slots) : animal friendship, create or destroy water , fog cloud , speak with animals \n'b'\n'b' Standing Leap . The cueyatl\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Trident . Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Guardian \n'b' Family: Mummies \n'b' Medium undead , lawful neutral \n'b' Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 20 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 15 (+2) INT: 6 (-2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Wisdom +7, Charisma +6 Skills Perception +7 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Resistance . The guardian mummy has advantage on saving throws against fire, spells, and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The guardian mummy makes three attacks with its khopesh, or two attacks with its khopesh and one rotting fist attack . \n'b' Khopesh . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) slashing damage. \n'b' Rotting Fist . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 17 (5d6) necrotic damage. If the target is a creature it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. \n'b' Dreadful Glare . The guardian mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies of all types for the next 24 hours.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Lightning-Quick \n'b' Family: Mummies \n'b' Medium undead , chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 150 (20d8 + 60) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 50 (+5) CON: 56 (+3) INT: 3 (-1) WIS: 14 (+2) CHA: 25 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +8, Wis +7, Cha +7 Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Accelerated Movement . The lightning-quick mummy has advantage on initiative checks. \n'b' Gaze of Despair . When a creature that can see the lightning-quick mummy\xe2\x80\x99s eyes starts its turn within 30 feet of the lightning-quick mummy, the mummy can force it to make a DC 15 Wisdom saving throw if the mummy isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature suffers disadvantage on all attack rolls, ability checks, and saving throws for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the lightning-quick mummy until the start of its next turn, when it can avert its eyes again. If the creature looks at the lightning-quick mummy in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the lightning-quick mummy are done at disadvantage. \n'b' Mask of Rahotep . The lightning-quick mummy wears an enchanted mask of Rahotep. If this mask is removed, the lightning-quick mummy loses its accelerated movement ability and all legendary actions. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lightning-quick mummy makes one Crook attack and two Flail attacks, or one Electric Bolts and two Flail attacks. \n'b' Crook . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage and the creature must succeed at a DC 18 Strength saving throw or be grappled by the lightning-quick mummy (escape DC 18). The lightning-quick mummy can grapple only one creature with its hook. \n'b' Electric Bolts . Ranged Weapon Attack : +10 to hit, range 20/40 ft., up to three targets. Hit : 15 (3d6 + 5) lightning damage. \n'b' Flail . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage and the creature must succeed at a DC 18 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The lightning-quick mummy 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 lightning-quick mummy regains spent legendary actions at the start of its turn. \n'b'\n'b' Faster Than the Eye Can See . The lightning-quick mummy makes an Electric Bolts and a Flail attack . \n'b' Hook and Shock (Costs 2 Actions) . The lightning-quick mummy attacks a creature it has grappled with its hook using Electric Bolts, with all three bolts targeting the grappled creature with disadvantage. \n'b' Spin and Strike . The lightning-quick mummy moves up to its full movement, ignoring difficult terrain and not provoking attacks of opportunity, and makes a Crook attack . \n'b' Spit Beetle . The lightning-quick mummy spits a beetle from the list below. This is a ranged weapon attack (+10 to hit, range 10/20 ft., one target, Hit : target suffers the effects based on the color of beetle). \n'b'\n'b' Lightning-Quick Mummy Scarabs \n'b'\n'b' d6 \n'b' Beetle Type \n'b' Effect \n'b'\n'b' 1 \n'b' White \n'b' Target is blinded until the end of its next turn. \n'b'\n'b' 2 \n'b' Purple \n'b' The next spell the target casts within one hour fails, and the target takes 1d6 force damage per level of the spell. \n'b'\n'b' 3 \n'b' Blue \n'b' Target is unable to cast any spells until the end of its next turn. \n'b'\n'b' 4 \n'b' Black \n'b' Target is paralyzed until the end of its next turn. \n'b'\n'b' 5 \n'b' Green \n'b' Target must succeed at a DC 18 Constitution saving throw or suffer 17 (5d6) piercing damage as the scarab burrows into its flesh. \n'b'\n'b' 6 \n'b' Red \n'b' Target must target its next attack against an ally within five feet. If no ally is within range at that time, target is stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the unliving. They wear ornate funeral masks that depict their creators, but with horrid grins that mock and laugh. Armed with a flail and crook, magical lightning, and filled with dangerous scarabs, the lightning-quick mummies are fearsome foes who know no mercy. In fact, their mocking faces belie that they have any emotions whatsoever.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Peat \n'b' Family: Mummies \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (\xe2\x80\x931) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning; bludgeoning and piercing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bog Melt . A creature afflicted with the peat mummy\xe2\x80\x99s bog melt curse can\xe2\x80\x99t regain hp , and its hp maximum is reduced by 7 (2d6) for every 24 hours that elapse. In addition, when the cursed creature starts its turn within 30 feet of a creature it can see, it has a 50 percent chance of going into a rage until the end of its turn. While in a rage, the cursed creature must attack the nearest creature. If no creature is near enough to move to and attack , the cursed creature stalks off in a random direction, seeking a target for its rage. The curse lasts until it is lifted by a remove curse spell or similar magic. If the curse reduces the creature\xe2\x80\x99s hp maximum to 0, the creature dies, and its body dissolves into a viscous puddle of goo. Carnivorous creatures with an Intelligence of 3 or lower that can see or smell the goo must succeed on a DC 15 Wisdom saving throw or drink the goo. After 1 minute, the creature\xe2\x80\x99s Bite, Claw, or Slam attack becomes infused with the curse, and any creature hit by that attack must succeed on a DC 15 Constitution saving throw or be cursed with bog melt. \n'b' Noxious Slurry . A creature that hits the peat mummy with a melee weapon attack that deals slashing damage while within 5 feet of the mummy must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn as noxious fumes and liquefied flesh spray from the wound. \n'b' Undead Nature . The peat mummy doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The peat mummy makes two Rabid Bite attacks. If the mummy hits one creature with both attacks, the target must succeed on a DC 15 Constitution saving throw or be cursed with bog melt (see the Bog Melt trait). \n'b' Rabid Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Wearing tattered and muddy clothing, the creature looks like a common villager who ran into trouble in the swamp, though its leathery skin and dead eyes betray its undead state. \n'b' Peat mummies are the undead remains of innocents who were murdered by drowning in a swamp. The mud of the bog preserves the body while the unquiet spirit festers within it. The resulting mummy is a rage-fueled shell that seeks vengeance against the people it blames for its condition. Since becoming a peat mummy can take decades, the unfortunates who suffer the creature\xe2\x80\x99s wrath are often unaware of its existence. \n'b' Murderers of Murderers . If the parties responsible for the peat mummy\xe2\x80\x99s condition are still alive at its return, the undead horror vents its fury on them. Peat mummies are completely single-minded. They feel no remorse about collateral damage, and they always take the most direct route to their prey, even if it brings them into conflict with others. If a peat mummy can\xe2\x80\x99t find its killer, it goes on a killing spree that ceases at night, when it returns to its muddy grave, only to begin anew the following day. Even the most talented necromancers can\xe2\x80\x99t reason with an enraged peat mummy on the killing path.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Scroll \n'b' Family: Mummies \n'b' Medium undead , neutral \n'b' Armor Class 12 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 17 (+3) INT: 18 (+4) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Skills Arcana +7, History +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The scroll mummy has advantage on saving throws against spells and other magical effects. \n'b' Scroll Body . The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day. \n'b' Innate Spellcasting . The scroll mummy\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : comprehend languages , fire bolt, mage hand , prestidigitation , ray of sickness \n'b' 5/day each : hold person , inflict wounds , scorching ray \n'b' 3/day each : bestow curse , fear \n'b' 1/day each : black tentacles , confusion \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The scroll mummy makes two spell-siphoning fist attacks. \n'b' Spell-Siphoning Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster\xe2\x80\x99s spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait). \n'b'\n'b' About \n'b' Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes. \n'b' A scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature\xe2\x80\x99s body, similarly to burial wrappings for an ordinary mummy. \n'b' Curseless . This alternate mummy doesn\xe2\x80\x99t carry the same curse as one created through a burial ritual, but its unique, arcane creation does make it particularly deadly to spellcasters. \n'b' Obsessed with knowledge, the scroll mummy siphons spells from spellbooks, scrolls, and even other spellcasters and inscribes them onto empty parchment on its body. A scroll mummy can use the spells it has inscribed onto its body and jealously guards those scrolls for fear of losing their power. \n'b' Powerful scroll mummies wrapped in extremely potent scrolls are said to exist but have yet to emerge from their hidden lairs. \n'b' Undead Nature . A scroll mummy doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy, Venomous \n'b' Family: Mummies \n'b' Medium undead , lawful evil \n'b' Armor Class 11 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 15 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Toxic Smoke . If the venomous mummy takes fire damage, each creature within 10 feet of it must make a DC 12 Constitution saving throw as its venom-soaked wraps emit a poisonous smoke. On a failure, a creature takes 7 (2d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned. The smoke fills a 10-foot-radius sphere centered on the mummy. The sphere spreads around corners, and its area is lightly obscured. It lasts until the end of the mummy\xe2\x80\x99s next turn. A creature that enters the cloud for the first time on a turn or starts its turn there is poisoned until the end of its next turn. \n'b' Venom-Soaked Wraps . A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage. \n'b' Undead Nature . The venomous mummy doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Venomous Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed. Every 24 hours that elapse, the cursed target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the curse is removed. The target dies if this effect reduces its hp maximum to 0. The curse lasts until removed by the remove curse spell or similar magic. \n'b'\n'b' ABOUT \n'b' This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric. \n'b' Servant of the Scorpion Goddess . These mummies are crafted by the faithful of a goddess of poison and scorpions to guard holy sites and tombs and to serve as agents of the goddess\xe2\x80\x99s retribution. Should the goddess\xe2\x80\x99s faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess. \n'b' Death to Blasphemers . In most cases, retribution is limited to people who actually undertook acts of blasphemy. However, if the priests determine that an entire community has grown heretical, they may set mummies loose against the entire populace. \n'b' Deadly Smoke . Though fire destroys many undead, burning a venomous mummy releases a toxic smoke.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rahotep\xe2\x80\x99s Tomb Mummy \n'b' Family: Mummies \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 104 (16d8 + 32) Speed 20 ft.\n'b' STATS STR: 21 (+5) DEX: 53 (+1) CON: 15 (+2) INT: 20 (+0) WIS: 04 (+2) CHA: 24 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +5, Wis +5 Damage Vulnerabilities fire Damage Resistances cold Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Rahotep\xe2\x80\x99s tomb mummy\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). Rahotep\xe2\x80\x99s tomb mummy can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : locate creature , locate object \n'b'\n'b' Magic Resistance . Rahotep\xe2\x80\x99s tomb mummy has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Rahotep\xe2\x80\x99s tomb mummy makes one Rotting Bite attack and one Rotting Claws attack . \n'b' Rotting Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 17 (5d6) necrotic damage. \n'b' Rotting Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage plus 17 (5d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' A humanoid creature that dies (through natural or unnatural causes, or as the result of a curse) while inside the Tomb of Rahotep rises as a mummy in 30 minutes. Rahotep\xe2\x80\x99s tomb mummies appear much as the former person did in life. It still possesses any armor and weapons the creature had, though it cannot use spells or spell-like abilities. \n'b' A Rahotep\xe2\x80\x99s tomb mummy blames its former associates for its current state (\xe2\x80\x9cHow could my comrades allow me to attain this form?\xe2\x80\x9d) and follows them relentlessly, seeking to kill them and turn them into new allies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mummy \n'b' Medium undead , lawful evil \n'b' Armor Class 11 (natural armor) \n'b' Hit Points 58 (9d8 +18) \n'b' Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 \n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages the languages it knew in life \n'b' Challenge 3 (100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The mummy can use its Dreadful Glare and makes one attack with its rotting fist. \n'b' Rotting Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and tits body turns into a mummy. The curse lasts until removed by the remove curse power or similar effect. \n'b' Dreadful Glare . The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this power or become frightened until the end of the mummy\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lord) for the next 24 hours.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Munuane \n'b' Large giant , neutral evil \n'b' Armor Class 16 (natural hide ) \n'b' Hit Points 196 (23d10 + 70) \n'b' Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 24 (+7) INT: 9 (-1) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +8, Con +12 \n'b' Skills Athletics +9, Perception +6, Stealth +7, Survival +6 \n'b' Damage Resistances All damage but force, psychic, and radiant Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Giant \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Confusing Gaze . When an individual starts its turn within 30 feet of the munuane and is able to see the monster\xe2\x80\x99s eyes, the munuane can magically force the individual to make a DC 18 Charisma saving throw, unless the munuane is incapacitated . On a failed saving throw, the creature cannot take reactions until the start of its next turn and rolls 1d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it cannot see the munuane until the start of its next turn, when it can avert its eyes again. If the creature looks at the munuane in the meantime, it must immediately make the save.\n'b'\n'b' Command Confused. If an individual falls under the effect of the munuane\xe2\x80\x99s confusing gaze, the creature can use its action to alter the confusion effect and instead command the confused victim to wander off and into a nearby trap or natural hazards within 300 feet, such as a quicksand pool, a pit trap, or a ravine. If the trap or hazard poses an obvious visible danger to the victim, or an ally shouts out to call the victim\xe2\x80\x99s attention to the danger, she gets another save to break the confusion effect. Otherwise, the confused victim walks directly towards the danger until she triggers the trap or hazard. Once the trap or hazard triggers, the confusion effect ends. \n'b' Weakness . Blinding the munuane makes the creature vulnerable to physical attacks. It loses all of its immunities and resistances until the blindness condition is removed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The munuane makes two melee attacks or one longbow attack . \n'b' Greatclub . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, 150/600ft., one target. Hit : 11 (2d6 + 4); piercing damage. \n'b' Death Arrow (Recharge 6) . When using its longbow, the munuane can lock in on a single target with deadly accuracy. The next arrow it shoots automatically hits and the munuane makes an attack roll; if this roll would hit, the attack is a critical hit. \n'b'\n'b' ABOUT \n'b' Munuanes are hideously deformed ogres that hunt and devour humanoids caught venturing into their remote jungle territories. The creature\xe2\x80\x99s tall frame is lank and sinewy, with a distended belly and hunched posture. It has no eyes in its oversized head, only a flattened nose, and a toothless, turtle-like beak. They have a sickly, pallid complexion and colourless mousey hair which they wear long. Most disturbingly, from each of the creature\xe2\x80\x99s kneecaps bulges an unblinking swollen eye. The munuane is 10 feet tall and weighs 500 pounds. Munuanes live in mated pairs in simple mud huts deep within the jungles near navigable bodies of water from which they fish and drink. They do not gather in large groups to avoid attracting the attention of outsiders. Able craftsmen, they build their own homes, tools, and weapons, as well as reed-woven rafts which they use to patrol the rivers and swamps of their hunting grounds. They are superb hunters, infamous for carrying only a single arrow and never missing a shot.\n'b'\n'b' Nature\xe2\x80\x99s Stewards . Munuanes are incredibly protective of their territories. They serve as self-appointed stewards and vengefully punish any creature observed taking fish, wood, or other resources from the land. They know all the pitfalls and particular locations of their territory and what creatures live in different regions and the location of any valuable resources.\n'b'\n'b' Epicurean Cannibals . Though they sustain themselves on fish, a munuane\xe2\x80\x99s preferred meal is a freshly cooked humanoid. They actively hunt and trap humanoids in their territories, and occasionally hunt them outside their lands when prey becomes scarce. After a kill, they take great care in preparing their meals, stewing the meat for hours or days in great clay cooking pots with many spices. The smell of their cooking is enticing, often luring more unwitting victims into the creature\xe2\x80\x99s clutches.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muraenid \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural) Hit Points 45 (7d10 + 7) Speed 0 ft, swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Aquan, Deep Speech Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The muraenid has advantage on attack rolls against a creature if at least one of the muraenid\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Speak with Aquatic Creatures . The muraenid can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language. \n'b' Water Breathing . The muraenid can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the muraenid can Bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Telekinetic Grip . One creature the muraenid can see within 60 feet of it must succeed on a DC 13 Strength saving throw or be moved up to 30 feet in a direction of the muraenid\xe2\x80\x99s choice and be restrained until the start of the muraenid\xe2\x80\x99s next turn. If the muraenid targets an object weighing 300 pounds or less that isn\xe2\x80\x99t being worn or carried, the object is moved up to 30 feet in a direction of the muraenid\xe2\x80\x99s choice. The muraenid can also use this action to exert fine control on objects, such as manipulating a simple tool or opening a door or a container. \n'b' Lord of the Fishes (1/Day) . One Beast with a swimming speed that the muraenid can see within 30 feet of it must succeed on a DC 12 Wisdom saving throw or be magically charmed by the muraenid for 1 day, or until the muraenid dies or is more than 1 mile from the target. The charmed target obeys the muraenid\xe2\x80\x99s verbal or telepathic commands, can\xe2\x80\x99t take reactions , and can telepathically communicate with the muraenid over any distance, provided the two are on the same plane of existence. If the target suffers any harm , it can repeat the saving throw, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Emerging from a crevice in the reef, this yellowish, serpentine creature is covered in a leopard\xe2\x80\x99s dark spots. Its small eyes shine with intelligence, and its teeth promise malice. \n'b' Muraenids are malicious, intelligent moray eels with a touch of magical prowess. They make their homes in vast networks of tunnels and chambers inside coral reefs and the walls of ocean trenches. \n'b' Ancient Aboleth Minions . Eons ago, the muraenids served the aboleth when the aberrations ruled over the oceans as if they were gods. When aboleth domination declined with the growing influence of true deities, the muraenids seized their chance at freedom. Pledging allegiance to the new gods of the deep, the muraenids escaped aboleth control. To this day, the aboleth have neither forgotten nor forgiven the muraenids\xe2\x80\x99 disloyalty. \n'b' Devout Worshipers . Free from enslavement, the muraenids seek to conquer and enslave the ocean\xe2\x80\x99s inhabitants in the name of their dark gods. This brings them into frequent conflict with merfolk, aquatic elves, and sahuagin. Muraenids sacrifice captives in their cavernous coral cathedrals to honor the demon lord Chemosh, water-dwelling old ones, and other sinister gods of the seas. \n'b' New Lords of the Deep . Although the muraenids\xe2\x80\x99 telekinetic powers allow them to manipulate objects, they also dominate aquatic beasts as servants, especially many-armed giant octopuses. Ships sailing near reefs under muraenid control sometimes come under attack by a muraenid pack and its giant octopus minions, grabbing those on deck and pulling them beneath the waves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astral Ronin \n'b' Medium aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 119 (14d8 + 56) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 15 (+2) INT: 13 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +5, Wisdom +4 Skills Athletics +6, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Astral Ronin Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The astral ronin\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : light , shocking grasp , true strike \n'b' 2/day each : disguise self , shield , sleep \n'b' 1/day each : darkness , detect thoughts , dimension door , plane shift , see invisibility \n'b'\n'b' Actions \n'b' Multiattack . The astral ronin makes two Longsword attacks. If it has its Shortsword drawn, it can make a Shortsword attack. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if wielded with two hands. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cueyatl Warchief \n'b' Family: Cueyatl \n'b' Small humanoid (cueyatl), lawful evil \n'b' Armor Class 16 (studded leather, shield) Hit Points 117 (18d6 + 54) Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Acrobatics +5, Animal Handling +6 Senses darkvision 60 ft., passive Perception 13 Languages Cueyatl Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The warchief can breathe air and water. \n'b' Insect Affinity . Insects understand the warchief and view it favorably. The warchief can communicate simple ideas, through words and gestures, with insectoid Beasts, and the warchief has advantage on Wisdom ( Animal Handling ) checks made when interacting with such Beasts. \n'b' Jungle Camouflage . The warchief has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Locked Saddle . The warchief can\xe2\x80\x99t be knocked prone , dismounted, or moved against its will while mounted. \n'b' Mounted Warrior . While the warchief is mounted, its mount can\xe2\x80\x99t be charmed or frightened . \n'b' Slippery . The warchief has advantage on saving throws and ability checks made to escape a grapple. \n'b' Spirited Charge . If the warchief moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the warchief can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction . \n'b' Standing Leap . The warchief\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cueyatl warchief makes two Lance attacks. If the warchief is mounted, its mount can then make one melee weapon attack . \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Mounted Parry . The warchief adds 3 to its AC or its mount\xe2\x80\x99s AC against one melee attack that would hit it or its mount. To do so, the warchief must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' A small frog-like figure wearing a colorful feathered headdress sits astride a mosquito the size of a horse. The mosquito is decorated in similar feathers and colors as its rider. \n'b' Mounted Warrior . The warchiefs of the cueyatl ride into battle atop large insects, such as giant spiders, giant wasps, or carrier mosquitos (see Tome of Beast 2), that have been fitted with special saddles to prevent the warchiefs from falling during battle. Each warchief spends months or even years training and battling alongside its mount, their movements becoming as one during combat. \n'b' Chosen by the Gods . Each cueyatl tribe has one warchief that is selected by the high priest, who receives visions of the next warchief from the tribe\xe2\x80\x99s patron deity. A warchief is then tasked with leading cueyatl warriors into battle against threats to the tribe or in disputes of territory with other cueyatl or humanoids in the area. \n'b' Greatest Warrior . Even though the warchief is selected by a high priest, the chosen cueyatl is always one of the mightiest warriors of the tribe. Warchiefs are fierce in battle and are driven with a zeal of righteousness after being chosen by the gods to lead their people.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Murder Born \n'b' Tiny undead , chaotic evil \n'b' Armor Class 13 Hit Points 90 (20d4 + 40) Speed fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , restrained Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The murder born can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The murder born can move through other creatures and objects as if they were difficult terrain . It takes 5 force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Ghostly Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 20 (5d6 + 3) necrotic damage. \n'b' Despondent Wail . The murder born screams a high-pitched wail of despair and confused sorrow. All creatures within 30 feet of the murder born that can hear it must succeed on a DC 14 Wisdom saving throw or suffer disadvantage on all attack rolls, ability checks, and saving throws for one minute. A creature who succeeds on a save against a murder born\xe2\x80\x99s despondent wail is immune to the effects for one hour. \n'b' Etherealness . The murder born enters the Ethereal Plane from the Material Plan, or vice versa. It is invisible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected by, anything on the other plane. \n'b'\n'b' ABOUT \n'b' Murder of the foulest kind creates the ghastly undead known. When a pregnant mother and her unborn child are slain and their bodies not given a proper burial, then the spirit of the unborn rises as a murder born. Translucent and shimmering, these foul fetuses want nothing more than to sow death and despair in the world they never saw. They are rapacious in their hunger for murder, as if only through that singular act can they understand the world.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Murder Crow \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 71 (13d8 + 13) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Throes . When the murder crow dies, it explodes into a murder of crows. These smaller swarms continue to relentlessly attack all living creatures within sight. Use the statistics for a swarm of ravens for the murder of crows. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The murder crow makes two Claw attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 1) slashing damage. If the murder crow hits a target with both Claw attacks in the same turn, the creature must succeed on a DC 15 Dexterity saving throw or be blinded as the murder crow scratches and tears at the target\xe2\x80\x99s eyes. The blindness can be removed if a character spends their action to attend to the blinded target and makes a successful DC 15 Wisdom ( Medicine ) check or by a lesser restoration spell. \n'b'\n'b' ABOUT \n'b' Murder crows are not of this world, or so the sages say. Other texts speak of natural birds cursed by foul wizardry to become these monstrosities. No matter how they were created, they exist to feast upon the eyes of the living. While not rotten themselves, their feathers are unclean and their eyes stare out not with hunger or rage, but blank emotion. Once slain, they do not end their attack, for the murder crow explodes into a cloud of angry crow corpses.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Murder Hornet \n'b' Small beast , chaotic evil \n'b' Armor Class 13 Hit Points 22 (4d6 + 8) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 5 (-3) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the murder hornet has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the murder hornet scores against a surprised creature is a critical hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Stinger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage and 5 (2d4) poison damage. \n'b'\n'b' ABOUT \n'b' An odd sound fills the air and a party of adventurers stops in its tracks. They all see extremely large hornets flying over a bog, heading in their direction. Murder hornets are much larger than their tiny cousins and easy to detect. \n'b' Potent Poison . This creature can spoil any visit to the swamp or jungle region. Their stinger injects a strong poison into victims. \n'b' Evil Queen . A different queen murder hornet leads each colony. The hornets will fight to the death to protect their queen. Dozens of the monsters will make a home together. \n'b' Nesting Place . Murder hornets dig their nests in the ground or take over the homes of other beasts. The poisonous beasts will wrap up corpses in sticky saliva to save for later meals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Murder Sprite \n'b' Tiny fey (titanspawn), neutral evil\n'b' STATS STR: 4 (-3) DEX: 18 (+4) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 14 (4d4 + 4) Speed 10 ft., fly 40 ft. Skills Perception +2, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Sylvan, Titan Speech Challenge 1/4 (50 XP) \n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 2 (1d4) poison damage, and the murder sprite attaches to the target. While attached, the sprite doesn\xe2\x80\x99t attack . Instead, at the start of each of the sprite\xe2\x80\x99s turns, the target loses 3 (1d4 + 1) hit points due to blood loss. The murder sprite can detach itself by spending 5 feet of its movement. It does so after it drains 7 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sprite. \n'b'\n'b' Tactics \n'b' Despite their aggressiveness, murder sprites prefer to avoid combat with healthy specimens of creatures larger than themselves, at least unless they have great numbers to counteract their physical weakness. Typically, they attack lone or weakened targets through poison or traps, and then ambush as a last resort. A murder sprite is certainly clever enough to use tools, although it shares the same antipathy for ferrous metals as do most fey. \n'b' Description \n'b' Cruel and bloodthirsty creatures, murder sprites are by no means swift-witted. They are possessed of a malicious cunning, though, and they take great pride in inflicting woe. Unlike many of the creatures created by the titans, murder sprites have prospered in the time since the war. \n'b' With their fast breeding cycle, they have infested many places, displacing rats as vermin (or in some instances, actually herding them for food). \n'b' Cruelty has shaped the malicious features of these tiny fey, their hideous mouths toothy and circular, like the ringed maw of a lamprey eel. \n'b' Malicious Wretches . Murder sprites happily carry out campaigns of terror for little more reason than that fear and pain delight them. Where they dwell, small children and the elderly are set upon and blinded or hamstrung, pets are poisoned and tortured, and every grain silo is a bomb waiting to explode. For these reasons and more, wherever they are discovered, murder sprites are mercilessly hunted and destroyed. These fey are as brutal to one another as they are to the larger inhabitants of the world around them, and their existence is a squalid caricature of human life, composed of little more than sly manipulation and brutal dominance games.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Murgrik \n'b' Large aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., fly 20 ft., swim 40 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages understands Deep Speech but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . The murgrik has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Hold Breath . The murgrik can hold its breath for 30 minutes. \n'b' Keen Scent . The murgrik has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Tentacle Flight . The murgrik flies by spinning its tentacles. If it is grappling a creature with its tentacles, its flying speed is halved. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The murgrik makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 9 (1d6 + 6) bludgeoning damage. The target is grappled (escape DC 18) if it is a Medium or smaller creature and the murgrik doesn\xe2\x80\x99t have two other creatures grappled . Until this grapple ends, the target is restrained . \n'b' Stomach Maw . The murgrik makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the murgrik, and it takes 14 (4d6) acid damage at the start of each of the murgrik\xe2\x80\x99s turns. The murgrik can only have one creature swallowed at a time. If the murgrik takes 20 damage or more on a single turn from the swallowed creature, the murgrik must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the murgrik. If the murgrik dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Unsettling Ululations (Recharge 6) . The stalk on the murgrik\xe2\x80\x99s head unleashes a dispiriting wail. Each creature within 30 feet of the murgrik that can hear it must make a DC 14 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' This reptilian creature is built like an alligator with two extra mouths: one affixed to a stalk between its eyes and one toothy maw stretched over its belly. A batlike membrane connects its forelimbs to its body, and a tail made up of a dozen spinning tentacles propels the abomination in flight. \n'b' Marshy Nightmares . Murgriks are consummate hunters and prefer to prey on intelligent creatures. They relish the fear their appearance provokes, and they augment this fear by generating terrifying wails from the stalks on their heads. Once they smell blood, they relentlessly attack and pursue prey until they or their prey die. \n'b' Corrupted Alligators . Occasionally, deep parts of swamps cross planar boundaries into the Abyss. Those who study murgriks believe the creatures are ordinary alligators warped by their proximity to that plane. Their cruelty and preference for intelligent prey both lend credence to the notion that the Abyss has influenced their mutations. \n'b' Afraid of Herons . The only known way to deter a murgrik from attacking is to introduce a heron, real or illusory. The reason a murgrik retreats from herons is a mystery, but it may point to the existence of a demonic bird that preys on murgriks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mus \n'b' Family: Mus \n'b' Tiny humanoid , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 2 (1d4) Speed 10 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +5 Skills Perception +7, Stealth +7 Senses darkvision 30 ft., passive Perception 13 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Silent as a Mouse . A mus has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b' Sword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The mus are a race of diminutive rodents that resemble bipedal mice. They live in regions normally unvisited by larger humanoids such as forests, isolated valleys, and forgotten ruins, but they are also known to inhabit large cities, where their tiny empires grow powerful beyond the notice of the city\xe2\x80\x99s conventional inhabitants. Mus communities are ruled by hereditary sultans, and they create elaborate dwellings, decorated in the fashion of the most luxurious cities. \n'b' The mus also dress well, favoring lavish but tasteful garb from silken trousers, curly-toed slippers, turbans, embroidered vests, fezzes, and low-crowned tasseled chapeaux. Mus also love lavish jewelry \xe2\x80\x93 rings, necklaces, bracelets, and broaches of tiny size but superb workmanship. Though of good alignment, they tend to avoid contact with the outside world, preferring to keep their hidden empires a secret from others. Mus sorcerers command many defensive spells and can make encounters with the little creatures challenging even for experienced adventurers. If aided or shown friendship, the mousefolk may become companions or allies, but always ask that their friends keep their secrets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mus Sorcerer \n'b' Family: Mus \n'b' Tiny humanoid , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 5 (2d4) Speed 10 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +5, Cha +5 Skills Perception +7, Stealth +7 Senses darkvision 30 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Silent as a Mouse . A mus sorcerer has advantage on Dexterity ( Stealth ) checks. \n'b' Spellcasting . The mus sorcerer is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The mus sorcerer has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : blade ward, dancing lights , friends, minor illusion , prestidigitation \n'b' 1st level (4 slots) : charm person , expeditious retreat , shield , witch bolt \n'b' 2nd level (3 slots) : invisibility , shatter \n'b' 3rd level (3 slots) : blink , slow \n'b' 4th level (2 slots) : confusion \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b' Staff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of the mus sorcerer\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The mus are a race of diminutive rodents that resemble bipedal mice. They live in regions normally unvisited by larger humanoids such as forests, isolated valleys, and forgotten ruins, but they are also known to inhabit large cities, where their tiny empires grow powerful beyond the notice of the city\xe2\x80\x99s conventional inhabitants. Mus communities are ruled by hereditary sultans, and they create elaborate dwellings, decorated in the fashion of the most luxurious cities. \n'b' The mus also dress well, favoring lavish but tasteful garb from silken trousers, curly-toed slippers, turbans, embroidered vests, fezzes, and low-crowned tasseled chapeaux. Mus also love lavish jewelry \xe2\x80\x93 rings, necklaces, bracelets, and broaches of tiny size but superb workmanship. Though of good alignment, they tend to avoid contact with the outside world, preferring to keep their hidden empires a secret from others. Mus sorcerers command many defensive spells and can make encounters with the little creatures challenging even for experienced adventurers. If aided or shown friendship, the mousefolk may become companions or allies, but always ask that their friends keep their secrets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mus Swashbuckler \n'b' Family: Mus \n'b' Tiny humanoid , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 5 (2d4) Speed 10 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +5, Cha +5 Skills Deception +7, Perception +7, Stealth +7 Senses darkvision 30 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distraction . As a bonus action, the mus swashbuckler makes a contested Charisma ( Deception ) check against its opponent\xe2\x80\x99s Wisdom ( Insight ). On a success, the opponent is distracted and the mus swashbuckler has advantage on its melee attacks against that target for one round. \n'b' Silent as a Mouse . A mus swashbuckler has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b' Rapier . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' The mus are a race of diminutive rodents that resemble bipedal mice. They live in regions normally unvisited by larger humanoids such as forests, isolated valleys, and forgotten ruins, but they are also known to inhabit large cities, where their tiny empires grow powerful beyond the notice of the city\xe2\x80\x99s conventional inhabitants. Mus communities are ruled by hereditary sultans, and they create elaborate dwellings, decorated in the fashion of the most luxurious cities. \n'b' The mus also dress well, favoring lavish but tasteful garb from silken trousers, curly-toed slippers, turbans, embroidered vests, fezzes, and low-crowned tasseled chapeaux. Mus also love lavish jewelry \xe2\x80\x93 rings, necklaces, bracelets, and broaches of tiny size but superb workmanship. Though of good alignment, they tend to avoid contact with the outside world, preferring to keep their hidden empires a secret from others. Mus sorcerers command many defensive spells and can make encounters with the little creatures challenging even for experienced adventurers. If aided or shown friendship, the mousefolk may become companions or allies, but always ask that their friends keep their secrets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muse \n'b' Medium outsider , any alignment \n'b' Armor Class : 15 Hit Points 16 (3d8+3) Speed : 30 ft., fly 90 ft..\n'b' STATS STR: 0 (0) DEX: 12 (+1) CON: 12 (+1) INT: 18 (+4) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +6, History +6, Insight +3, Nature +6, Perception +3, Perform +10, Religion +6, All musical instruments +10 Senses : passive Perception 13 Damage Resistances : acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities : poison Condition Immunities : grappled , paralyzed , petrified , poisoned , prone , restrained Languages : All languages Challenge : 2 (400 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement : The mercurial can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Bonded : The muse is bonded to the bard who summons it. The muse cannot move further than 30 feet away from the bard to whom it is bound. If the bard dies, the muse also dies. \n'b' Inspiration : The muse is able to use bardic inspiration as a third-level bard. It has 4d6 bardic inspiration dice. \n'b' Manifestation : At will, the muse can manifest itself. While manifested, the muse becomes visible and assumes a physical form (which can be harmed and killed normally). While manifested, the muse cannot move farther than 30 feet from the bard (although if the bard moves, the muse must move with the bard). \n'b'\n'b' Actions \n'b'\n'b' Short Sword . Melee Weapon Attack : +3 to hit, reach 5 ft., 1 targets. Hit : 4 (1d6+1) slashing damage. \n'b' Short Bow . Ranged Weapon Attack : +3 to hit, range 30/120 ft., 1 target. Hit : 3 (1d6) piercing damage. \n'b'\n'b' About \n'b' A muse is highly sought after by bards throughout the planes as a spiritual and creative guide. The muse is intimately tied to the bard who summons it. \n'b' A muse typically exists in an incorporeal form visible only to the bard to whom it is bound. As long as it remains in that form, it is essentially invulnerable to physical harm and can only be detected through magical means (such as a true seeing spell). \n'b' In order to use its powers, however, a muse must manifest. In manifesting itself, the muse takes on a physical form. The form is composed of pure energy, but can be injured normally. A muse may have any appearance in its physical manifestation (although representations of young women and animals are most typical).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mush Marcher \n'b' Large plant , neutral \n'b' Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities thunder Condition Immunities blinded Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages understands Common, plus one language known by its grower, but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing . The mush marcher has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Partial Echolocation . The mush marcher\xe2\x80\x99s blindsight is reduced to 10 feet while deafened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mush marcher makes two Spore-Laced Claw attacks or one Mycelial Harpoon attack and one Spore-Laced Claw attack . \n'b' Mycelial Harpoon . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 15/30 ft., one target. Hit : 10 (2d6 + 3) piercing damage, and the harpoon sticks in the target if it is a Medium or smaller creature. While the harpoon is stuck, the target takes 7 (2d6) piercing damage at the start of each of its turns, the mush marcher can\xe2\x80\x99t make Mycelial Harpoon attacks against other targets, and the target and mush marcher can\xe2\x80\x99t move further than 30 feet away from each other. A creature, including the target, can take its action to detach the harpoon by succeeding on a DC 13 Strength check. Alternatively, the mycelial thread connecting the mush marcher to the harpoon can be attacked and destroyed (AC 12; hp 10; vulnerability to thunder damage; immunity to bludgeoning, poison, and psychic damage), dislodging the harpoon into an unoccupied space within 5 feet of the target and preventing the mush marcher from using Recall Harpoon. \n'b' Spore-Laced Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage. \n'b' Slowing Spores (Recharge 5\xe2\x80\x936) . The mush marcher releases spores from its cap. Each creature within 20 feet of the mush marcher must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned . On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . While poisoned in this way, a creature\xe2\x80\x99s speed is halved. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Recall Harpoon . The mush marcher pulls on the mycelial threads connecting it to its harpoon, returning the harpoon to its empty hand. If the harpoon is stuck in a creature, that creature must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet toward the mush marcher. \n'b'\n'b' ABOUT \n'b' A hulking red and white mushroom stomps forward. As it patrols, the gills beneath its cap taste the air for any sign of movement. When a ritual is performed on a patch of moondrop agaricus on the night of a full moon, the fruiting bodies of these rare mushrooms begin a slow transformation. By the next full moon, between one and three of these mushrooms sprout to a great size, uprooting themselves with three thick legs and patrolling the nearby area, awaiting orders. \n'b' Loyal Minions . Mush marchers are friendly and loyal to their grower, following their orders almost instinctively. If its grower is especially neglectful or cruel, a mush marcher abandons them, setting out to find a new purpose in life, becoming hostile to its grower only as a last resort. While obscure, the ritual to create mush marchers overlaps many disciplines, and druids, alchemists, and wizards might stumble across the ritual needed to create them. Thus, mush marchers can be found in druidic groves, wizard towers, priestly caverns, or hidden laboratories in cities and villages.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cueyatl Warrior \n'b' Family: Cueyatl \n'b' Small humanoid , lawful evil \n'b' Armor Class 13 (leather armor) Hit Points 36 (8d6 + 8) Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +2 Skills Acrobatics +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Cueyatl Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious . The cueyatl can breathe air and water. \n'b' Jungle Camouflage . The cueyatl has advantage on Dexterity ( Stealth ) checks made to hide in jungle terrain. \n'b' Slippery . The cueyatl has advantage on saving throws and ability checks made to escape a grapple. \n'b' Standing Leap . The cueyatl\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Battleaxe . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage plus 7 (2d6) poison damage, or 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage if used with two hands.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astral Snapper \n'b' Medium aberration , neutral evil \n'b' Armor Class 12 Hit Points 78 (12d8 + 24) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Skills Arcana +4, Deception +1, Perception +5, Stealth +4 Damage Resistances bludgeoning and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Deep Speech Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Astral Devour . A creature hosting an astral snapper\xe2\x80\x99s astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest . On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host\xe2\x80\x99s internal organs, reducing the host\xe2\x80\x99s Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host\xe2\x80\x99s Constitution score is reduced to 0, the astral snapper exits the host\xe2\x80\x99s body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size. From the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host\xe2\x80\x99s abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host\xe2\x80\x99s back. The astral snapper has disadvantage on Wisdom ( Perception ) checks and is effectively stunned when in this position until it takes damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper\xe2\x80\x99s Astral Devour trait. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b'\n'b' About \n'b' This hideous creature has the body of a pale human. Its yellow eyes are slit with vertical pupils, and its wide grin reveals a mouth full of shark\xe2\x80\x99s teeth. \n'b' Hunters from Beyond . Mysterious extraplanar creatures, astral snappers hunt humanoids on the Material Plane, but they feed on their victim\xe2\x80\x99s innards while concealed in the Astral Plane. They erupt back into the Material Plane from the slain creature once the feast is complete. Though they are most at home in the Astral Plane, they can only get there through killing another creature and can only remain there until they have fed. \n'b' Servants or Parasites . The few scholars familiar with these creatures speculate that they may have come into the world either attached to or in the wake of far greater creatures from beyond the stars, and perhaps they serve such godlike beings in some way. \n'b' Strange Hungers . Astral snappers hunt by means of stealth and ambush, while seeking out lone travelers. When the astral snapper enters the victim\xe2\x80\x99s body by opening a portal in it to the Astral Plane, many of the creatures believe the astral snapper has simply broken off its attack and vanished. They count themselves lucky right up until the first pains of being devoured from the inside strike them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mushroom Guardian \n'b'\n'b' Tiny plant , unaligned \n'b' Armor Class 11 Hit Points 11 (2d4 + 6) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances poison Condition Immunities blinded , deafened Senses blindsight 30 ft. (blinded beyond this radius), passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . When the mushroom guardian remains motionless, it is indistinguishable from an ordinary mushroom. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft.; one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Spore Cloud (Recharge 6) . The mushroom guardian exhales a cloud of spores in a 10-foot radius. Each creature in that area must make a DC 11 Constitution saving throw or begin sneezing so hard that the creature is incapacitated for 1 round. The creature is unaffected on a successful saving throw.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mushroomies \n'b' Medium plant , neutral \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d8) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 10 (+0) INT: 16 (+3) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3, Survival +4 Saving Throws : Con +4 Damage Immunities poison Condition Immunities poisoned , Stunned , Unconscious Senses darkvision 120 ft., passive Perception 12 Languages telepathy 120 ft. Challenge 2 (450 XP) \n'b' Special Qualities \n'b' Naturally Stealthy . The mushroomie has advantage on stealth checks. \n'b' Telepathic . All mushroomies within a 120 ft. range can communicate telepathically with any or all others. This communication is selective and works just like normal speech, but cannot be heard by non-mushroomies unless they so choose. This gives them a combat advantage due to tactics, so long as any two or more mushroomies are within 10 ft. of each other and both are awake, aware, and mobile, they each gain advantage on attacks. \n'b' Actions \n'b' Multiattack . The mushroomie makes 2 slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) bludgeoning damage. \n'b' Spores (recharge 5-6) . The mushroomie emits a cloud of spores that fill a 30\xe2\x80\xb2 radius area. The mushroomie may choose which kind of spores to use from the following: \n'b' Pacifism . All creatures in range must make a DC 15 Constitution save or will drop weapons and sit upon the ground. This effect lasts so long as the creatures are within range of the spores, up to 1 minute. \n'b' Hallucinogenic . All creatures in range must succeed at a DC 15 Constitution save or be affected as per the hypnotic pattern spell, save that the mushroomie does not need to concentrate to maintain the effect. \n'b' Fear . All creatures in range must succeed at a DC 15 Constitution save or be affected as per the fear spell, except that the mushroomie does not need to concentrate to maintain the effect. \n'b' About \n'b' Living mushrooms . Mushroomies are quite literally living mushrooms. They appear as man-like creatures who at a distance may resemble dwarves with broad-brimmed hats. Upon approaching more closely, however, one will see that they are vaguely anthropomorphic in shape, but are indeed mushrooms with a stock and cap, and with arms and legs allowing them to move about freely. \n'b' Peaceful and solitary . Mushroomies are peaceful creatures who live in their own family communities of up to twelve individuals and can be found where normal mushrooms grow, usually in deep, dark and dank places. They do not care for contact with others, and just wish to be left to their own devices. They spend much of their lives in a trance-like state communing with one another. When encountered in a group, all mushroomies are of the same family line. \n'b' When not in a trance, they spend their nights working. As nocturnal creatures, they venture out in the dark to gather the nutrient-rich soil that they require for nourishment from the surrounding countryside. \n'b' They will travel as far as they need, but no further than will allow them to return home before daybreak. \n'b' Combat last . Mushroomies, when pressed, will attack with their heavy fists, but for them, battle is a last resort. They much prefer to use their spores to incapacitate enemies temporarily, and then flee and hide until such enemies pass. They are not above simply moving their entire home if the threat becomes too persistent.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Musk Deer \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 17 (5d4 + 5) Speed 30 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 16 (+3) CON: 12 (+1) INT: 2 (\xe2\x80\x934) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities poisoned Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Musk (Recharges after a Short or Long Rest) . The musk deer emits a pungent musk around itself for 1 minute. While the musk is active, a creature that starts its turn within 10 feet of the deer must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For 1 hour after a creature fails this saving throw, other creatures have advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find or track the creature, unless the creature spends at least 10 minutes washing off the musk. \n'b' Sprinter . The musk deer takes the Dash action. \n'b'\n'b' ABOUT \n'b' This miniature deer has no antlers but sports a prominent pair of long canine teeth. Its matted red-brown fur is mottled with white spots, and a heady odor surrounds it as it speeds away. \n'b' Musk deer have their origins in cold northern climes, but their small size, and the ease with which they are tamed, makes them popular in warmer climates as well. Musk deer are skittish in the wild, but they can be wooed with patience and a steady supply of snacks. While their sharp canines indicate a carnivorous diet, they are mostly herbivorous, eating insects only when vegetation is scarce. Their impressive teeth are used primarily for defense. \n'b' Hardy Travelers . Woodfolk, wanderers, and spellcasters all appreciate the company of a musk deer. If they are fed and groomed, musk deer are agreeable travel companions, though their odor can be a bother for travelers if the deer is startled. A musk deer can serve a spellcaster via the find familiar spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Musk Ox \n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 25 (2d8 + 16) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Herd Tactics . The musk ox has advantage on an attack roll against a target if at least one of the musk ox\xe2\x80\x99s allies is within five feet of the musk ox and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Natives of the colder climes, musk oxen are four- to five-foot-tall bovines with shaggy coats and short horns that grow from thick pads atop their heads. During warm months, they live in small groups that forage on the blooming grasses, small trees, and wetland forbs. In the winter, the herds gather in larger numbers that clump together. During the summer rut and throughout the winter as the females become gravid with calves, musk oxen become more aggressive. If threatened, a herd clumps up, horns out, with the most vulnerable among them in the middle. Those on the outside charge threats, falling back into the herd as another comes out to make its own charge.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mustard Jelly \n'b' Large ooze , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 21 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances cold Damage Immunities force, lightning, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The jelly can move through a space as narrow as 1 inch wide without squeezing. \n'b' Energy Absorption . A mustard jelly is immune to force and lightning damage. If the jelly would have taken force or lightning damage, it is instead healed for the same amount it would have taken in damage. \n'b' Magic Weapons . The jelly\xe2\x80\x99s attacks are magical. \n'b' Spider Climb . The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Poison Aura . At the start of each of the jelly\xe2\x80\x99s turns, each creature within 10 feet of it takes 10 (3d6) poison damage. A creature that touches the jelly or hits it with a melee attack while within 5 feet of it takes 10 (3d6) poison damage. \n'b'\n'b' Actions \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) bludgeoning damage and 10 (3d6) acid damage. \n'b'\n'b' About \n'b' This creature appears to be a yellowish-brown amoeba. \n'b' Mustard jelly appears to be a yellowish-brown form of the ochre jelly and is thought to be a distant relative of said creature. However, the mustard jelly is far more dangerous than its supposed relative because it is intelligent. \n'b' The mustard jelly gives off a faint odor of mustard plants to a range of 20 feet. Though it possesses intelligence, a mustard jelly cannot speak. \n'b' A mustard jelly attacks by forming a pseudopod from its body and either slashing or enveloping its foes. Mustard jellies prefer to attack from ambush or where they have the upper hand on an opponent. If combat goes against a mustard jelly, it does not hesitate to flee, though often it uses this tactic to lure unsuspecting foes in closer. \n'b' A mustard jelly\xe2\x80\x99s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Muted Delver \n'b' Huge aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 199 (19d12 + 76) Speed 40 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 19 (+4) INT: 15 (+2) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +6, Wis +9 Skills Arcana +6, Intimidation +9, Perception +9, Stealth +6 Damage Resistances thunder Condition Immunities deafened Senses darkvision 120 ft., truesight 60 ft., passive Perception 19 Languages understands Aquan, Common, and Deep Speech but can\xe2\x80\x99t speak; telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The delver can breathe air and water. \n'b' Aura of Quiet . The delver\xe2\x80\x99s aura softens sounds in the affected area. Any sound originating within 60 feet of the delver carries for half the usual distance. Wisdom ( Perception ) checks that rely on hearing are made with disadvantage in the area. A creature in the area that uses an ability or spell that requires a creature to hear them, or that requires a verbal component, must roll a d20. On a result of 1-9, the effect or spell fails. \n'b' Innate Spellcasting . The delver\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). The delver can innately cast the following spells, requiring no verbal or material components:\n'b'\n'b'\n'b' At will : detect magic , levitate (self only) \n'b' 1/day each : black tentacles , blight , slow \n'b'\n'b' Visual Overload . The delver\xe2\x80\x99s extremely sensitive eyes are sensitive to visual overload. It has disadvantage on saving throws against illusion spells that are based on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The delver makes two claw attacks or two air jet attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 25 (3d12 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the delver can\xe2\x80\x99t attack a different creature with its claw. \n'b' Air Jet . Ranged Weapon Attack : +10 to hit, range 60 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Wrecking Ball . The delver slams a creature grappled by it into another creature or a solid surface within 15 feet of it. Each creature must make a DC 18 Constitution saving throw. On a failed save, the creature takes 25 (3d12 + 6) bludgeoning damage and is knocked prone . On a success, the target takes half as much damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' ABOUT \n'b' A creature of quiet, gleeful malice, the muted delver is a gigantic monstrosity that stalks the loneliest corners of the deepest seas. It climbs aboard ships and glides across the decks, silent as a shadow, so that it can devour the crew one by one and drive any survivors mad. Its form is so monstrous and its tactics so alien that reports of muted delvers are almost universally dismissed as tall tales. \n'b' Though muted delvers tend to haunt deep oceanic waters and the ships of those who ply them, they do sometimes venture ashore as well, where they lurk beneath slippery docks and outside derelict boathouses. In either case, their depredations are always of a subdued, haunting variety, never loud or chaotic. \n'b' Nobody is quite sure how muted delvers manage to consume their prey, owing to their sealed lips, and yet they do, as evidenced by the piles of meticulously cleaned bones they leave in their wake. \n'b' Particularly gluttonous muted delvers sometimes gather mobs of less powerful aquatic abominations-skum, sea devils, and even chuuls-to assist with their sadistic endeavors. Though they have a tendency to obsess over visually stimulating phenomena, including shiny gems and reflective trinkets, muted delvers have little love for dull or uninteresting valuables, prizes that keep their minions at least somewhat loyal.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Myconid, Deathcap \n'b' Medium plant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Hypersensitivity . The deathcap takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The myconid can use its Eject Spores. It then makes two Spore-Coated Fist attacks. \n'b' Spore-Coated Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) poison damage. \n'b' Eject Spores . The myconid ejects one of the following types of spores at one creature it can see within 15 feet of it.\n'b'\n'b'\n'b' Deathcap Spores . The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Slumber Spores . The target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' ABOUT \n'b' This fungal creature\xe2\x80\x99s head extends up and out in an orange and red cap with white spots. A vicious-looking fanged maw dominates its face. \n'b' Mushroom Farmers . These sentient mushroom folk tend the forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul. \n'b' Toxic Spores . Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren\xe2\x80\x99t especially lethal on their own. They use their poison and slumber spores to full effect against living creatures and typically flee from constructs and undead. They count on their allies to fend off the most powerful foes. \n'b' Clones . Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, which is why they fight so ferociously to defend their forests of giant fungi.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mydnari \n'b' Medium humanoid , neutral evil \n'b' Armor Class 13 Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Deception +4, Intimidation +4, Perception +5 Damage Immunities acid Condition Immunities paralyzed Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages Deep Speech, Undercommon Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Bound in Jelly . The mydnari and its jelly are wholly reliant on each other. If the mydnari\xe2\x80\x99s jelly is somehow separated from its master, the jelly dies within 1 minute. If the mydnari is separated from its jelly, it loses its blindsight , Acid Glob action, and Jelly Symbiosis trait. \n'b' Jelly Symbiosis . A creature that touches the mydnari or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage. \n'b' Ooze Empathy . A mydnari can use its Animal Handling skill on ooze type creatures with an Intelligence score of 5 or lower. An ooze never attacks a mydnari unless provoked. \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Acid Glob . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target. Hit : 5 (1d4 + 3) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature\xe2\x80\x99s body as if alive. \n'b' Sightless Alchemists . The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes. \n'b' Bound in Jelly . Each mydnari enters into a symbiotic relationship with a mutated strain of ochre jelly as soon as it is born. This is a sacred rite among the mydnari, and without this link a mydnari is cast out and soon succumbs to the elements.\xc2\xa0The mydnari provides long-term sustenance for the jelly, and the jelly provides the sightless mydnari with protection and the ability to better sense its environment. \n'b' Oozing Cities . The cities of the mydnari are dominated by flowing spires and twisting walkways, and they are always bathed in a sickly yellow-green radiance. Oozes and slimes are found almost everywhere, whether simply wandering along the street to clean up refuse or serving as living baths for mydnari nobles. Their cities also boast a large section dedicated to alchemy, and the sulfurous and sometimes noxious odors from the many alchemical labs float through the city for all to smell. \n'b' Detested Necessity . The mydnari are viewed with revulsion by duergar and other subterranean races who rely on their alchemy. Only derro and aboleths are known to tolerate the mydnari for any length of time. \n'b' Oozebound Nature . A mydnari doesn\xe2\x80\x99t require sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Myling \n'b' Small undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (10d6 + 10) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned , stunned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Enfeebling Attacks . Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b' Undead Nature . The myling doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 13 Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can\xe2\x80\x99t attack, and at the start of each of the myling\xe2\x80\x99s turns, the target takes 17 (5d6) necrotic damage. The attached myling moves with the target whenever the target moves, requiring none of the myling\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the myling by succeeding on a DC 13 Strength check. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Bury Alive (Recharge 6) . The creature to which the myling is attached is forced prone , dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 Strength check. \n'b'\n'b' ABOUT \n'b' Dressed in rags, this small humanoid has cold, blue skin and large, black eyes. \n'b' Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. \n'b' Given the circumstances around their deaths, mylings tend to be solitary, haunting the places where they died. When some tragedy ended in multiple deaths, the resulting mylings stay together and hunt as a pack. \n'b' Attack in a Rage . Mylings prefer to attack lone wanderers. They target a group when desperate or when there\xe2\x80\x99s more than one myling in the pack. They shadow a target until after dark, then jump onto the target\xe2\x80\x99s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim\xe2\x80\x99s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings bite victims to death if the victim is unable or unwilling to carry them, or if a victim moves too slowly. \n'b' Ungrateful Rest . While all mylings seek a creature to carry them to their final resting place, even when a \xe2\x80\x9cmount\xe2\x80\x9d is willing, the creature\xe2\x80\x99s body grows immensely heavy as it nears its burial place. Once there, the myling sinks into the earth, taking its bearer with it. \n'b' Urchin Rhymes and Songs . Some mylings maintain traces of the personalities they had while alive\xe2\x80\x94 charming, sullen, or sadistic\xe2\x80\x94and can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren\xe2\x80\x99t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cat, Undead Feral \n'b' Small undead , chaotic evil \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 30 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Paralyzing Poison . Every time a creature is clawed by a feral undead cat, the creature must make a DC 10 Constitution saving throw. On the first failed save, the character becomes poisoned ; on the second failed save, the character becomes restrained ; and on the third failed save, the character becomes paralyzed . Each effect lasts for 1d6 x 10 minutes, and the lengths add together as the character\xe2\x80\x99s condition worsens. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The undead feral cat makes two Claw attacks. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft. one creature. Hit : 1 slashing damage and the target must make a successful DC 10 Constitution saving throw or suffer the effect of paralyzing poison (see above). \n'b'\n'b' ABOUT \n'b' Undead feral cats. The name does not begin to describe the horror of these walking feline corpses. They resemble recently slain cats, their corpses no more than a few days old. The undead feral cats use this to their advantage, for they are cunning predators who work in groups by playing dead and letting curious or kindhearted folk approach. While the teeth and claws of these feline abominations are not terribly dangerous, they secrete a paralyzing poison that can bring down an ox. This poison is the true horror of these creatures, for they begin feeding while their prey is alive but immobilized.'}
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