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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cult Acolyte \n'b' Medium humanoid ( human ), neutral evil \n'b' Armor Class 10 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Persuasion +2, Religion +2 Senses passive Perception 12 Languages Common (Greek), one other language Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Devotion . A cult acolyte has advantage on saving throws against being charmed or frightened . \n'b' Titanic Might . As a bonus action, a cult acolyte can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) damage to a target on a hit (acid, cold, fire, lightning, necrotic, radiant, or thunder, as appropriate to their cult). This benefit lasts until the end of the turn. \n'b' Spellcasting . A cult acolyte is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , thaumaturgy \n'b' 1st Level (3 slots) : bane , cure wounds , guiding bolt , sanctuary \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d4) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Myrmex \n'b' Family: Myrmex \n'b' Medium elemental , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft., burrow 40 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , unconscious Senses blindsight 60 ft., passive Perception 15 Languages understands Terran but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The myrmex doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Keen Smell . The myrmex has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Limited Telepathy . The myrmex can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Stone Walk . Difficult terrain composed of earth or stone doesn\xe2\x80\x99t cost the myrmex extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The myrmex makes three Bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Earth Shift . Ranged Spell Attack : +5 to hit, range 60 ft., one target in contact with the ground. Hit : The target is pushed up to 15 feet in a direction of the myrmex\xe2\x80\x99s choice, and its speed is reduced by 10 feet until the end of its next turn. \n'b' Wall of Earth . The myrmex can make a wall of earth spring out of earth or rock on a point the myrmex can sense within 30 feet of it. This action works like the wall of stone spell, except the myrmex can create only one 10-foot-by-10-foot panel and the panel has AC 13 and 15 hp . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Earth Manipulation . The myrmex can manipulate and move earth within 30 feet of it that fits within a 5-foot cube. This manipulation is limited only by the myrmex\xe2\x80\x99s imagination, but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. The myrmex can also choose to make the ground within 10 feet of it difficult terrain or to make difficult terrain normal, provided the ground is made of earth or stone. Changes caused by Earth Manipulation are permanent. \n'b'\n'b' ABOUT \n'b' Giant ants made of dirt and stone climb out of a hole in the ground, while the clusters of ferns, grasses, and flowering vines on their backs sway with their movements. \n'b' Myrmex are giant ants from the Elemental Plane of Earth that have burrowed their way to the Material Plane. \n'b' An Incessant Need to Explore . Intelligent, curious, and social, mrymex love to explore, meet new creatures, and learn new things. Their colonies are welcome to all\xe2\x80\x94so long as no one is intentionally harmed\xe2\x80\x94leaving them with no notion of private or political boundaries. Myrmex young are encouraged to become companions to other explorers to better enrich the colony on their return. \n'b' Uncommon Ants . Myrmex superficially resemble ants but have notable differences. They don\xe2\x80\x99t have a hierarchy, and they have neither a queen nor castes. Instead, all are equal, and if a colony maintains at least twelve myrmex, it can elevate a speaker. The speaker is a myrmex that is imbued with power by the colony\xe2\x80\x94a power that can be revoked in the rare instances the speaker works against the desires of the colony a whole. The speaker becomes the myrmex\xe2\x80\x99s voice to other cultures and enacts the will of the colony after each member has voted on a decision. \n'b' Earthen Young . Rather than lay eggs, adult myrmex sculpt their young from dirt, stone, earth from their own bodies, and rare minerals. These minerals prove a limiting factor to a colony\xe2\x80\x99s growth because the required minerals and their proportions are precise. This need for rare minerals frequently puts them at odds with roaming xorn, who enjoy consuming many of those same minerals. \n'b' Seeking Friendship . Myrmex make allies easily, but they don\xe2\x80\x99t tend to swear fealty to anyone, especially elemental lords, which often makes their colonies a target for other elementals. They are loyal friends, and such friendship can last for generations. For instance, many myrmex have been friends of the pech for millennia, and some myrmex even share colonies with them. However, no myrmex colony has ever sworn fealty to a pech lithlord, and some colonies have even broken away from their pech allies when a lithlord has tried to rule or command the myrmex.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astralsupial \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 82 (15d6 + 30) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 17 (+3) CON: 14 (+2) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +4, Dex +5 Skills Athletics +1, Deception +4, Perception +3, Stealth +5 Senses darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Opposable Thumbs . The astralsupial has advantage on Strength ( Athletics ) checks made to climb. \n'b' Keen Hearing and Smell . The astralsupial has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The astralsupial makes two Claws attacks and uses Astral Pouch. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Astral Pouch . The astralsupial reaches into its extradimensional pouch and chooses a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. Roll d6 to determine which of the following effects happens. The astralsupial is immune to its own Astral Pouch effects.\n'b'\n'b'\n'b' Ball Bearings . Ball bearings roll out of the pouch, scattering at the end of the astralsupial\xe2\x80\x99s next turn. On a failed save, a creature is knocked prone . \n'b' Cooking Utensils . Cast-iron cooking pans fly out of the pouch. On a failed save, a creature takes 5 (2d4) bludgeoning damage. \n'b' Tangled Threads . A mass of thread and string bursts out of the pouch. On a failed save, a creature is restrained until a creature takes an action to break the thread by succeeding on a DC 10 Strength check. \n'b' Astral Mirror . A mirror imbued with a trace of the Astral Plane\xe2\x80\x99s power flashes brilliantly. On a failed save, a creature takes 1d4 psychic damage and is blinded until the end of its next turn. \n'b' Smelly Trash . Handfuls of putrid trash spill from the pouch. On a failed save, a creature is poisoned for 1 minute. The creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Magic Beans . Magical beans bounce out of the pouch. A creature takes 10 (4d4) fire damage on a failed save, or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Astral Traveler (2/Day) . The astralsupial briefly surrounds itself in a shower of glittering dust and teleports to an unoccupied space it can see within 30 feet. \n'b'\n'b' REACTIONS \n'b'\n'b' Playing Dead . When the astralsupial is reduced to 10 hp or less, it feigns death in hopes of deceiving its attackers. A creature that sees the astralsupial in this state can determine it is a ruse with a successful DC 15 Wisdom ( Medicine ) check. This ruse lasts until the astralsupial ends it (no action required), up to 8 hours. The first attack it makes within 1 round of ending the ruse has advantage. \n'b'\n'b' ABOUT \n'b' An oversized opossum with thick, patchy fur hangs upside down from its tail in a nearby tree. Its fleshy hands have five digits, including an opposable thumb. In place of sharp teeth, a mouthful of flat molars results in an unnervingly charming grin. \n'b' This unique marsupial collects odds and ends in an extradimensional pouch on its body and defends itself by throwing these objects at attackers. \n'b' Unknown Origins . No one knows exactly how the astralsupial came to be, but a magical anomaly likely created the first one. They are native to the Astral Plane. Occasionally, pulling from the extradimensional pouch has adverse effects and the astralsupial rips itself into another plane of existence. \n'b' Tree Hugger . When outside the Astral Realm, the astralsupial prefers the safety of forest canopies and swamp trees. They use their strong tails to hang from branches or climb high into the trees to avoid danger. They remain peaceful, surviving mostly on plant life. When confronted, they would rather feign death than fight to the death.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Myrmex Speaker \n'b' Family: Myrmex \n'b' Large elemental , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d10 + 42) Speed 40 ft., burrow 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 12 (+0) WIS: 16 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , unconscious Senses blindsight 60 ft., passive Perception 17 Languages understands Common, Terran, and Undercommon but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . As the myrmex. \n'b' Keen Smell . As the myrmex. \n'b' Stone Walk . As the myrmex. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The myrmex speaker makes three Bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Earth Shift . Ranged Spell Attack : +7 to hit, range 60 ft., one target in contact with the ground. Hit : The target is pushed up to 15 feet in a direction of the myrmex\xe2\x80\x99s choice, and its speed is halved until the end of its next turn. \n'b' Static Barrage (Recharge 5\xe2\x80\x936) . The myrmex speaker blasts foes with painful psychic static. Each creature of the myrmex\xe2\x80\x99s choice within 30 feet of it must make a DC 15 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. \n'b' Wall of Earth . As the myrmex. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Earth Manipulation . As the myrmex. \n'b'\n'b' ABOUT \n'b' Giant ants made of dirt and stone climb out of a hole in the ground, while the clusters of ferns, grasses, and flowering vines on their backs sway with their movements. \n'b' Myrmex are giant ants from the Elemental Plane of Earth that have burrowed their way to the Material Plane. \n'b' An Incessant Need to Explore . Intelligent, curious, and social, mrymex love to explore, meet new creatures, and learn new things. Their colonies are welcome to all\xe2\x80\x94so long as no one is intentionally harmed\xe2\x80\x94leaving them with no notion of private or political boundaries. Myrmex young are encouraged to become companions to other explorers to better enrich the colony on their return. \n'b' Uncommon Ants . Myrmex superficially resemble ants but have notable differences. They don\xe2\x80\x99t have a hierarchy, and they have neither a queen nor castes. Instead, all are equal, and if a colony maintains at least twelve myrmex, it can elevate a speaker. The speaker is a myrmex that is imbued with power by the colony\xe2\x80\x94a power that can be revoked in the rare instances the speaker works against the desires of the colony a whole. The speaker becomes the myrmex\xe2\x80\x99s voice to other cultures and enacts the will of the colony after each member has voted on a decision. \n'b' Earthen Young . Rather than lay eggs, adult myrmex sculpt their young from dirt, stone, earth from their own bodies, and rare minerals. These minerals prove a limiting factor to a colony\xe2\x80\x99s growth because the required minerals and their proportions are precise. This need for rare minerals frequently puts them at odds with roaming xorn, who enjoy consuming many of those same minerals. \n'b' Seeking Friendship . Myrmex make allies easily, but they don\xe2\x80\x99t tend to swear fealty to anyone, especially elemental lords, which often makes their colonies a target for other elementals. They are loyal friends, and such friendship can last for generations. For instance, many myrmex have been friends of the pech for millennia, and some myrmex even share colonies with them. However, no myrmex colony has ever sworn fealty to a pech lithlord, and some colonies have even broken away from their pech allies when a lithlord has tried to rule or command the myrmex.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Young Myrmex \n'b' Family: Myrmex \n'b' Small elemental , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 54 (12d6 + 12) Speed 30 ft., burrow 15 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 13 (+1) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , unconscious Senses blindsight 60 ft., passive Perception 12 Languages understands Terran but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . As the myrmex. \n'b' Keen Smell . As the myrmex. \n'b' Limited Telepathy . As the myrmex. \n'b' Spider Climb . The myrmex young can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Stone Walk . As the myrmex. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Earth Shift . Ranged Spell Attack : +2 to hit, range 60 ft., one target in contact with the ground. Hit : The target is pushed up to 10 feet in a direction of the myrmex\xe2\x80\x99s choice, and its speed is reduced by 5 feet until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Earth Manipulation . As the myrmex. \n'b'\n'b' ABOUT \n'b' Giant ants made of dirt and stone climb out of a hole in the ground, while the clusters of ferns, grasses, and flowering vines on their backs sway with their movements. \n'b' Myrmex are giant ants from the Elemental Plane of Earth that have burrowed their way to the Material Plane. \n'b' An Incessant Need to Explore . Intelligent, curious, and social, mrymex love to explore, meet new creatures, and learn new things. Their colonies are welcome to all\xe2\x80\x94so long as no one is intentionally harmed\xe2\x80\x94leaving them with no notion of private or political boundaries. Myrmex young are encouraged to become companions to other explorers to better enrich the colony on their return. \n'b' Uncommon Ants . Myrmex superficially resemble ants but have notable differences. They don\xe2\x80\x99t have a hierarchy, and they have neither a queen nor castes. Instead, all are equal, and if a colony maintains at least twelve myrmex, it can elevate a speaker. The speaker is a myrmex that is imbued with power by the colony\xe2\x80\x94a power that can be revoked in the rare instances the speaker works against the desires of the colony a whole. The speaker becomes the myrmex\xe2\x80\x99s voice to other cultures and enacts the will of the colony after each member has voted on a decision. \n'b' Earthen Young . Rather than lay eggs, adult myrmex sculpt their young from dirt, stone, earth from their own bodies, and rare minerals. These minerals prove a limiting factor to a colony\xe2\x80\x99s growth because the required minerals and their proportions are precise. This need for rare minerals frequently puts them at odds with roaming xorn, who enjoy consuming many of those same minerals. \n'b' Seeking Friendship . Myrmex make allies easily, but they don\xe2\x80\x99t tend to swear fealty to anyone, especially elemental lords, which often makes their colonies a target for other elementals. They are loyal friends, and such friendship can last for generations. For instance, many myrmex have been friends of the pech for millennia, and some myrmex even share colonies with them. However, no myrmex colony has ever sworn fealty to a pech lithlord, and some colonies have even broken away from their pech allies when a lithlord has tried to rule or command the myrmex.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Myrmex Indikos \n'b'\n'b' Small beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 9 (2d8) Speed 60 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 13 (+1) INT: 1 (-5) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Skills Perception +3 Senses tremorsense 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Hive Mind . The myrmex indikos is immune to the charmed and frightened conditions while within 30 feet of at least one other myrmex indikos. \n'b' Pack Tactics . The myrmex indikos has advantage on an attack roll against a creature if at least one of the myrmex indikos\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Spider Climb . The myrmex indikos can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Treasure Sense . The myrmex indikos can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 +3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the myrmex indikos can bite only the grappled creature and has advantage on attack rolls to do so. \n'b'\n'b' About \n'b' This ant is not as big as a dog but bigger than a fox; other than its size, it looks like a normal ant. \n'b' Myrmex indikos are among the hardiest and most adaptable vermin. They are known for their mining of gold and are routinely raided by humans for the building material they use in their hives. \n'b' These ants live underground, digging out the sand in the same way as the ants in Greece, to which they are very similar in shape, and the sand which they carry from the holes is full of gold. \n'b' Camel Sacrifices . The locals hunt them by harnessing three camels apiece, males on either side sharing the drawing, and a female in the middle. The man himself rides on the female, that when harnessed has been taken away from as young an offspring as may be. Their camels are as swift as horses, and much better able to bear burdens besides. With teams so harnessed they ride after the gold, being careful to be engaged in taking it when the heat is greatest; for the ants are then out of sight underground. \n'b' The gold hunters grab as much gold as they can (itself spread throughout the sand) and flee. Myrmex are very fast, so fast that they can catch a camel at full speed; to that end, the other camels are left as sacrifices to keep the ants busy while the rider on the female flees. The fate of the male camels is a stark reminder to the mare of her potential fate, and it is believed to lend speed to her flight.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mystic \n'b' Medium humanoid (any race), any non -evil alignment \n'b' Armor Class 17 (mind armor) Hit Points 90 (12d8 + 36) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +7, Nature +4, Perception +7, Religion +4 Damage Resistances psychic Senses passive Perception 17 Languages Common and two others, telepathy 60 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting (Psionics) . The mystic\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The mystic can innately cast the following spells, requiring no components:\n'b'\n'b' At will : blade ward, mage hand , message \n'b' 2/day each : blur , darkvision , see invisibility , shield \n'b' 1/day each : counterspell, feather fall , haste , telekinesis \n'b'\n'b' Inscrutable . The mystic is immune to any effect that would sense its emotions or read its thoughts, as well any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the mystic\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Mental Fortitude . The mystic has advantage on saving throws against being charmed or frightened , and magic can\xe2\x80\x99t put the mystic to sleep. \n'b' Mind Armor . The mystic has mind armor and can add its Constitution and Wisdom modifiers to its AC. \n'b' Mind Power . The mystic uses its Wisdom modifier for psychic attacks. \n'b' Psychic Engine . When the mystic suffers a critical hit or is reduced to 0 hit points , psychic energy erupts from its frame to deal 10 (3d6) psychic damage to each creature within 10 feet of it. \n'b' Actions \n'b' Multiattack . The mystic makes two attacks. \n'b' Mindblade . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) psychic damage. \n'b' Thought Bolts . Ranged Weapon Attack : +7 to hit, range 30/80 ft., one target. Hit : 8 (1d8 + 4) psychic damage. \n'b' About \n'b' Mystics are deeply connected to the multiverse. Many folks believe these humanoids have mastered their minds. This is incorrect, they have actually surrendered to their souls. They do have a new relationship to their minds however, simply observing their thoughts. \n'b' Interior Life . Mystics aren\xe2\x80\x99t consumed by their thoughts and emotions. They stay in the moment and take whatever action they feel is required. Mystics understand that thoughts and emotions are merely passing through their consciousness. \n'b' Psionic Master . Their psionic powers include the ability to create a psychic sword with their mind. They can also send out forceful bolts of thought to target their enemies. In addition, their minds form a psionic shield around them called mind armor. \n'b' Patient Perfection . The mystic learns that their personal journey could last a long time, possibly beyond mortal constructs. They trust in something greater than themselves and continue steadily on their path.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Abaddon, Supreme Adjudicator \n'b' Family: Mythic \n'b' Huge mythic fiend ( devil ), lawful evil \n'b' Armor Class 25 (natural armor) Hit Points 1,701 (126d12 + 882) Speed 0 ft.\n'b' STATS STR: 22 (+6) DEX: 5 (-3) CON: 24 (+7) INT: 28 (+9) WIS: 33 (+11) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Dex +6, Con +16, Int +18, Wis +20, Cha +15 Skills Arcana +18, History +18, Insight +20, Intimidation +16, Investigation +26, Perception +20 Damage Resistances cold Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage from non-Epic creatures Condition Immunities charmed , frightened , prone Senses truesight 120 ft., passive Perception 30 Languages Infernal, telepathy 120 ft. Challenge Mythic 4 when fighting with Astaroth \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Abaddon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 28, +20 to hit with spell attacks). Abaddon automatically succeeds on Constitution saving throws to maintain concentration on his spells. He can innately cast the following spells using his book of hellish law, Malleus, as a spellcasting focus: At will (cast as a 7th-level spell): fireball , hellish rebuke, wall of fire \n'b' 5/day : feeblemind , gate , meteor swarm \n'b' 3/day (cast as a tier 2 Epic spell) : hideous mandate, storm of torment, wave of calamity \n'b' 1/day (cast as a tier 3 Epic spell) : crown of vermin \n'b' Lord of the Court (5/Day) . When Abaddon fails a saving throw, he can choose to succeed instead. If Abaddon succeeds on a saving throw in this manner and suffers an effect on a success, he instead suffers no effect. \n'b' Magic Immunity . Abaddon is immune to the effects of non-Epic spells cast by creatures suffering from the guilty condition. Master Adjudicator. When Abaddon attempts an Intelligence , Wisdom , or Charisma ability check and rolls a 14 or lower, he instead rolls a 15. Additionally, Abaddon always rolls a 20 on Wisdom ( Insight ) checks. The Guilty Will Suffer. Many of Abaddon\xe2\x80\x99s actions can cause a target to become guilty in the eyes of the court. This is a special condition that can only be removed by the methods detailed here. When a creature fails a saving throw against Abaddon, it can choose to automatically succeed instead. If it does so, it gains the guilty condition. A creature suffering from the guilty condition cannot benefit from this effect. The details of the guilty condition follow. A creature can remove the guilty condition gained from Abaddon by taking no actions and spending no movement on its turn. A creature instead spends that time begging for forgiveness from a higher power and may attempt a DC 20 Charisma ( Deception ) or Charisma ( Persuasion ) ability check, ending the condition on a success. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), Abaddon takes a mythic action to cause one of the following effects. Abaddon can\xe2\x80\x99t use the same effect twice in a row. \n'b'\n'b' Command Astaroth . Astaroth immediately takes a turn. If Astaroth is dead when Abaddon takes this action, it is restored to life at full hit points , appearing in an unoccupied space Abaddon can see within 30 feet of him. This is a Deific effect. \n'b' Incarcerate . Abaddon targets a Huge or smaller guilty creature he can see, imprisoning the target within a cube-shaped cage of hellfire. The cage is up to 15 feet tall and is made from half-inch-diameter bars spaced half an inch apart. A guilty creature completely inside the cage takes 16 (3d10) fire damage and 16 (3d10) vile damage at the start of each of its turns, and it is prevented from leaving the cage by any physical or magical means. If a creature inside the cage is not guilty at the start of its turn, the cage vanishes. \n'b' Wages of Sin . Each creature in combat with Abaddon must succeed on a DC 28 Wisdom saving throw or take 90 (20d8) points of psychic damage, or half as much on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Abaddon makes a single attack and casts a non-Epic spell. \n'b' Condemnation . Melee Weapon Attack : +15 to hit, reach 5 ft., one creature. Hit : 32 (4d12 + 6) bludgeoning damage and the target becomes guilty. If the target is already guilty, it must succeed on a DC 24 Constitution saving throw or be knocked unconscious until the end of its next turn. Contempt of the Court. Melee or Ranged Spell Attack : +20 to hit, reach 5 ft. or range 300 ft., one creature. Hit : 14 (4d6) fire damage and 14 (4d6) psychic damage and Abaddon can choose to channel this attack against that creature for as long as he has a free hand and the target remains within range of the attack . Each time Abaddon makes this attack while channeling and misses, he instead hits. Each time Abaddon hits a creature against which he has channeled this attack , the damage of the attack increases by 7 (2d6) fire damage and 7 (2d6) psychic damage, to a maximum of 140 (40d6) fire damage and 140 (40d6) psychic damage. This extra damage is lost when the channel ends. \n'b' Final Verdict (Recharge 6) . Each creature of Abaddon\xe2\x80\x99s choice within 1 mile of him is guilty, and Abaddon\xe2\x80\x99s allies within the area immediately become aware of affected creatures\xe2\x80\x99 exact locations. \n'b' Request a Recess (Recharge 5\xe2\x80\x936) . Abaddon emits a pulse of powerful Epic antimagic in a 30-foot radius centered on himself. Each Epic spell and magical effect of tier 2 or lower in the area ends, along with the effects of all non-Epic spells and non-Epic magical effects in the area. If Abaddon would be prevented from taking this action by any means, he can instead take this action. \n'b'\n'b' LEGENDARY Actions \n'b' Abaddon 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. Abaddon regains spent legendary actions at the start of each of his turns. \n'b'\n'b' Cast a Spell . Abaddon casts a non-Epic spell. \n'b' Cast an Epic Spell (Costs 3 Actions) . Abaddon casts an Epic spell. Courtroom Privileges. Abaddon magically teleports to an unoccupied space he can see within 100 ft., and Astaroth may move up to its speed. Cross Examination. A creature Abaddon can see within 300 ft. of him must succeed on a DC 28 Charisma saving throw or become guilty. \n'b' Judgement . Abaddon makes a single attack , or he commands Astaroth to take a reaction and make a single attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'The Painted Harlequin \n'b' Family: Mythic \n'b' Medium mythic fey , chaotic neutral \n'b' Armor Class 26 (studded leather, Suave Defense) Hit Points 714 (68d8 + 408) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 26 (+8) CON: 22 (+6) INT: 18 (+4) WIS: 12 (+1) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +16, Con +14, Int +12, Wis +9, Cha +16 Skills Acrobatics +24, Deception +16, Insight +9, Perception +17, Performance +24, Stealth +24 Damage Resistances bludgeoning, piercing, and slashing damage from non-Epic creatures Condition Immunities charmed Senses darkvision 120 ft., blindsight 60 ft., passive Perception 27 Languages Common, Elvish, Sylvan Challenge Mythic 1 \n'b' SPECIAL TRAITS \n'b'\n'b' Circus Acrobat . On each of her turns, the Harlequin can take a bonus action to take the Dash , Disengage , or Dodge action. Additionally, the Harlequin can move along vertical surfaces and across liquids without falling. \n'b' Mirthful Blades . The Harlequin\xe2\x80\x99s attacks are magical, and a creature that would be immune to damage dealt by the Harlequin is instead resistant. The Harlequin has a near-limitless number of knives on her person at all times. Some of the Harlequin\xe2\x80\x99s attacks and abilities leave knives embedded in affected creatures, as detailed in their description. The knives are magically enchanted to mock and torment the creature they are embedded in. When such a creature starts each of its turns, it takes 9 (2d8) psychic damage for each knife embedded in it. A creature can use an action to remove all knives embedded in its body or from the body of another creature within reach, or it can use a bonus action to remove a single knife. When removing the knives, a creature must speak a knife-related pun they have not heard within the last 24 hours as a part of the attempt or the knife cannot be removed. Mythic Resistance . When the Harlequin fails a saving throw, she can expend one of her unspent legendary actions to succeed instead. \n'b' Suave Defense . The harlequin adds her Charisma modifier to her Ac. Ultimate Evasion. When the Harlequin succeeds on a saving throw and suffers an effect on a success, she instead suffers no effect. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the Harlequin takes one of the following mythic actions. The Harlequin cannot take the same action twice in a row. \n'b'\n'b' Fan of Knives . The Harlequin unleashes a cloud of knives in a 30-foot radius centered on herself. Each enemy creature in the area must succeed on a DC 24 Dexterity saving throw or take 35 (10d6) magical piercing damage, or half as much on a success. Additionally, creatures that fail the saving throw are embedded with two knives, or one knife on a success. \n'b' Tragedy of the Night Troupe . The Harlequin begins performing an artistic dance that tells the tragedy that befell the Night Troupe. Each creature that can see the Harlequin begins to dance, mimicking her movements. On each of its turns, a dancing creature must spend its movement to move in a manner dictated by the Harlequin. At the end of each of its turns, an affected creature can attempt a DC 24 Wisdom saving throw, ending the effect on a success. A creature immune to the charmed condition had Epic advantage on the saving throw \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Harlequin makes three attacks, or makes two attacks and takes one other action. \n'b' Disarm . The Harlequin attempts to disarm a creature within reach, forcing it to attempt a DC 24 Strength saving throw or drop one item it is holding (Harlequin\xe2\x80\x99s choice). When the target drops the object, the Harlequin may take a reaction to take possession of it. \n'b' Escape Artist . Until the end of her turn, the Harlequin can move through any objects, non-Epic magical effects, or obstacles unimpeded as though they were not there. If the Harlequin is unable to take actions , she can instead take this action, immediately ending any effects that are preventing her from taking actions when she does so (such as the paralyzed or stunned conditions). The Harlequin cannot end her turn inside a solid object or creature using this feature. \n'b' Harlequin\xe2\x80\x99s Kiss (Recharge 5\xe2\x80\x936) . Melee Weapon Attack : +16 to hit, reach 5 ft., one creature. Hit : The Harlequin kisses the target, causing one of the following effects. Haunting Desires. The Harlequin attempts a Charisma ( Deception ) ability check opposed by a target\xe2\x80\x99s Wisdom ( Insight ) ability check. If the Harlequin succeeds, the creature becomes overwhelmingly attracted to her and will not willingly harm her for as long as it remains attracted. When a creature attracted to the Harlequin takes damage, it can attempt a DC 24 Wisdom saving throw to end the effect. \n'b' Laughing Venom . The creature must succeed on a DC 24 Constitution saving throw or take 110 (20d10) poison damage and is poisoned . While poisoned in this way, when the creature attempts to speak it instead laughs uncontrollably, unable to articulate any coherent words. \n'b' Head Crack . Melee Weapon Attack : +16 to hit, reach 5 ft. one creature. Hit : 12 (1d8 + 8) bludgeoning damage and the target must succeed on a DC 24 Constitution saving throw or be knocked unconscious until the start of its next turn. \n'b' Shank . Melee or Ranged Weapon Attack : +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 29 (6d6 + 8) piercing damage and the Harlequin can choose to leave the knife embedded in the target. \n'b'\n'b' REACTIONS \n'b'\n'b' Expert Dodge . When the Harlequin takes damage from an attack or spell that forced her to make a Dexterity saving throw, she can take a reaction to halve the damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Harlequin 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 Harlequin regains spent legendary actions at the start of each of her turns. \n'b'\n'b' Backstab . The Harlequin magically teleports to an unoccupied space next to a target she can see within 300 feet of her and makes a single Shank attack . If the attack hits, it deals double damage. The Harlequin then magically teleports back to her original position. \n'b' Flying Kick . The Harlequin jumps up to 30 feet vertically and/or horizontally and makes a single Head Crack attack . \n'b' Jack-in-the-Box . The Harlequin drops a jack-in-the-box on the ground in a space adjacent to her, which immediately begins ticking. When the Harlequin would make an attack , she can choose to forgo making that attack and instead detonate the box. When detonated, the box explodes in a 20-foot-radius sphere of flame. Each creature in that area must succeed on a DC 24 Dexterity saving throw or take 49 (14d6) fire damage, or half as much on a success. If a creature other than the Harlequin damages or touches the box, it immediately explodes. \n'b' Stage Change (Costs 2 Actions) . The Harlequin recharges her Harlequin\xe2\x80\x99s Kiss action. If her Harlequin\xe2\x80\x99s Kiss action is already recharged, she instead takes that action. \n'b'\n'b' ABOUT \n'b' Darting between shadows, this lithe figure moves with unnatural speed. Her body is adorned with black-and-white harlequin\xe2\x80\x99s garb, ornately woven by fey hands. An ivory mask obscures her face, one half twisted into a mirthful smile, the other displaying a look of utter sadness. She juggles a collection of frightfully sharp knives, each blade magically cackling with the laughter of an audience in the throes of hilarity. \n'b' Two courts have ruled the fey realm since time immemorial: the mighty Seelie and Unseelie, forever entwined in a conflict of subterfuge and intrigue, but careful to never escalate into open war. Those whose memory stretches back for eons know the truth behind this uneasy truce. A third court once held an equal share of the realm, the Night Troupe. These fey dedicated their lives to the belief that all existence is a performance, and they relentlessly upset the status quo. These fey used violence and art to accomplish this task, united with an unrelenting, obnoxious comedy that only they found amusing. Eventually, the Seelie and Unseelie courts agreed to their first and only alliance to evict the Night Troupe from their plane. Armies poured forth and brutally drove the Night Troupe back, inflicting defeat after defeat until fewer than a hundred remained. As punishment for their crimes, the victors used terrible magic to permanently affix comedic masks to their faces. Forever cursed with an ironic smile, the Night Troupe can never outwardly mourn the tragedy that befell their people. \n'b' The leader of the Night Troupe survives to this day, now known as the Painted Harlequin to those unfortunate enough to cross her path. Pretending to be a traveling circus, the last of the Night Troupe preys on small, out-of-the-way villages. There, the locals are forced to perform a series of twisted acts, with survivors abducted by the desperate fey. These unfortunates are transformed by unknown magic into new members of the Night Troupe, trained by the Painted Harlequin in the arts of performance and death. Once her army is ready, she will return to the fey realm to reclaim her home. \n'b' A figure of tragedy and purpose, Scath-Lannach is evil by necessity. Only by subjecting the innocent to a variety of grueling tests and exploitations can she determine whether they are fit to join the Night Troupe. The Harlequin holds the other fey rulers ultimately responsible for the fates of those who suffer at her hands, believing that the injustice committed against the Night Troupe drove them to this life. Scath is not unreasonable, but she views humanoids as inferior beings who fail to appreciate exactly what she is trying to accomplish. Should her victims be defended by a power that threatens to slay many of her people, she will cease activities until the threat has passed. If confronted by agents of the fey rulers who wronged her people, the Harlequin spares no effort to slay them. Even those casually associated with the fey realm meet a swift death, their bodies desecrated as a reminder that Scath and her Night Troupe are still out there, building their strength. \n'b' Night Trouper Template \n'b' Humanoids are the only race fit to become night troupers; other creatures lack appropriately pliable bodies and minds. A creature that becomes a night trouper loses its original personality and background, and its alignment changes to chaotic evil. Each night trouper is unique, displaying an array of acrobatic and comedic talents in combination with deadly attacks and abilities. Night troupers always appear emaciated and starved, their bodies pushed to their physical limits through ceaseless practice in preparation for the day they will reclaim their home. Night troupers are infallibly loyal to the cause of reclaiming their place in the fey realm and will never willingly betray one of their own. A creature retains any statistics except the following. \n'b' Type . The creature\xe2\x80\x99s type changes from humanoid to fey. \n'b' Curse of Comedy . An ivory mask of a laughing smile is permanently affixed to the creature\xe2\x80\x99s face, which cannot be removed by any means short of cutting it off. The mask\xe2\x80\x99s magic makes the creature proficient in Performance and doubles its proficiency bonus on any Charisma ( Performance ) ability check it attempts. \n'b' Magic Resistance . The creature has advantage on saving throws against non-Epic spells and other non-Epic magical effects, and takes half damage from non-Epic spells. \n'b' Suave Defense . The creature adds its Charisma modifier to its Ac. \n'b' MYTHIC EFFECTS \n'b' As a mythic creature, Scath-Lannach causes the following effects. \n'b' Joining the Night Troupe . When a humanoid creature survives 100 or more points of damage from Scath-Lannach or a member of the Night Troupe in a 24-hour period, that humanoid may be offered the chance to join the circus and become a night trouper. A creature that accepts gains the following template and forever becomes a member of the dark fey race. Only Epic magic can reverse this effect and restore an affected creature to its natural state. \n'b' Traveling Circus . When Scath-Lannach finishes a short rest, she may magically transport herself and the entire traveling circus along with any guests, objects, and performers within it to a specific location anywhere on any plane, as long as it is not in the fey realm. This effect cannot be tracked or prevented by non-Deific means.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Yggdrasil, the World Treant \n'b' Family: Mythic \n'b' Titanic mythic plant , chaotic good \n'b' Armor Class 32 (natural armor) Hit Points Special (see description) Speed Special (see description)\n'b' STATS STR: 36 (+13) DEX: 1 (-5) CON: 38 (+14) INT: 18 (+4) WIS: 36 (+13) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +24, Con +25, Int +15, Wis +24, Cha +14 Skills History +26, Medicine +35, Nature +26, Perception +24 Condition Immunities exhaustion , grappled , paralyzed , petrified , prone , restrained , unconscious Damage Resistances bludgeoning, piercing Damage Immunities radiant; bludgeoning, piercing, and slashing damage from non-Epic creatures Senses passive Perception 34 Languages Common, Druidic, Elvish, Sylvan Challenge Mythic 9 \n'b' SPECIAL TRAITS \n'b'\n'b' Mythic Fortitude . When Yggdrasil fails a saving throw, she can choose to sacrifice 50 hit points from one of her sections to succeed instead. This damage cannot be prevented by any means, and Yggdrasil cannot use this feature with a section that has fewer than 50 hit points . \n'b' Natural Defender . Yggdrasil deals double damage to objects and structures. On each of her turns, Yggdrasil can spend half of her movement to deal 200 bludgeoning damage to an object or structure within 5 feet of her. Overpowering Will. When any of Yggdrasil\xe2\x80\x99s sections starts its turn, it can sacrifice 50 hit points to end a single condition currently affecting it. This damage cannot be prevented by any means, and Yggdrasil cannot use this feature with a section that has fewer than 50 hit points . Titanic Creature. Yggdrasil is a titanic creature which is so large that combat involves dividing her body up into various sections, each of which has a fixed initiative count on which it acts (losing initiative ties), detailed in its description. Each section is considered a unique creature for purposes of targeting (in case an effect or attack would include multiple targets), and effects that include an area may affect multiple sections of Yggdrasil if the area is large enough. Each section has its own hit points and actions but shares Yggdrasil\xe2\x80\x99s other statistics (such as damage resistances, saving throws, etc.). When a section is reduced to 0 hit points , it becomes incapacitated until it regains hit points or Yggdrasil is slain, which causes it to die along with the World Treant . If a section has a speed, Yggdrasil can move up to that section\xe2\x80\x99s speed during the section\xe2\x80\x99s turn. Creatures can enter and occupy the same space as Yggdrasil, which is considered difficult terrain , and Yggdrasil cannot make opportunity attacks. Additionally, attempts to forcibly move Yggdrasil or any of her parts automatically fails. \n'b'\n'b' MYTHIC EFFECTS \n'b' As a mythic creature, Yggdrasil has the following traits. \n'b'\n'b' Lifewarden . Yggdrasil emits a field of life-giving energy in a 100-mile radius centered on her. The field has the following properties. \n'b' Judgement . When a creature Yggdrasil is aware of in the area is reduced to 0 hit points , she can choose to slay that creature instantly. \n'b' Life Sense . Yggdrasil senses the presence of all living creatures in the area, along with their creature type, alignment, and whether or not they are Epic or Deific. \n'b' Revitalize . When a creature Yggdrasil is aware of in the area is slain and its body remains intact, Yggdrasil can immediately choose to begin restoring that creature to life over the course of 1 hour. If the creature\xe2\x80\x99s body remains in the area for the full duration, it is restored to life with full hit points. \n'b' Perpetual . Yggdrasil has planted her seeds across the planes. If the World Treant is slain, hundreds of the seeds begin to sprout and reincarnate Yggdrasil. Each seed takes more than a century to properly germinate, with ideal conditions increasing its growth rate. The first seed to reach full size becomes the new Yggdrasil, with all the memories and knowledge of its predecessor. When Yggdrasil is formed, she blooms in a spectacular display of iridescent flowers, unleashing millions of flying seeds that are magically distributed across the planes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mythic Dragon \n'b' Gargantuan mythic dragon , lawful good \n'b' Armor Class 24 (natural armor), 32 (heavy plate) Hit Points 2,296 (112d20 + 1,120) Speed 40 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 32 (+11) DEX: 6 (-2) CON: 30 (+10) INT: 19 (+4) WIS: 26 (+8) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +22, Dex +9, Con +21, Int +18, Wis +19, Cha +18 Skills Athletics +33, History +18, Intimidation +29, Perception +19 Damage Resistances damage from non-Epic creatures Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29 Languages Common, Draconic Challenge Mythic 5 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mythic dragon can breathe air and water. \n'b' Dragon Armor . The mythic dragon wears special heavy plate armor designed for him. While wearing said armor he has a +8 bonus to his AC (included above) and has resistance to damage from non-Epic creatures. Additionally, the armor includes barding and a saddle, allowing him to be ridden as a mount. \n'b' Immense . The mythic dragon\xe2\x80\x99s form is tremendous. He is 60 feet long from snout to tail and has a wingspan of 120 feet. On the battlefield he typically occupies a 30-foot-by-30-foot space. Additionally, the mythic dragon has Epic advantage on attacks against creatures of Huge size or smaller, can end his movement in a Huge or smaller creature\xe2\x80\x99s space, and does not treat such spaces as difficult terrain when moving through them. Finally, the mythic dragon can spend 20 feet of movement to deal 50 bludgeoning damage to an unattended object or structure within 5 feet of him. \n'b' Mythic Resistance . When the mythic dragon fails a saving throw, he can expend one of his unspent legendary actions to choose to succeed instead. \n'b' Wargear . The mythic dragon\xe2\x80\x99s limbs are sharpened by magic and outfitted for war. His attacks are magical, and if a target would be immune to damage dealt by his attacks, it instead has resistance . \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the mythic dragon takes a mythic action to cause one of the following effects. The mythic dragon cannot cause the same effect twice in a row. \n'b'\n'b' Essence of Lightning . The mythic dragon becomes wreathed in lightning until the next initiative count of 20. When a creature within 15 feet of him hits him with a melee attack , it must succeed on a DC 27 Constitution saving throw or be stunned until the start of its next turn. \n'b' Spirit of Thunder . The mythic dragon is surrounded by a cacophonous burst of thunder in a 300-foot-radius sphere centered on him until the next initiative count of 20. Enemy creatures in the affected area are deafened . Additionally, when an enemy creature in the area casts a spell with a verbal component, it must succeed on a DC 27 Constitution saving throw or the spell fails and any resources used to attempt the cast are expended. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mythic dragon can use his Heroic Presence. He then makes four attacks, only one of which can be a Bite or Tail attack , and only two of which can be Claw attacks. \n'b' Bite . Melee Weapon Attack : +22 to hit, reach 25 ft., one target. Hit : 63 (8d12 + 11) piercing damage and 55 (10d10) lightning damage. If this attack scores a critical hit and the target is reduced to zero hit points , the mythic dragon tears it in half. \n'b' Breath Weapon (Recharge 5-6) . The mythic dragon uses either Neutralizing Breath or Storm Breath. \n'b' Neutralizing Breath . The mythic dragon exhales a neutralizing gas in a 60-foot cone. Any non-Epic spells or magical effects in the affected area have their effects suppressed for 1 minute. \n'b' Storm Breath . The mythic dragon exhales a cyclone of wind and lightning in a 120-foot cone or a 500-foot line. Creatures in the affected area must succeed on a DC 27 Strength saving throw or be thrown away from the mythic dragon to the end of the affected area. Additionally, an affected creature takes 55 (10d10) lightning damage and 55 (10d10) thunder damage on a failed save, or half as much on a success. \n'b' Claw . Melee Weapon Attack : +22 to hit, reach 15 ft., one target. Hit : 29 (4d8 + 11) slashing damage. \n'b' Heroic Presence (Recharge 4-6) . Each friendly creature of the mythic dragon\xe2\x80\x99s choice that can hear him gains Epic advantage on attack rolls, saving throws, and ability checks until the end of his next turn. Additionally, if an affected creature is under a harmful effect that would allow it to attempt a saving throw to end the effect, it may immediately attempt a single saving throw to end the effect. \n'b' Tail . Melee Weapon Attack : +22 to hit, reach 30 ft., one target. Hit : 44 (6d10 + 11) bludgeoning damage. If a target is a creature, it must succeed on a DC 27 Strength saving throw or be either forced prone or thrown up to 200 feet in a straight line away from the mythic dragon (it\xe2\x80\x99s choice). If a creature so thrown collides with anything that would prevent that movement, both it and whatever it collided with take 5 (1d10) bludgeoning damage for every 10 feet of movement prevented by the collision. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The mythic dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The mythic dragon regains spent legendary actions at the start of his turn. \n'b'\n'b' Dash . The mythic dragon moves up to his speed. \n'b' Deep Breath (Costs 2 Actions) . The mythic dragon recharges his Breath Weapon. \n'b' Tail . The mythic dragon makes a Tail attack . \n'b' Triumphant Roar . The mythic dragon emits a roar of triumphant victory. Each enemy creature within 120 feet of him must succeed on a DC 27 Constitution saving throw or become frightened until the end of their next turn. \n'b'\n'b' MYTHIC EFFECTS \n'b' As a mythic creature, the mythic dragon causes the following effects. \n'b' Battle Fury . The mythic dragon revels in the glory of battle, his senses and skills sharpening with every blow. The dragon\xe2\x80\x99s attacks are more likely to score a critical hit the longer he has been fighting, according to the Battle Fury table. The mythic dragon gains the benefits of this feature at the start of each of his turns. This benefit ends if he does not attack an enemy creature for at least 1 minute. \n'b' Battle Fury \n'b'\n'b' Turn \n'b' Critical Hit on Attack Rolls Of\xe2\x80\xa6 \n'b'\n'b' 1 \n'b' 20 \n'b'\n'b' 2 \n'b' 19-20 \n'b'\n'b' 3 \n'b' 18-20 \n'b'\n'b' 4 \n'b' 17-20 \n'b'\n'b' 5 \n'b' 16-20 \n'b'\n'b' 6 \n'b' 14-20 \n'b'\n'b' 7 \n'b' 12-20 \n'b'\n'b' 8 \n'b' 10-20 \n'b'\n'b' Strategic Genius . The mythic dragon knows more of warfare than the average god of war and uses that expertise to great effect. While in combat with him, friendly creatures gain the following benefits for as long as they can hear his commands. \n'b'\n'b' Can use the mythic dragon\xe2\x80\x99s proficiency bonus (+11) instead of their own. \n'b' Have Epic advantage on saving throws and ability checks. \n'b' Are immune to the frightened and charmed conditions. \n'b' Will not surrender unless the mythic dragon commands them to do so.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cult Leader \n'b' Medium humanoid (any race), lawful neutral or lawful evil \n'b' Armor Class 15 (Divine Blessing) Hit Points 156 (24d8 + 48) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 15 (+2) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +8, Cha +5 Skills Arcana +5, Deception +5, History +5, Religion +5 Senses darkvision 60 ft., passive Perception 15 Languages any three languages Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The cult leader\xe2\x80\x99s weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). \n'b' Divine Blessing . While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being charmed or frightened . \n'b' Prophetic Tactics . The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader\xe2\x80\x99s turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cult leader makes three Mace or Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Mace . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage. \n'b' Radiant Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 18 (3d8 + 5) radiant damage. \n'b' Spellcasting . The cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : command , light , thaumaturgy \n'b' 3/day each : detect thoughts , dimension door , silence , slow \n'b' 1/day each : divination , freedom of movement \n'b'\n'b' REACTIONS \n'b'\n'b' Esoteric Vengeance . When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 (2d6) psychic damage. \n'b'\n'b' ABOUT \n'b' A cult leader seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, the cult leader is not above using lethal methods to ensure the cult\xe2\x80\x99s goals are met.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Mytholabe \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 16 (+3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, radiant, thunder Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from magical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses passive Perception 13 Languages understands all but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The mytholabe is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The mytholabe has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mytholabe\xe2\x80\x99s weapon attacks are magical. \n'b' Melodious Recharge . Whenever the mytholabe is hit by a magical weapon attack , it recharges its Purifying Resonance ability. \n'b' Spanner in the Works . When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them. \n'b' Sentient Transformation . If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon\xe2\x80\x99s. \n'b' Unbearable Scraping . When the mytholabe is hit with a nonmagical melee weapon attack , each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute. \n'b' Innate Spellcasting (1/day) . The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack . \n'b' Heroic Jab . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage. \n'b' Purifying Resonance (Recharge 5-6) . The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it\xe2\x80\x99s maintaining broken. \n'b'\n'b' About \n'b' An ever-shifting clockwork wonder engineered by the divine floats a few feet off the ground, bearing the weapons of legends long past. \n'b' When heroes die, their magic equipment is often buried with them or passed to their descendents, but sometimes the gods have other plans for such items. The gods will bind the personal effects of their many fallen champions into clockwork mechanisms that do their bidding. \n'b' Impervious . Crafted from the finest, toughest materials, and resonating with divine power that emits a deep, beautiful thrum, it is virtually impossible to damage a mytholabe through conventional heroic means. Magic weapons clang harmoniously off it with no lasting impact, and magical effects fare only slightly better. \n'b' Weakness to the Mundane . Mytholabes are broken, not killed. A common spear thrust into a gear will mar the perfection of its mechanical workings and its harmonic resonance. Mundane weapons are the most effective, but the nails-on-chalkboard screeching during the dismantling process must be painfully endured. \n'b' Housing for sentience . Sometimes a sentient weapon is part of the machine, and its personality takes over (or corrupts) it. Some weapons find this pleasing; others, suffocating. \n'b' Construct Nature . A mytholabe 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'Myzoform \n'b' Large aberration (shapechanger) , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 123 (13d10 + 52) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 19 (+4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Deception +3, Stealth +6 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages all Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The myzoform can use a bonus action to polymorph into any Small or Medium humanoid or back into its true form. Other than its size , its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Amphibious . The myzoform can breathe air and water. \n'b' Innate Spellcasting . The myzoform\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). The myzoform can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 2/day each : acid arrow , blindness/deafness , confusion , darkness \n'b'\n'b' Mimicry . The myzoform can mimic the voice of any humanoid whose memories it has absorbed. A creature that hears the voice can tell it is an imitation with a successful DC 13 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The myzoform makes three tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained . \n'b' Leach Mind . The myzoform latches its many lamprey mouths on a creature grappled by it and feasts on its memories. The creature must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 40 (9d8) psychic damage and permanently loses 1 minute\xe2\x80\x99s worth of memories, which are replaced with an indistinct haze. On a success, the creature takes half as much damage and doesn\xe2\x80\x99t lose memories. Creatures that are immune to being charmed don\xe2\x80\x99t lose memories. \n'b'\n'b' ABOUT \n'b' Myzoforms come about when a mundane lamprey is accidentally exposed to strange and powerful magics-be it from the monstrous aboleths, wild sorcerers, or even natural sources. As a result of its exposure, the lamprey becomes presapient, allowing it to feed on and digest creatures\xe2\x80\x99 memories as easily as a normal lamprey sucks blood. \n'b' When such a pre-sapient lamprey attaches itself to another pre-sapient lamprey, the two create a kind of feedback loop as their minds interconnect and feed on and regurgitate one another\xe2\x80\x99s increasingly broken and bizarre memories. \n'b' The lampreys then look for more lampreys to turn into their body, and the process snowballs until a myzoform is born. \n'b' At this stage, a myzoform can survive on its own experiences and memories, but most myzoforms find themselves addicted to the fresh memories of other creatures. These thirsty creatures are often found haunting towns, cities, and other urban centers rich with potential prey on whose minds they can absorb. \n'b' When a myzoform strikes from the shadows and latches onto the mind of an unfortunate local, they absorb everything personality, memories, knowledge and leave in their wake only an amnesiac. \n'b' The most gluttonous and malicious myzoforms have fed on countless minds throughout their lives, and they might contain hundreds or even thousands of consumed personalities. As the number of minds inside them increases, only the most powerful myzoforms can stay in control; most eventually break down and self-destruct as their collective minds become a civil war of different fears, ideologies, and motivations. \n'b' Although some myzoforms can be genuinely malicious, those are rare. Many myzoforms feel highly guilty over their nigh unstoppable impulse to feed on other sapient beings. \n'b' Some rationalize their behavior by saying they can\xe2\x80\x99t control their impulses, while others might try to cure themselves of their curse and seek outside help to overcome their insatiable addiction.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astri \n'b' Small celestial , chaotic good \n'b' Armor Class 15 Hit Points 112 (15d6 + 60) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 12 (+1) DEX: 21 (+5) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +8 Skills Perception +6, Stealth +8, Survival +9 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion Senses darkvision 90 ft., passive Perception 16 Languages Common, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enforce Good Deeds . A creature that has received assistance, such as food or healing , from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas , the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion . \n'b' Helping Hand . The astri can take the Help action as a bonus action on each of its turns. \n'b' Magic Resistance . The astri has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The astri\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The astri\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , detect poison and disease , produce flame , purify food and drink \n'b' 3/day each : bless , create food and water , lesser restoration \n'b' 1/day each : remove curse \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The astri makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage. \n'b' Healing Touch (3/Day) . The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the astri scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, it regains one daily use of its Healing Touch feature. This has no effect if the astri has all three uses available. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Counter . When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker. \n'b'\n'b' ABOUT \n'b' Human hands sit at the ends of the raccoon-headed creature\xe2\x80\x99s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need. \n'b' Good Samaritans . Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need-be it food, healing, or a safe place to rest-and remains until they no longer require its help. \n'b' Bringers of Hope . When they aren\xe2\x80\x99t helping individuals or small groups, astri quietly watch over villages in their territories. \n'b' They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents\xe2\x80\x99 successes. \n'b' Enemies of Greed . Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won\xe2\x80\x99t make the promise, the astri still assists, but the creature must contend with the geas that may be attached to the helping hand.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nachzehrer \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , 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' Grave Pox . A creature infected with grave pox becomes vulnerable to necrotic damage and gains one level of exhaustion that can\xe2\x80\x99t be removed until the disease is cured. Additionally, the creature cannot reduce its exhaustion by finishing a long rest . The infected creature is highly contagious. Each creature that touches it, or that is within 10 feet of it when it finishes a long rest , must succeed on a DC 12 Constitution saving throw or also contract grave pox. When an infected creature finishes a long rest , it must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion . As the disease progresses, the infected creature becomes weaker and develops painful green pustules all over its skin. A creature that succeeds on two saving throws against the disease recovers from it. The cured creature is no longer vulnerable to necrotic damage and can remove exhaustion levels as normal. \n'b' Weakening Shadow . A creature other than a construct or undead has disadvantage on attack rolls, saving throws, and ability checks based on Strength while within 5 feet of the nachzehrer. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The nachzehrer makes three attacks: two with its fists and one with its bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 7 (1d4 + 5) piercing damage plus 13 (3d8) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken, and the nachzehrer regains hp equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. The target must succeed on a DC 16 Constitution saving throw or become infected with the grave pox disease (see the Grave Pox trait). \n'b' Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' About \n'b' This walking corpse\xe2\x80\x99s skin is tight against its bones and covered in weeping pustules. Its burial clothes are shredded and tattered at the cuffs and sleeves. \n'b' Nachzehrer are undead superficially similar to ghouls and easily mistaken for them at a distance. The giveaway is the multitude of sores and pustules that dot the creature\xe2\x80\x99s skin, ready to burst with virulent fluids. \n'b' Plague Born . Nachzehrer arise when plague strikes and kills a large number of people. The first victim of a plague might rise as one of these foul undead, and if that nachzehrer can infect enough victims a second nachzehrer will rise to join the first. \n'b' Feeds on Life . Nachzehrer are driven to feed on the essence of the living. The creature\xe2\x80\x99s shadow has a draining effect on living creatures, sapping their strength when it falls across them and leaving them ripe for the nachzehrer\xe2\x80\x99s grisly feeding.\xc2\xa0The creature\xe2\x80\x99s grinding teeth drain the life from its victims, while spreading its disease into the victim. Nachzehrer are particularly driven to hunt down and consume their own living family members. \n'b' Undead Nature . A nachzehrer 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'Nacuravand, Demon \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 110 (13d10+39) Speed 20 ft. Swimming 90ft\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills athletics +7, Deception +2, persuasion +2 Saves: Str +7, Con +6, Wis +4 Damage Immunities poison Condition Immunities poisoned Damage Resistances cold, bludgeoning, piercing and slashing from non-magical weapons Senses darkvision 60 ft., passive Perception 11 Languages Common, Aquan, Abyssal Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bound Weapons . All Nacuravands have 4 weapons that are mystically bonded to them. They remain in an interdimensional space until called out as a bonus action. The demon typically uses longswords but can use any weapon. The weapons that are bound this way act as +1 weapons and are considered magical for the purposes of damage resistance . They become normal weapons if the Nacuravand is slain. \n'b' Magic Resistance . The Nacuravand has advantage on all saving throws against spells or other magic. \n'b' Innate Spellcasting .\n'b'\n'b'\n'b' 2/day : polymorph (self only). \n'b'\n'b' Plane-shifting . While in water, the demon can swim to other planes. from the Prime, they can swim to the Elemental Plane of Water. from the Elemental Plane, they can swim to either the Prime or the Abyss. from the Abyss they can swim to the Elemental Plane of Water. For it to work, the demon must be able to swim in a straight line for 90 feet. At the end of that move, they fade into the other plane. \n'b' Water Breathing . The Nacuravand can breathe underwater. This remains true even while polymorphed or otherwise altered. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Nacuravand in its original form can strike 4 times with its swords, wielding them in its tentacles. While in Humanoid form, it can strike twice with a sword. \n'b' Sword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing. \n'b' Toxic Cloud (recharge 6) . The creature releases a cloud in a 30 ft. radius around itself. All creatures within the cloud must make a Constitution save (DC 15), taking 22 (4d10) poison damage on a failed save, or half on a success. The cloud remains for 4 rounds underwater, and 2 rounds on land. Any creature that starts its turn within the cloud or enters the cloud during its turn must make the save. \n'b'\n'b' ABOUT \n'b' The water demons are foul creatures that average about 15 feet from head to tail. Their lower torsos are similar to large, fat pufferfish, with a broad sweeping tail. They have six spindly legs along their flanks that enable them to walk on dry land or the bottom of the sea. Their upper torsos, however, are vaguely female-human shaped with broad shoulders bracing up four arms. Their heads are similar to a squid\xe2\x80\x99s, long, narrow and with two fins, long and angular, in line with the shoulders where their ears should be. They have long tentacles draped around their shoulders like so much roping. There are no eyes on the creature, but the tentacles are covered in thousands of cilia that constantly grope about the air, sensitive to any motion within normal \xe2\x80\x9csight.\xe2\x80\x9d \n'b' Pack creatures . The extremely aggressive water demons are oddities in that they travel in small groups. These pods do not act in concert, however, but rather travel together for the purpose of protection and safety. \n'b' Tricky Hunters . The nacuravand are the curse of many fishermen. They often shapeshift on the shores of lonely beaches calling for aid. When the unsuspecting fisherman comes to their assistance the water demon slays them. They take the form of the woman in the deep waters as well, pretending to be distressed when a ship comes by; many a poor crew have been slain by the nacuravand soon after taking her aboard.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naekk \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 (natural) Hit Points 85 (10d8 + 40) Speed 10 ft.; swim 50 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Senses tremorsense 120 ft. (water only), darkvision 60 ft., passive Perception 12 Languages Aquan, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The naekk can breath both air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amadan may make to attacks, one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Change Shape . The naekk takes on the form of a beast with a challenge rating equal to or less than its own or back again. Any equipment the neakk is carrying becomes a part of its new form, and it returns to its original form when killed. While in its beast form, the naekk retains its alignment, Intelligence , Wisdom , and Charisma scores, and its ability to speak, as well as the ability to change its shape. Otherwise, it takes on the abilities of the beast it is imitating. \n'b' Mournful Cry . The naekk wails its sad song. All creatures within 30 ft. of the naekk that are not allied with it must succeed on a DC 15 Wisdom saving throw or reduce their attack rolls and ability checks by 1d4 for 10 minutes. The affect can be removed by a calm emotions , remove curse , or similar spell. \n'b' Phantasmal Bite . If the naekk makes a bite attack against a creature charmed by its Riversong, the charmed condition ends and the target must make a DC 15 Wisdom saving throw. On a failed saving throw, the target becomes frightened for 1 min and takes 22 (4d10) psychic damage per round. They may repeat the saving throw at the start of each of their rounds to end the effect. \n'b' Riversong . The naekk can sing its hauntingly beautiful melody. All creatures within 100 ft. who can hear the naekk must succeed on a DC 15 Wisdom saving throw or become charmed by the creature. Charmed creatures must move at their full speed value toward the nearest body of water. The body of water must large enough to submerge the creature. Once the target reaches the body of water, it may make a second saving throw. On a success, it stands at the edge and stares into the water as long as the naekk sings. On a failed saving throw, the creature enters the water and submerges itself. On its next round it begins to drown and will continue to do so as long as the naekk sings. The creature is allowed a new saving throw at the end of each of its rounds to break either of these effects. \n'b'\n'b' ABOUT \n'b' Naekks are malicious waterspirits infamous for their beautiful, ethereal voices that echo in the tinkling rush of flowing water or even in the faint dripping or lapping of still water in subterranean lakes and pools. The entrancing music of the naekk calls travelers to the water\xe2\x80\x99s edge and captivates many to cast themselves into the water in quest of the source of the angelic refrains they hear. Some stop short of immersion and simply sit entranced at the water\xe2\x80\x99s edge, where they may see the lithe and beautiful naekk dancing upon the currents below. \n'b' Deadly Beauty . Naekks\xe2\x80\x99 upper bodies are beautiful by human standards, with delicate elfin features and eyes and hair of deepest sparkling green. However, their visage changes radically whenever they open their mouths, which are filled with hundreds of jagged green teeth, or distend their unnaturally long arms to grasp their prey. \n'b' Fool\xe2\x80\x99s Gold . Naekks are known to hoard precious metals, but even among the greedy only the foolish seek them out, as their cry is said to be an omen of death.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naerlulth \n'b' Large aberration , lawful evil \n'b' Armor Class 18 (Natural) Hit Points 76 (12d10 HD) Speed 30 ft., 40 ft. (swim), 20 ft. (climb)\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 10 (+0) INT: 18 (+4) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison Condition Immunities grappled , poisoned , restrained Damage Resistances bashing, piercing, and slashing from non-magical weapons Damage Vulnerabilities radiant Senses darkvision 120\xe2\x80\x99, passive Perception 17 Skills Arcana +8, History +8, Perception +7, Religion +7 Languages All, via telepathy Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . The naerluth is a creature of the nether planes, constructed of all that is unnatural and wrong. Any creature that ventures within thirty feet of one must succeed at a Charisma save (DC 16) or be frightened until it leaves the area. A creature who succeeds at this saving throw is immune to the aura from the same naerluth thereafter. \n'b' Dark Resurrection . Any creature slain by a naerluth arises again as a random type of undead within 1d10 rounds. This new creature is standard as its undead type in all ways, save that it is subservient to the naerluth that created it. Should the naerluth be destroyed, the undead it has created become independent. \n'b' Regeneration . The naerluth regenerates 10 hit points per round as long as it has at least one hit point. \n'b' Spell Resistance . The naerluth has advantage on all saving throws against magical spells and effects. \n'b' Telepathy . The naerluth can communicate with any intelligent creature telepathically. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naerluth makes 6 tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d6+8) bashing damage. \n'b' Thrown Rock . Ranged Weapon Attack : +4 to hit, range 60/120 ft., one target. Hit : 13 (2d6+8) bashing \n'b' Ash Cloud (recharge 5-6) . As an action, the Naerluth can spray a cloud of ash in a line that is 30 feet long and 10 feet wide. All within this cloud must make a Dexterity save (DC 16), suffering 3d8 points of acid damage and be blinded for 1d6 rounds on a failed save, or half damage and no blindness on a success. \n'b' Digest . As a bonus action, the naerluth can draw any grappled creature into its bulk and begin to digest it. Such creatures are grappled and restrained , and suffer 1d8 acid damage each round until they are freed or the naerluth is destroyed (Escape DC 17). A creature thus engulfed can attempt to escape once per round at the beginning of the naerluth\xe2\x80\x99s turn. \n'b' Improved Grapple . Any creature struck by two of the naerluth\xe2\x80\x99s tentacles is grappled (escape DC 17). Severing a tentacle can free a creature thus grappled ; each tentacle has 5 (1d10) hit points , independent of the main body hit points . Severed tentacles regrow in 1d4 rounds. \n'b'\n'b' REACTIONS \n'b'\n'b' Inspire . As a reaction , the naerluth can give any creature an inspiration die (1d10). This die functions in all ways the same as a bard \xe2\x80\x99s Inspiration die. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The naerluth 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 naerluth regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The naerluth makes a Wisdom (perception) check. \n'b' Tentacle Attack . The naerluth makes a tentacle attack . \n'b' Acid Attack (Costs 2 Actions) . The naerluth expels its digestive acid in an explosive spray. Each creature within 10 feet of the naerluth suffers 15 (2d6 + 8) acid damage, plus an additional 1d6 damage each round for 1d4 rounds. A successful Dexterity save (DC 17) halves the initial damage and negates ongoing damage. \n'b'\n'b' ABOUT \n'b' The naeurluth are creatures from the nether planes fashioned of ash, smoke, and the dust of burnt things. The naeurluth\xe2\x80\x99s body is generally oblong in shape, though crusted over with scabs and the like. It is possessed of long, ashen-colored tentacles which sprout from the upper torso. These are long, thin, and branched with thousands of tiny finger-like appendages that allow the creature to grasp almost anything. The naerluth can have a few tentacles or dozens, depending on its age; these are constantly shed and re-growing. It uses its tentacles for locomotion as well as grasping and combat. \n'b' Tentacled Horrors . The naerluth possesses no cartilage or bones and it is amorphous in shape, its form changing according to mood or needs\xe2\x80\x94it can flatten, contract, or assume almost any shape so long as its total mass and surface area remains the same. It has no visible features or anatomy save its tentacles and main body mass, and its skin constantly peels and flakes, leaving trails of ash behind wherever it goes. \n'b' Haters of the Living . The creature is a ravenous eater, devouring everything it encounters by engulfing it and dissolving it with natural digestive acids, discarding the residue as more ash in its wake. A single naerluth, left unchecked, can lay waste to an entire region. It is a highly intelligent being but is consumed with hatred for all living things and an overwhelming desire to feed and sow decay and destruction wherever it goes. Fortunately, it is also consumed with a desire to survive and so tends to avoid civilized regions where it might be quickly dispatched. Rather, it prefers to spend its time alone in remote areas, poisoning a landscape until there is nothing left before moving on to the next.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naerlulthut \n'b' Medium aberration , neutral evil \n'b' Armor Class 17 (natural) Hit Points 50 (10d8 HD) Speed 30ft\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 10 (0) INT: 16 (+3) WIS: 17 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities charmed , incapacitated , poisoned Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons. Senses darkvision 60 ft., passive Perception 13 Languages Understands Common; does not speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . When a naerlulthut is reduced to 0 hit points , it dissolves back into the dust from whence it came, and will re-form within 1d4 days. The only way to permanently destroy a naerlulthut is if the damage that reduces it to zero hit points be radiant damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee weapon attack +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) bludgeoning. \n'b' Devouring Assimilation (Recharge 6) . On a successful slam attack , the victim\xe2\x80\x99s flesh becomes dry and cracked, turning black where struck. The victim takes an additional 4 (1d8) points of necrotic damage. In addition, the victim suffers 2 (1d4) points of constitution damage each round; a successful Constitution save (DC 15 ) negates this loss. The victim is allowed a new save every round, ending the effect on itself on a success. Those who save against devouring assimilation are immune to further constitution loss from the effect. If a victim\xe2\x80\x99s constitution is reduced to zero, the victim dies and their body dissolves into grave dust. Constitution lost to this effect returns once the victim completes a long rest. \n'b'\n'b' ABOUT \n'b' The naerlulthut are incorporeal creatures that dwell in the fields of ash left behind by the naerlulthut. At times they appear as whirling balls of ash, rolling or twisting through the devastation without purpose. When roused they begin to transform, assuming something of the shape they possessed in life, but it is little more than a hollow echo of it. Gaunt, skeletal creatures, their bodies are elongated beyond imagining, their visages twisted with rage and madness, their clothes in tatters holding what weapons, if any, they held in life. But these are ghostly images of what was once real, for the naerlulthut, their mistress, devours all. \n'b' The naerlulthut are the spawn of the naerlulthut, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it. These tormented spirits wander the ashen fields of the naerlulthut\xe2\x80\x99s destruction, bound to the creature that made them. They have only faint memories of their former lives and these are usually haunting nightmares that do nothing but cause them the anguish of anticipation. Fear and hate consume these creatures. \n'b' Lingering Essence . The naerlulthut\xe2\x80\x99s natural form is one of dust, the spirit of the devoured creature lingering in the refuse left behind by the naerluth. If in life it used a weapon such as a sword, it will do so in death, but the weapon is actually a part of it and not considered separate. When the creature becomes corporeal, it takes the shape of what it was in life, for example, an orc will appear as a gaunt or skeletal orc , a manticore as a gaunt and skeletal manticore , and so on. \n'b' Relentless Attackers . Naerlulthut appear as swirling clouds of dust drifting across the ashy fields. When living creatures (aside from insects or plants) pass near the creature they begin to change shape, turning into a vaguely corporeal form. They appear to be made of dust but with the shape of whatever they were in life. Once they have changed shape, they focus on the nearest living creature and attack it ferociously, even going so far as to pursue it if it should flee. It attacks until killed or turned. They do not leave the fields of dust and as soon as the creature they are pursuing leaves, the naerlulthut dissolves, vanishing into the dust once again. If the naerlulthut is killed, it dissolves back into the dust from whence it came; it is not destroyed, however, for after several days it regains its shape and terrorizes the wasteland once more. Destroying the creature with radiant damage is the only way to permanently destroy them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nagaji Monk \n'b' Medium humanoid (nagaji), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +2 Skills Animal Handling +3, Athletics +6, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beguiling Presence . The AC of the nagaji includes its Charisma bonus. \n'b' Nimble . On each of its turns, the nagaji can use a bonus action to take the Dash or Disengage actions . \n'b' Resistant . The nagaji warrior has advantage on saving throws against poison or becoming charmed or frightened . \n'b' Serpent Affinity . When the nagaji makes a Wisdom ( Animal Handling ) check to deal with any sort of reptile beast, it is considered proficient in the skill and adds double its proficiency bonus to the check, instead of its standard proficiency bonus. \n'b' Serpentine Swiftness. (3/Day) On its turn, the nagaji can use a bonus action to take the Dodge action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nagaji makes three melee attacks . It can replace one of its melee attacks with a ranged attack. \n'b' Unarmed Strike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. If the target is a creature it must succeed on a DC 13 Strength saving throw or be\xc2\xa0forced prone . \n'b' Sling . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) 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 wielded in two hands as a melee attack . \n'b' Spit Venom . (Recharges after Short Rest) Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : The target is blinded for 1 minute unless it succeeds on a DC 13 Constitution saving throw. The blinded creature can attempt a new save at the end of each of its turns, ending the effect on a success. \n'b' Hypnotic Gaze . (Recharges after Long Rest) One creature the nagaji can see that can also see it must succeed on a DC 12 Wisdom saving throw or be stunned by this magic until the start of the nagaji\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflect Missiles . When hit by a ranged weapon attack , the nagaji can reduce the damage taken by 1d10 + 6. If this reduces the damage to 0, the nagaji can catch the projectile and immediately throw it as a ranged weapon attack (+5 to hit) with a range of 20/60. It deals 6 (1d6 + 3) damage of a type appropriate to the projectile. \n'b'\n'b' ABOUT \n'b' The nagaji are a race of ophidian humanoids with scaled skin that mimics the dramatic appearance of true nagas. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. \n'b' Their physical forms are otherwise humanlike, raising wary speculation about their origins. It is widely believed that true nagas created them as a servitor race, through crossbreeding, magic, or both, and indeed nagaji revere nagas as living gods. \n'b' Nagaji often inspire awe and fear among other humanoids, as much for their mysterious ancestry as for their talent for both swords and sorcery. \n'b' Most nagaji have scaly reptilian flesh-these scales are typically green, gray, or brown in hue, with colorful ridges of red, blue, or orange on their skulls or backs. Their ears and noses are flat, almost to the point of being nonexistent, while their eyes are those of serpents, ranging widely in color but tending toward golds, reds, yellows, and other warm hues. There are some nagaji who look much more human, with fine scales and even able to grow hair, usually braided to appear more human. \n'b' Serpent Society . Nagaji society places honor, devotion, and dedication above all else. Less charitable observers from outside such societies might call the nagaji \xe2\x80\x9cborn slaves,\xe2\x80\x9d but the nagaji do not think of themselves as slaves to their naga overlords and point to the fact that they are free to make their own life decisions. Furthermore, when a naga oversteps its bounds as ruler of its people, the nagaji are no strangers to resistance or outright rebellion.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nagaji Warrior \n'b' Medium humanoid (nagaji), chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Resistant . The nagaji warrior has advantage on saving throws against poison or becoming charmed or frightened . \n'b' Serpent Affinity . When the nagaji makes a Wisdom ( Animal Handling ) check to deal with any sort of reptile beast, it is considered proficient in the skill and adds double its proficiency bonus to the check, instead of its standard proficiency bonus. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if wielded in two hands as a melee attack . \n'b' Spit Venom . (Recharges after Short Rest) Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : The target is blinded for 1 minute unless it succeeds on a DC 12 Constitution saving throw. The blinded creature can attempt a new save at the end of each of its turns, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' The nagaji are a race of ophidian humanoids with scaled skin that mimics the dramatic appearance of true nagas. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. \n'b' Their physical forms are otherwise humanlike, raising wary speculation about their origins. It is widely believed that true nagas created them as a servitor race, through crossbreeding, magic, or both, and indeed nagaji revere nagas as living gods. \n'b' Nagaji often inspire awe and fear among other humanoids, as much for their mysterious ancestry as for their talent for both swords and sorcery. \n'b' Most nagaji have scaly reptilian flesh-these scales are typically green, gray, or brown in hue, with colorful ridges of red, blue, or orange on their skulls or backs. Their ears and noses are flat, almost to the point of being nonexistent, while their eyes are those of serpents, ranging widely in color but tending toward golds, reds, yellows, and other warm hues. There are some nagaji who look much more human, with fine scales and even able to grow hair, usually braided to appear more human. \n'b' Serpent Society . Nagaji society places honor, devotion, and dedication above all else. Less charitable observers from outside such societies might call the nagaji \xe2\x80\x9cborn slaves,\xe2\x80\x9d but the nagaji do not think of themselves as slaves to their naga overlords and point to the fact that they are free to make their own life decisions. Furthermore, when a naga oversteps its bounds as ruler of its people, the nagaji are no strangers to resistance or outright rebellion.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cult Priest \n'b' Medium humanoid (human), chaotic neutral \n'b' Armor Class 17 (breastplate) Hit Points 76 (9d8+36) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 19 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +5 Senses passive Perception 14 Languages Low Atlantean, Kalayan, High Atlantean, Benthic Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enthrall (Recharge 5+) . As a bonus action, the cult priest can temporarily dominate a humanoid creature. The target creature must make a Cha save (DC 15), or on its next turn the target acts as the cult priest desires. \n'b' Spellcasting . The cult priest is a 9th-level caster. Its spellcasting ability is Wisdom (DC 15, +7 to hit).\n'b'\n'b'\n'b' At will : friends, resistance \n'b' 1st level (4 slots) : bane , bless , cure wounds , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , protection from energy , tongues \n'b' 4th level (3 slots) : death ward , summon nightgaunt* \n'b' 5th level (1 slots) : flame strike \n'b'\n'b' ACTIONS \n'b'\n'b' Morningstar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 164+2 slashing damage. \n'b'\n'b' ABOUT \n'b' This cultist wears fine robes adorned with symbols and sigils of the entity he serves. \n'b' The cult priest is in charge of Great Cthulhu\xe2\x80\x99s machinations in a particular city or region, directing cultists, plotting sinister schemes, and enticing others to heed the call of Great Cthulhu. A seductive presence, the cult priest is an effective recruiter, comfortable in the halls of power. Some cult priests still have lives outside the cult, but most operate the cult full-time from the safety of a hidden shrine or other secret headquarters. \n'b' Most cult priests have some sort of personal magnetism working in their favor, whether it is conventional beauty or an otherwise commanding presence. In total control of the cult, they are worshiped almost as much as Great Cthulhu himself. All that kowtowing and genuflection makes most cult priests arrogant and even disdainful of the ordinary cultists. Only a few have the presence of mind to understand Cthulhu\xe2\x80\x99s dream-whisperings, after all. The rest are just cattle being led to the slaughter. \n'b' Most cult priests don\xe2\x80\x99t stay cult priests for long. Some are consumed by the very horrors they bring into the world, while others sacrifice themselves willingly in the cause of some world-damning evil, and others still undergo magical transformations into all manner of monsters. Great Cthulhu isn\xe2\x80\x99t known for his generous retirement programs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ha-Naga \n'b' Family: Nagas \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 350 (20d20 + 140) \n'b' Speed 60 ft., fly 120 ft.\n'b' STATS STR: 27 (+8) DEX: 22 (+6) CON: 25 (+7) INT: 25 (+7) WIS: 21 (+5) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Con +14, Int +14, Wis +12, Cha +15 \n'b' Skills Arcana +14, Deception +15, History +14, Insight +12, Perception +12, Religion +14, Stealth +13 \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 22 \n'b' Languages Abyssal, Common \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rejuvenation . If it dies, the ha-naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Legendary Resistance (3/day) . If the ha-naga fails a saving throw, it can choose to succeed instead. \n'b' Chameleon Skin . The ha-naga has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Innate Spellcasting . The ha-naga\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, and it needs only verbal components to cast its spells: \n'b'\n'b' At will : charm person , detect thoughts , suggestion \n'b' 3/day each : dominate person , mass suggestion \n'b'\n'b' Spellcasting . The ha-naga is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following sorcerer spells prepared: \n'b'\n'b' Cantrips (at will) : acid splash , fire bolt, mage hand , minor illusion , prestidigitation , ray of frost \n'b' 1st level (4 slots) : detect magic , fog cloud , magic missile \n'b' 2nd level (3 slots) : darkness , hold person \n'b' 3rd level (3 slots) : lightning bolt , stinking cloud \n'b' 4th level (3 slots) : confusion , polymorph \n'b' 5th level (3 slots) : cloudkill , telekinesis \n'b' 6th level (2 slots) : circle of death \n'b' 7th level (2 slots) : teleport \n'b' 8th level (1 slot) : power word stun \n'b' 9th level (1 slot) : meteor swarm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ha-naga makes one Constrict attack and one Sting attack . \n'b' Constrict . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) bludgeoning damage and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained , and the ha-naga can\xe2\x80\x99t constrict another target. \n'b' Sting . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 21 (3d8 + 8) piercing damage, and the target must make a DC 23 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ha-naga 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 ha-naga regains spent legendary actions at the start of its turn. \n'b'\n'b' Constrict . The ha-naga makes one Constrict attack . \n'b' Sting . The ha-naga makes one Sting attack . \n'b' Move . The ha-naga moves up to its speed without provoking attacks of opportunity. \n'b'\n'b' ABOUT \n'b' Ha-nagas are 100\xe2\x80\x91foot-long serpentine creatures with the head of a classically beautiful human. They have no set coloration, with their scales instead changing color to match its surroundings like a chameleon. \n'b' Ha-nagas live in warm forests and jungles. They prefer to live in the ruins of ancient civilizations, most preferably those of one they had brought low. Ha-nagas would make their lair in some former center of society, such as a temple, throne room, or coliseum, and pile art, jewelry, records, and other artifacts of that civilization in their nest. \n'b' Ha-nagas are malevolent and arrogant creatures known to engineer the downfall of civilizations. They revel in their own destructive talents and see all other creatures as lesser beings that should bow before them. \n'b' In combat, ha-nagas preferred to use their ability to fly to keep out of range of melee, instead casting spells or using its charm gaze from a distance. If forced into close ranger combat, they would use their serpentine body like a whip or to constrict foes, and stung with the venomous stinger on the end the tail. \n'b' Ha-nagas are worshiped as gods by spirit nagas.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga (Spirit) Cocytus-Corrupted \n'b' Family: Nagas \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 75 (10d10 + 20) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5, Wis +5, Cha +6 \n'b' Damage Immunities poison \n'b' Condition Immunities charmed, poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Abyssal, Common \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: \n'b'\n'b' Cantrips (at will) : mage hand, minor illusion, ray of frost \n'b' 1st level (4 slots) : alarm, charm person, identify \n'b' 2nd level (3 slots) : detect thoughts, bottled dread (page 33) \n'b' 3rd level (3 slots) : dispel magic, lightning bolt, vampiric touch \n'b' 4th level (3 slots) : dark abyss (page 34), fire shield \n'b' 5th level (2 slots) : dominate person, planar binding \n'b'\n'b' Spiteful Rejuvenation . If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. It knows the distance and direction to the creature that last killed it. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much on a successful save. \n'b'\n'b' REACTIONS \n'b'\n'b' Vengeful Retaliation . When the naga is reduced to 0 hit points, it makes a weapon attack before dying. If this attack is made against the creature that reduced the naga to 0 hit points, the naga makes this attack with advantage. The naga then dies. \n'b'\n'b' ABOUT \n'b' This large serpent has dark, mottled skin and a hateful glare. Its skin is marred with glowing red scars. \n'b' Spiteful creatures that crave power, spirit nagas are quick to pretend to prostrate themselves before the fiends of the Cocytus legion as soon as they believe there are fiendish secrets and minions to be gained. Unfortunately for these ersatz devotees, the fiends are quick to corrupt and force the nagas into their service. Corrupted spirit nagas primarily serve the fiends as arcane support; when not actively serving their fiendish masters, they research how to escape their ill-advised bargain. \n'b' Cocytus Corruption \n'b' Patient hunters in caverns and caves, ropers rarely interact with other creatures except to ambush them with strength-draining tendrils. Fiends are generally impatient and rapacious, but canny leaders understand the value that a watchful guardian brings to their forces. Many legions therefore intentionally recruit ropers, promising an unending bounty of victims and treasure. The Cocytus legion typically corrupts ropers to watch over underground fortresses or even stranger domains, where the corrupted ropers surprise intruders with weakening tendrils that make other fiends better able to inflict their vengeance. \n'b' Cocytus corruption grants the Vengeful Retaliation reaction. \n'b' Vengeful Retaliation . When the Cocytus-corrupted creature is reduced to 0 hit points, it makes a weapon attack just before dying. If this attack is made against the creature that reduced the corrupted creature to 0 hit points, the corrupted creature makes this attack with advantage. The corrupted creature then dies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga-folk Blademaster \n'b' Family: Nagas \n'b' Medium monstrosity (naga-folk) \n'b' Armor Class 18 (breastplate + shield) Hit Points 112 (15d8 + 45) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Deception +4, Perception +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 15 Languages Common, Shurhakdee Challenge 5 (1800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poison Resilience . They have advantage on saving throws against poison, and they have resistance to poison damage. \n'b' Chakram Ricochet . The naga-folk can ricochet the chakram off a nearby solid surface to hit a target behind partial or total cover provided there is line of effect. \n'b' Extra Parry . The blademaster gets one extra reaction that can only be used to parry an attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naga-folk makes four attacks using any combination of weapon attacks. Alternately, it can also make three weapon attacks plus one constrict attack . \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the naga-folk can\xe2\x80\x99t constrict another target. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Chakram . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) slashing damage in melee or 6 (1d6 + 3) slashing damage at range. \n'b' Warspear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The naga-folk adds 3 to its AC against one melee attack that would hit it. To do so, the naga-folk must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Naga-folk are humanoids with the lower bodies of large serpents. Their humanoid skin color ranges from a light blue to a deep purple with mostly dark hair colors. Their humanoid features are slim and angular with slightly pointed ears. They have fangs, forked tongues and the eyes of serpents, and they have a second set of arms that protrude from their sides. Their lower body is that of a large serpent with a wide variety of color and pattern ranges. Their movements like serpents in that they often sway from side to side when moving forward. When they rest, they curl up in positions that most humanoids would find uncomfortable. \n'b' Society \n'b' Naga-folk are matriarchal. They have a caste social system where the individual is born into their role; however, movement between casts is possible. \n'b' Jade Weapons \n'b' Naga-folk use a pure form of jade that is harder than steel when making their weapons. The only way to shape it is a long process of sanding it down. Thanks to their longevity, this is something they can do, whereas few demihumans would have the time or dedication to work it. \n'b' Many of the ruins from their civilization are hidden and extremely hard to find, but that doesn\xe2\x80\x99t stop the naga-folk of today from periodically searching for them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Astringent Armor \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 112 (15d8 + 45) Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The armor doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Damage Transfer . While attached to a creature, the armor takes only half the damage dealt to it (rounded down), and that creature takes the other half. \n'b' False Appearance . While the armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The armor makes two slam attacks and can use Attach. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. While grappling a creature, the armor can\xe2\x80\x99t make slam attacks against another target. \n'b' Attach . The armor violently squeezes a creature it is grappling into itself. The creature must make a DC 16 Strength saving throw. On a failure, the creature takes 14 (2d8 + 5) bludgeoning damage, and the armor attaches to the creature. While attached, the armor shares the creature\xe2\x80\x99s space and it moves with the creature when the creature moves. The creature\xe2\x80\x99s speed is halved and it makes attack rolls, Dexterity checks, and Dexterity saving throws with disadvantage. If the grapple ends, the armor is no longer attached and moves to an unoccupied space within 5 feet of the creature. \n'b' Constrict . A creature grappled by the armor makes a DC 16 Constitution saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Suits of astringent armor are dangerous animated constructs found in abandoned dungeons, cursed fortresses, and the strongholds of powerful spellcasters. \n'b' Wherever they\xe2\x80\x99re found, these mindless abominations protect their master\xe2\x80\x99s treasures faithfully and often unfailingly. \n'b' In its purest form, astringent armor resembles a simple empty suit of plate mail or other armor common to the region. More often than not, though, adventurers stumble upon an astringent armor after it has already claimed at least one victim. Horrifyingly, though they are mindless, suits of astringent armor seem to prefer walking around with their latest victim still crushed inside-at least until they find a fresher body to enshroud and destroy. In such cases, the astringent armor is mistaken for an armor-clad zombie or other undead, a mistake that has put many would-be thieves in an early grave. Closer inspection, however, reveals that the encased body is horribly crushed and mangled, and bits of bone and flesh stick out sickeningly through the joints in the armor\xe2\x80\x99s plates. \n'b' In combat, suits of astringent armor singlemindedly grab their victims, then attempt to reassemble themselves around their prey. Once attached, the armor begins shrinking, slowly crushing the unfortunate body trapped within. \n'b' Suits of astringent armor most commonly come about via arcane rituals, similar to those used to animate other mundane objects. Sometimes though, they manifest in other ways-such as from a curse placed on an armor-wearing warrior who betrayed the wrong witch, a fiend who possessed a suit of armor but subsequently lost its identity, or simply from raw evil energy seeping into armor from the Negative Energy Plane. In all of these cases, such suits of astringent armor possess just a bit more intellect than most of their kind, as well as a spark of genuine wickedness.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga-folk Sorcerer \n'b' Family: Nagas \n'b' Medium monstrosity (naga-folk) \n'b' Armor Class 12 (15 with mage armor ) Hit Points 110 (17d8 + 34) Speed 30 ft., swim 30 ft., fly 30 ft. (see below)\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +7 Skills Arcana +3, Deception +7, Perception +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 15 Languages Common, Shurhakdee Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poison Resilience . They have advantage on saving throws against poison, and they have resistance to poison damage. \n'b' Innate Spellcasting . The naga-folk sorcerer is a 14th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They know the following sorcerer spells:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, shocking grasp , light , mage hand , mending , message \n'b' 1st level (6 slots) : magic missile , shield , mage armor \n'b' 2nd level (4 slots) : detect thoughts , knock \n'b' 3rd level (3 slots) : clairvoyance , tongues \n'b' 4th level (3 slots) : dominate beast , polymorph \n'b' 5th level (3 slots) : hold monster , cone of cold \n'b' 6th level (1 slot) : true seeing \n'b' 7th level (1 slot) : fire storm \n'b'\n'b' Bat Wings . As a bonus action on its turn, the sorcerer can sprout a pair of bat wings from their back, gaining a flying speed of 30 feet until they dismiss them as a bonus action. \n'b' Quickened Spell (3/day) . When the sorcerer casts a spell that has a casting time of 1 action, they can change the casting time to 1 bonus action for that casting; however, the only other spell they can cast that turn is a cantrip. \n'b'\n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained , and the naga-folk can\xe2\x80\x99t constrict another target. \n'b' Fire Bolt . Ranged Spell Attack : +7 to it, Range 120 ft., one target. Hit 15 (3d10) fire damage. \n'b' Shocking Grasp . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (3d8) lightning damage and the target can\xe2\x80\x99t reactions until the start of its next turn. If the target is wearing metal armor, then the attack is made with advantage. \n'b'\n'b' ABOUT \n'b' Naga-folk are humanoids with the lower bodies of large serpents. Their humanoid skin color ranges from a light blue to a deep purple with mostly dark hair colors. Their humanoid features are slim and angular with slightly pointed ears. They have fangs, forked tongues and the eyes of serpents, and they have a second set of arms that protrude from their sides. Their lower body is that of a large serpent with a wide variety of color and pattern ranges. Their movements like serpents in that they often sway from side to side when moving forward. When they rest, they curl up in positions that most humanoids would find uncomfortable. \n'b' Society \n'b' Naga-folk are matriarchal. They have a caste social system where the individual is born into their role; however, movement between casts is possible. \n'b' Jade Weapons \n'b' Naga-folk use a pure form of jade that is harder than steel when making their weapons. The only way to shape it is a long process of sanding it down. Thanks to their longevity, this is something they can do, whereas few demihumans would have the time or dedication to work it. \n'b' Many of the ruins from their civilization are hidden and extremely hard to find, but that doesn\xe2\x80\x99t stop the naga-folk of today from periodically searching for them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga-folk Warlock \n'b' Family: Nagas \n'b' Medium monstrosity (naga-folk), neutral \n'b' Armor Class 12 (15 with mage armor ) Hit Points 91 (14d8 + 28) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +7 Skills Arcana +3, Deception +7, Perception +5 Damage Resistances Poison Senses darkvision 60 ft., passive Perception 15 Languages telepathy 30 ft., Common, Shurhakdee Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poison Resilience . They have advantage on saving throws against poison, and they have resistance to poison damage. \n'b' Innate Spellcasting . The warlock \xe2\x80\x98s innate spellcasting ability is Charisma . They can innately cast the following spells (spell save DC 15), requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , jump , levitate , mage armor (self only), speak with dead \n'b' 1/day each : true seeing , finger of death \n'b'\n'b' Spellcasting . The naga-folk is a 14th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They regain their expended spell slots when they finish a short or long rest. They know the following warlock spells:\n'b'\n'b'\n'b' Cantrip (at will) : chill touch , eldritch blast, guidance , mage hand , minor illusion , prestidigitation , shocking grasp \n'b' 1st-5th level (3 5th-level slots) : Protection from evil and good , hellish rebuke, shatter , clairvoyance , contact other plane , detect thoughts , dimension door , charm person , dominate beast , telekinesis , vampiric touch \n'b'\n'b' Whispering Aura . At the start of each of the warlock \xe2\x80\x98s turns, each creature of their choice within 5 feet must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naga-folk makes two attacks using any combination of weapon attacks. Alternately, it can also make one weapon attack plus one constrict attack . If the naga-folk uses the eldritch blast attack , it can make three eldritch blast attacks as an action. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the naga-folk can\xe2\x80\x99t constrict another target. \n'b' Chakram . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 4 (1d6 + 1) slashing damage in melee or 4 (1d6 + 1) slashing damage at range. \n'b' Eldritch Blast . Ranged Spell Attack : +7 to hit, range 120 ft. one target. hit 9 (1d10+4) force damage. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The naga-folk adds 3 to its AC against one melee attack that would hit it. To do so, the naga-folk must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Naga-folk are humanoids with the lower bodies of large serpents. Their humanoid skin color ranges from a light blue to a deep purple with mostly dark hair colors. Their humanoid features are slim and angular with slightly pointed ears. They have fangs, forked tongues and the eyes of serpents, and they have a second set of arms that protrude from their sides. Their lower body is that of a large serpent with a wide variety of color and pattern ranges. Their movements like serpents in that they often sway from side to side when moving forward. When they rest, they curl up in positions that most humanoids would find uncomfortable. \n'b' Society \n'b' Naga-folk are matriarchal. They have a caste social system where the individual is born into their role; however, movement between casts is possible. \n'b' Jade Weapons \n'b' Naga-folk use a pure form of jade that is harder than steel when making their weapons. The only way to shape it is a long process of sanding it down. Thanks to their longevity, this is something they can do, whereas few demihumans would have the time or dedication to work it. \n'b' Many of the ruins from their civilization are hidden and extremely hard to find, but that doesn\xe2\x80\x99t stop the naga-folk of today from periodically searching for them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga-folk Warrior \n'b' Family: Nagas \n'b' Medium monstrosity (naga-folk), neutral \n'b' Armor Class 15 (leather armor + shield) Hit Points 65 (10d8 + 20) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Deception +3, Perception +4 Damage Resistances poison Senses darkvision 60 ft., passive Perception 14 Languages Common, Shurhakdee Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poison Resilience . They have advantage on saving throws against poison, and they have resistance to poison damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naga-folk makes three attacks using any combination of weapon attacks. Alternately, it can also make two weapon attacks plus one constrict attack . \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the naga-folk can\xe2\x80\x99t constrict another target. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Chakram . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2 slashing damage in melee or 5 (1d6 + 2) slashing damage at range. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The naga-folk adds 2 to its AC against one melee attack that would hit it. To do so, the naga-folk must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Naga-folk are humanoids with the lower bodies of large serpents. Their humanoid skin color ranges from a light blue to a deep purple with mostly dark hair colors. Their humanoid features are slim and angular with slightly pointed ears. They have fangs, forked tongues and the eyes of serpents, and they have a second set of arms that protrude from their sides. Their lower body is that of a large serpent with a wide variety of color and pattern ranges. Their movements like serpents in that they often sway from side to side when moving forward. When they rest, they curl up in positions that most humanoids would find uncomfortable. \n'b' Society \n'b' Naga-folk are matriarchal. They have a caste social system where the individual is born into their role; however, movement between casts is possible. \n'b' Jade Weapons \n'b' Naga-folk use a pure form of jade that is harder than steel when making their weapons. The only way to shape it is a long process of sanding it down. Thanks to their longevity, this is something they can do, whereas few demihumans would have the time or dedication to work it. \n'b' Many of the ruins from their civilization are hidden and extremely hard to find, but that doesn\xe2\x80\x99t stop the naga-folk of today from periodically searching for them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Crown \n'b' Family: Nagas \n'b' Large monstrosity (titanspawn), neutral evil\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft. Saving Throws Dexterity +6, Constitution +6, Charisma +7 Damage Resistances poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Infernal, Primordial, Titan Speech Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation . If it dies, the naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The crown naga is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The crown naga knows the following sorcerer spells:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , message , minor illusion , poison spray \n'b' 1st level (4/day) : charm person , detect magic , magic missile \n'b' 2nd level (3/day) : hold person , mirror image \n'b' 3rd level (3/day) : fear , haste \n'b' 4th level (1/day) : confusion \n'b'\n'b' Two Heads . The crown naga has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , deafened, frightened , stunned, or knocked unconscious. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The crown naga makes two bite attacks, or it casts a spell with a casting time of 1 action and makes one bite attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) 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. \n'b'\n'b' Tactics \n'b' If it must face determined foes, a crown naga always uses defensive spells before closing with enemies. It then attempts to close quickly to bite multiple targets, seeking to poison as many enemies as possible. If opponents prove immune or resistant to the naga\xe2\x80\x99s poison, it typically retreats deeper into its lair or toward known allies, while harassing pursuers with spells. \n'b' Description \n'b' A crown naga is a serpentine thing 20 feet or more in length, with two heads vaguely resembling those of human women. Its great, yellowish fangs drip foul venom, and its dual visage is distorted with a mixture of arrogance, fear, and loathing. \n'b' Cowardly and Conniving . It was only years after the Divine War that they were discovered again, quivering in their dark holes, fearful of the wrath of their dread queen. Druids dedicated to the Serpent Mother coaxed the creatures from their hiding places \xe2\x80\x93 by aiding the effort to restore the dismembered titan. Some crown nagas are now protected and served by some druids, who feed and house the nagas and facilitate their mating rituals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Dark \n'b' Family: Nagas \n'b' Large aberration , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +7, Intelligence +7, Wisdom +6, Charisma +7 Skills Arcana +7, Deception +7, Insight +6, Perception +6, Stealth +8 Damage Immunities poison, psychic Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation . If it dies, the naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Guarded Thoughts . The naga\xe2\x80\x99s thoughts may not be read. \n'b' Innate Spellcasting . The naga can innately cast detect thoughts (spell save DC 15) at will, and it needs only verbal components to cast this spell. Its innate spellcasting ability is Charisma . \n'b' Spellcasting . The naga is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): acid splash , fire bolt, mage hand , minor illusion , ray of frost \n'b' 1st level (4 slots): charm person , expeditious retreat , magic missile \n'b' 2nd level (3 slots): misty step , scorching ray \n'b' 3rd level (3 slots): fireball , major image \n'b' 4th level (1 slot): confusion \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The naga makes one Bite attack and one Sting attack . It can\xe2\x80\x99t make both attacks against the same target. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. \n'b'\n'b' About \n'b' Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can\xe2\x80\x99t manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds. \n'b' Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure. \n'b' Dark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly-often rightly so.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Dark, Nightmare \n'b' Family: Nagas \n'b' Large monstrosity , lawful evil \n'b' Armor Class 18 (natural armor) 477 Hit Points 195 (15d10 + 45) Speed 40 ft., fly 10 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Dreamspeak Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The naga is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The mage has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : misty step , suggestion \n'b' 3rd level (3 slots) : counterspell, fireball , fly \n'b' 4th level (3 slots) : greater invisibility , ice storm \n'b' 5th level (1 slot) : cone of cold \n'b'\n'b' Guarded Thoughts . The naga is under a constant mind blank spell effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 15 ft., one creature. Hit : The target must make a DC 15 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Read Thoughts . The naga magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the naga can continue reading its thoughts, as long as the naga \xe2\x80\x98s concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the naga has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cult Thaumaturge \n'b' Medium humanoid ( human ), neutral evil \n'b' Armor Class 12 (studded leather armor) Hit Points 22 (4d8+4) Speed 30 ft.\n'b' STATS STR: 11 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Persuasion +3, Religion +3 Senses passive Perception 12 Languages Common (Greek), one other language Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Devotion . A cult thaumaturge has advantage on saving throws against being charmed or frightened . \n'b' Titanic Might . As a bonus action, a Cult Thaumaturge can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) damage to a target on a hit (acid, cold, fire, lightning, necrotic, radiant, or thunder, as appropriate to their cult). This benefit lasts until the end of the turn. If the Cult Thaumaturge expends a 2nd-level spell slot then the extra damage increases to 14 (4d6). \n'b' Spellcasting . A cult thaumaturge is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , resistance , thaumaturgy \n'b' 1st Level (4 slots) : bane , bless , cure wounds , guiding bolt \n'b' 2nd Level (3 slots) : Lesser Restoration , Spiritual Weapon \n'b'\n'b' ACTIONS \n'b'\n'b' Mace . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) bludgeoning damage. \n'b'\n'b' Cult thaumaturges are journeyman clergy who have acquired spells and other magical abilities beyond those known by cult acolytes but still short of those mastered by cult priests. They typically serve as chaplains to small Titanic communities, stewards of shrines, and assistants to the heads of larger temples, and in addition to these duties sometimes accompany important expeditionary groups. They are usually equipped with light armor and heavy simple weapons like maces.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Defiled \n'b' Family: Nagas \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 263 (31d10+93) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 16 (+3) INT: 18 (+4) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +8, Wis +8, Cha +9 Skills Arcana +14, Perception +13 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 23 Languages Abyssal, Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rejuvenation . If it dies, the\xc2\xa0 naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The defiled naga is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , ray of frost \n'b' 1st level (4 slots) : charm person , detect magic , sleep \n'b' 2nd level (3 slots) : detect thoughts , hold person , invisibility \n'b' 3rd level (3 slots) : hypnotic pattern , lightning bolt , water breathing \n'b' 4th level (3 slots) : black tentacles , blight , dimension door \n'b' 5th level (2 slots) : cloudkill , dominate person \n'b' 6th level (1 slot) : disintegrate \n'b' 7th level (1 slot) : delayed blast fireball \n'b' 8th level (1 slot) : maze \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, 10 ft. reach, one target. Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Morbid-minded and wretched to look upon, defiled nagas are the corrupted witches of the naga race, hateful outcasts long shunned for their dark powers and loathsome ways. A typical defiled naga is slender, with the black and red scales of a venomous serpent, though their faces are even more monstrous than those of their spirit naga cousins. Most measure 14 feet long but weigh less than 300 pounds. \n'b' Death Lovers . Defiled nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Where guardian nagas favor places of innate sanctity, defiled nagas seek out places of fundamental corruption, sites they believe to be imbued with dark magics. \n'b' The crypts of long-dead tyrants, the places where great heroes died, and the ruins of nefarious keeps all attract these wretched serpents. \n'b' Cult Circles . Most defiled nagas believe themselves to be the inheritors of some mysterious dark favor, seeing their innate magical talents as evidence of such. Most commune with vague powers of death and devastation, working profane rites and seeking grotesque auguries from cultic forces. To aid them, defiled nagas often use their enchanting gaze, changing victims into fawning fanatics and would-be sacrifices. \n'b' Defiled nagas occasionally band together in small groups-some seeming to mimic the covens of hags. While a particular plot or foe might bring these deadly serpents together for a short time, defiled nagas are loyal only to themselves, and such alliances always end in deadly betrayal.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Desert \n'b' Family: Nagas \n'b' Large monstrosity , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 112 (15d10 + 30) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 15 (+2) INT: 19 (+4) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6, Wis +7, Cha +6 Skills Insight +7, Perception +7, Stealth +7 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rejuvenation . If it dies, the naga returns to life in 1d4 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The naga is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : blade ward, mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : comprehend languages , detect magic , shield , silent image \n'b' 2nd-level (3 slots) : darkness , hold person , see invisibility \n'b' 3rd-level (3 slots) : animate dead , counterspell, dispel magic \n'b' 4th-level (3 slots) : blight , fire shield , hallucinatory terrain \n'b' 5th level (2 slots) : conjure elemental , scrying \n'b' 6th-level (1 slot) : create undead \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Slithering silently through the scorching sand is a horrible monster. The desert naga is a cunning, cruel monstrosity who persecutes other creatures. It uses necromancy and other dark magic to further its cause. \n'b' Blood Diamonds . This greedy snake-like creature is obsessed with gold, gemstones, and other glittery treasures. It will make deals to take possession of these priceless items, although it will rarely honor such an arrangement. \n'b' Close Stalker . Eager for treasure and corpses, the desert naga is usually found near a humanoid settlement. Ruins, hidden caves, and other desolate locations serve as convenient lairs. \n'b' Immortal Nature . A naga 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'Naga, Flame \n'b' Family: Nagas \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Damage Resistances fire Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The naga can breathe air and water. \n'b' Spellcasting . The naga is a 4th-level spellcaster. Its spell casting ability is Charisma (spell save DC 14), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , light , mage hand \n'b' 1st level (4 slots) : burning hands , magic missile , shield \n'b' 2nd level (3 slots) : flaming sphere , mirror image \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage and 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Flame nagas are one of the least powerful types of naga. These solitary serpents dwell in the winding rivers of large jungle environments. They prefer the heat and humidity offered by jungles, while simultaneously having a locale that keeps them close to many poorly defended humanoid settlements. Flame nagas are selfish and prideful, and instead of thinking of themselves as lowest on the naga \xe2\x80\x98food chain\xe2\x80\x99, they consider themselves akin to gods-at least, when compared to the humanoid races of the world. They pretend to be gods or powerful spirits to those primitive communities where they can get away with such lies, but even then, flame nagas prefer to quietly roam the waterways of the jungle. A flame naga extends almost 10 feet in length and weighs around 260 pounds. \n'b' Fiery Souls . Flame nagas possess minor spellcasting abilities; their sorcerous talents often consisting primarily of fire-based magic. Despite their ability to conjure magical flame, it\xe2\x80\x99s the venom of the flame naga that gives the serpent its moniker. \n'b' The poison of a flame naga is a steaming clear liquid, so hot, that when injected, it burns its victim from the inside. Those exposed to the viscous poison of a flame naga and survive the ordeal, report it to be a short-lived agony, but one of intense and continual pain. Flame nagas use their venomous bite as a means of punishing humanoids, striking out with their venom and retreating, before their foes realize what has happened to them. \n'b' Serpentine Influence . Other types of naga bully flame naga they come across, so their lesser kin find solace in remote lands. Oddly enough, nagaji are one of the species most likely to form any kind of long-term relationship with a flame naga. \n'b' Nagaji (a reptilian humanoid race) are far enough removed from humanity that they\xe2\x80\x99re seen as something akin to \xe2\x80\x98favored children\xe2\x80\x99 by flame naga, who often employ their humanoid naga-like brethren as valued underlings. In this way, a flame naga can easily maintain the guise of being a deity, while their nagaji allies handle the mundane requirements of leadership in a given community.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Frost (Broden) \n'b' Family: Nagas \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural armor plus dexterity) Hit Points 58 (9d10+9) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 15 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, fire, poison Condition Immunities charmed , grappled , poisoned Senses darkvision 60 ft., heatsense 120 ft., passive Perception 14 Languages Common plus one other language. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heat Drain . When the frost naga successfully constricts a foe, it absorbs their heat and heals itself for 1d4 points of damage. In addition, any fire- or heat-based attacks heal the naga instead of harming it: the ratio of healing is 1 point of healing per four points of damage. \n'b' Heat Sense . The frost naga is able to sense and track normal human body heat sources at a range of up to 120 feet and fire up to one mile. This also grants the naga blindsight so long as there are heat variances in the area. \n'b' Freeze surroundings . The area (20 feet) around the frost naga is always frigid and drops to about 25 degrees F. The ground and walls freeze instantly creating a slippery surface which is difficult terrain . A Dexterity save (DC 15) allows normal movement, though failure means the target falls prone , requiring an action and a second Dexterity save (DC 15) to stand again on the slippery surface. Anyone not prepared for the sudden drop in temperature also suffers 1-4 points of temporary cold damage, which heals at 1 point per hour after leaving the area. \n'b' Silent Call . A frost naga can emit a silent (mental) call for help when it is attacked. Any other nagas within 250 feet can sense this and come to its aid. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naga attacks twice, with its bite and its tail. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 10 (2d6+2) piercing damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 12 (2d8+2) bludgeoning damage, plus constriction. \n'b' Constrict . Melee Weapon Attack : On successful tail attack, the target is grappled and restrained , suffering 2d8 points of damage at the beginning of each of the naga \xe2\x80\x99s turns and healing the naga for 1d4 damage. The escape DC is 13. \n'b'\n'b' ABOUT \n'b' The frost naga is a bizarre creature originating from the nether planes. They have long slender snake-like bodies of silvery or bluish-white hue. A thin, black, razor-sharp spike tops the tail. The body is topped by a hideous female human head with silvery, matted hair and long fangs. They emit a pungent odor, not necessarily unpleasant, that smells of burnt coal. \n'b' Guardians of Gateways . As with most nagas, frost nagas serve as guardians. Unlike most other nagas, these nagas primarily guard doorways and entries because of their unique ability to call upon other nagas in the vicinity to help them. \n'b' Heat-Seekers . In combat, the frost naga tries to move in and constrict an opponent while biting them in order to steal their heat and heal itself. While doing so, the frost naga uses its tail to attack others or keep them at bay.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aetherai \n'b' Large aberration , neutral evil\n'b' STATS STR: 12 (+1) DEX: 19 (+5) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 Hit Points 68 (8d10 + 24) Speed 40 ft. Saving Throws Dexterity +8, Wisdom +5 Damage Immunities cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone , restrained , unconscious Senses passive Perception 11 Languages Sylvan, telepathy (see below) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Liquid Light . The lifeblood of the aetherai is a magical form of liquid light. When they have their eyes open, they project bright light for 120 feet in a cone in the direction they are looking and dim light beyond that for another 120 feet. \n'b' Magic Absorption . Aetherai are immune to all magical attacks and subsist by consuming the magical auras of permanent magic items. When targeted by a spell, the aetherai regains 1d6 hit points per spell level of the spell cast. Note that they can still be affected by physical items created by a spell, such as a stone wall. \n'b' Neural Network . Aetherai within 5 miles of each other can communicate telepathically, as well as tell the amount and location of any aetherai within that distance. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The aetherai makes 2 claw attacks. \n'b' Floodlight . If the aetherai opens up its eyes and concentrates, its entire brain glows with intense light. All creatures within a 60-foot cone of where it is looking must make a DC 15 Constitution saving throw or become blinded . An affected creature can repeat the saving throw at the end of the round, ending the effect on a success. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b' Burst . When struck by a critical hit, the aetherai can cause one of its joints to burst, causing it to temporarily lose a limb and negate all damage. It can use a bonus action on a subsequent turn to reattach the limb. \n'b'\n'b' Tactics \n'b' Aetherai attack in small groups, trying to steal any magic items that a group possesses and then immediately fleeing. As they\xe2\x80\x99re immune to almost all magic, the first time dealing with the aetherai can be very challenging. However, they don\xe2\x80\x99t press the advantage and instead leave as soon as they have what they come for. A GM can use aetherai attacks to relieve a party of a magical item that has proven too powerful or otherwise unbalancing to the game. \n'b' Description \n'b' These creatures are made from ropey plant tendrils and unusual fungal growths. They resemble wolf-like humanoids that normally bound forward on both hands and feet. Their ears are strangely Elven-shaped, however. An outer coating of thick waxy leaves protects their bodies and they have heavy leaf-like eyelids that almost always obscure their eyes. \n'b' Upon all of the leaves are strange runes. Their interior bodies glow with bright light and when they do raise their eyelids it comes bursting forth, bringing light into darkness. Their arms and legs end in curved claws that despite their wood-like appearance are deadly sharp.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Asura, Aghasura \n'b' Family: Asura \n'b' Huge fiend , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 202 (15d12+105) Speed 35 ft., swim 20 ft.\n'b' STATS STR: 26 (+8) DEX: 17 (+3) CON: 25 (+7) INT: 11 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Str +13 Damage Resistances acid, lightning Damage Immunities poison Condition Immunities poisoned Skills Perception +12, Stealth +13 Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal; telepathy 100 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The aghasura\xe2\x80\x99s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : teleport \n'b' 3/day each : darkness \n'b' 1/day each : cloudkill \n'b'\n'b' Camouflage . The aghasura has advantage on all Dexterity ( Stealth ) ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aghasura makes one bite attack and two scimitar attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15ft., one target. Hit : 19 (2d10 + 8) bludgeoning damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save. \n'b' Scimitar . Melee Weapon Attack : +13 to hit, reach 15ft., one target. Hit : 19 (2d10 + 8) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save. \n'b'\n'b' ABOUT \n'b' Tripurasuras, or sly ones, are among the weakest asuras, manifestations not of divine mistakes but instead creations of the most powerful of asuras exhibiting their loathing of the gods by creating blasphemous mockeries of their creations. \n'b' A newly created tripurasura most commonly exists for one of two reasons: to give an asurendra sage the raw materials it needs to create more powerful asuras, or to seek out mortals- especially mortal spellcasters-to recruit into the asura cause. \n'b' Clever Corruptor . Using its power to assume a pleasing or innocuous form, a tripurasura wanders the world, seeking pious mortals to corrupt. When it encounters a promising spellcaster (typically one who has some sort of link to a church or religion, but not necessarily a divine spellcaster), the tripurasura presents itself as an apprentice, pilgrim, or other type of curious student eager to learn from the spellcaster. The tripurasura keeps its true nature and its powers hidden and seeks opportunities to steer its \xe2\x80\x9cmaster\xe2\x80\x9d away from decisions it might have made in good conscience to acts that promote the collapse of religious belief, faith, and society. When, as it inevitably does, the wayward spellcaster runs afoul of justice or is confronted by those seeking revenge, the tripurasura fades away to watch the final stage of the spellcaster\xe2\x80\x99s fall from grace, then seeks a new victim in another city or region. \n'b' Aghasuras, or the poison ones, are massive fiends who have perfected the art of ambush and hold to duties of guardianship and butchery. It is said that these frightful ophidian monsters came into being when a deity granted free will to her favorite serpent pets, but when these pets were left to their own devices, they slipped into the deity\xe2\x80\x99s favored temple and slew all her greatest priests. The serpents who survived the deity\xe2\x80\x99s wrath became the first aghasuras. An aghasura is 30 feet long and weighs nearly 7 tons.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Ghost \n'b' Family: Nagas \n'b' Medium aberration , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8+16) Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Perception +1 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 11 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shriek . The shriek of a ghost naga causes fear in those who can hear it in a 30 ft. radius. This ability can be used 3 times a day. A Wisdom save (DC 14) is allowed. Any creature under this effect can make a save at the end of their turn, removing the condition if successful. A creature who has saved against this effect is immune to it for 24 hours. \n'b' Ghost Move . The naga becomes incorporeal. The condition lasts for 8 rounds. The naga can move through other creatures or objects as if they were difficult terrain . The creature becomes immune to bludgeoning, piercing, and slashing damage from non-magical weapons. However, it also cannot make any attacks. It may use its shriek while in this state. Finally, the naga has advantage on all Stealth checks while in this state. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naga can make two attacks each round, one bite and one tail. If the naga starts its turn grappling a creature, it can instead make a Constriction attack. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. Further, the target must make a Dexterity save (DC 13) or be grappled . \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) bludgeoning damage. Further, the target must make a Dexterity save (DC 13) or be grappled . \n'b' Constriction . Melee Weapon Attack : If the naga has a creature grappled at the beginning of its turn, it can automatically constrict them for 17 (4d6+3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The ghost naga is a grotesquery from the infernal pits. It has a large yellowish or multi-colored body in the shape of a snake topped with a hideous human-like head. \n'b' Summoned Guardian . The ghost naga is often summoned from the planes of the abyss to guard treasuries, hallways, prisoners, or other things that need a constant and loyal eye. Having little will of their own, these creatures usually perform their job well. They are immortal and can remain in one area from ages beyond count before either being dispensed with or released from their summoning. \n'b' Hit and Run . In battle, ghost nagas prefer to drag out fights and play with their opponents. They will attack and disappear for some time then return and attack again. If their opponents are trapped and unable to escape (such as in a maze), these attack routines can take days or even weeks. The ghost nagas use their ghost move ability to move through and around their opponents causing fear in them and then escaping through walls.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Guardian \n'b' Family: Nagas \n'b' Large monstrosity , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5, Wis +5, Cha +6 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Common Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation : If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting : The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , cure wounds , shield of faith \n'b' 2nd level (3 slots) : calm emotions , hold person \n'b' 3rd level (3 slots) : bestow curse , clairvoyance \n'b' 4th level (3 slots) : banishment , freedom of movement \n'b' 5th level (2 slots) : flame strike , geas \n'b' 6th level (1 slot) : true seeing \n'b'\n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Spit Poison : Ranged Weapon Attack : +8 to hit, range 15/30 ft., one creature. Hit : The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Guardian (Fiendish) \n'b' Family: Nagas \n'b' Large monstrosity , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 170 (20d10 + 60) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws DEX +8, CON +7, INT +7, WIS +8, CHA +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities charmed , poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Infernal Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation . If it dies, the naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots): command , inflict wounds , shield of faith \n'b' 2nd level (3 slots): calm emotions , hold person \n'b' 3rd level (3 slots): bestow curse , clairvoyance \n'b' 4th level (3 slots): banishment , freedom of movement \n'b' 5th level (2 slots): flame strike , geas \n'b' 6th level (1 slot): true seeing \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 9 (1d10 + 4) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Spit Poison . Ranged Weapon Attack : +8 to hit, range 15/30 ft., one creature. Hit : The target must make a DC 17 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Moonchild \n'b' Family: Nagas \n'b' This great serpent with shimmering scales of varying colors has the face of a beautiful woman. Its eyes shine like the moon in a sea of stars, and it sways to an unheard rhythm. \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +6, Charisma +7 Skills Arcana +4, Deception +7, Insight +6, Persuasion +7 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation . If it dies, the moonchild naga returns to life in 1d6 days and regains all its hp. Only a wish spell can prevent this trait from functioning. \n'b' Innate Spellcasting . The moonchild naga\xe2\x80\x99s innate spellcasting ability is Charisma (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 : charm person , friends, mage hand , message , minor illusion , poison spray, suggestion \n'b' 3/day each : color spray , dispel magic , fear , hold person \n'b' 1/day each : dominate beast , hypnotic pattern \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 18 (4d8) poison damage. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the naga can\xe2\x80\x99t constrict another target. \n'b' Starry Gaze . The moonchild naga\xe2\x80\x99s bottomless gaze inexorably draws the eye of one target within 30 feet. If the target can see the naga, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the naga\xe2\x80\x99s next turn. If the target\xe2\x80\x99s saving throw is successful, it is immune to the naga\xe2\x80\x99s gaze for the next 24 hours. \n'b'\n'b' About \n'b' Starry Gaze . The pupils and irises of a moonchild naga appear as moons in miniature, surrounded by black sclera dotted with faintly glowing stars. The moonchild naga uses its eyes to claim a connection to the powers of the moon and the stars, which grants it powers of prophecy. The bewitching power in their gaze lends some credence to these claims. \n'b' Manipulative Masters . These nagas excel at manipulation, convincing those who listen of their own hidden greatness, and that, through time spent in communion and service to the naga, they can unlock their true potential. Through ritual deprivation, drug-induced visions, the promised revelation of great secrets that never come, and the reinforcement of the naga\xe2\x80\x99s own place in their lives, moonchild nagas never lack for a small cadre of underlings to do their bidding. \n'b' Two is a Crowd . Moonchild nagas avoid one another for fear that another will spoil their efforts or expose them as charlatans in order to make off with their devotees.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cultist of Belilal \n'b' Medium humanoid , lawful evil \n'b' Armor Class 14 (leather armor) Hit Points 38 (6d6 + 6)) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Damage Resistances poison Skills Acrobatics +4, Deception +6, Perception +4, Persuasion +4, Stealth +6 Senses passive Perception 12 Languages any two languages Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the cultist of Beli Lal has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the cultist scores against a surprised creature is a critical hit. \n'b' Dark Devotion . The cultist has advantage on saving throws against being charmed or frightened . \n'b' Pack Tactics . The cultist has advantage on an attack roll against a creature if at least one of the cultist\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sneak Attack . Once per turn, the cultist deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the cultist that isn\xe2\x80\x99t incapacitated and the cultist doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cultist makes two short sword attacks or one garrote attack . \n'b' Ritual Garrote . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can\xe2\x80\x99t breathe and takes 13 (2d10 + 3) slashing damage at the start of each of its turns. The cultist can\xe2\x80\x99t make attacks while grappling a creature in this way. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d6+ 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, River \n'b' Family: Nagas \n'b' Large monstrosity , neutral \n'b' Armor Class 18 (natural armor) Hit Points 255 (30d10+90) Speed 40 ft., swim 50 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 16 (+3) INT: 17 (+3) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +8, Wis +10, Cha +9 Skills Nature +8, Perception +10 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 20 Languages Aquan, Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The river naga can breathe air and water. \n'b' Rejuvenation . If it dies, the river naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The river naga is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, poison spray, produce flame \n'b' 1st level (4 slots) : create or destroy water , detect poison and disease , purify food and drink \n'b' 2nd level (3 slots) : hold person , lesser restoration , moonbeam \n'b' 3rd level (3 slots) : meld into stone , plant growth , sleet storm \n'b' 4th level (3 slots) : control water , ice storm , polymorph \n'b' 5th level (2 slots) : commune with nature , conjure elemental \n'b' 6th level (1 slot) : heal \n'b' 7th level (1 slot) : regenerate \n'b' 8th level (1 slot) : control weather \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +11 to hit, 10 ft. reach, one target. Hit : 13 (2d6 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 77 (14d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' With mottled scales of blue, green, and shades of purple, river nagas\xe2\x80\x99 serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds. \n'b' Migratory . Where many nagas claim particular lairs as their homes, river nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and deltas throughout the year. Fiercely territorial when it comes to their lairs, river nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all. \n'b' As their yearly treks make many river nagas especially well traveled, those who live near the serpents\xe2\x80\x99 lairs- usually lizardfolk , fey, and human tribes-often court the snake creatures\xe2\x80\x99 good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they\xe2\x80\x99ve heard with their own fictions-caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some river nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures\xe2\x80\x99 deadly bite.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Scalding (Poisoned) \n'b' Family: Nagas \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 21 (natural armor) \n'b' Hit Points 105 (10d10 + 50) \n'b' Speed 30 ft., fly 50 fly , swim 50 ft.\n'b' STATS STR: 22 (+6) DEX: 26 (+8) CON: 20 (+5) INT: 5 (-3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +8 \n'b' Skills Perception +12, Stealth +12 \n'b' Damage Immunities fire, poison \n'b' Damage Vulnerabilities cold \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 60 ft, passive Perception 22 \n'b' Languages understands Aquan, but can\xe2\x80\x99t speak \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The naga can breathe air and water. \n'b' Cloud Sight . The naga can see through clouds, gases, mists, and fogs as if they were not there. \n'b' Poisoned . Though normally immune to poison, the abnormal minerals around it have suffused the creature\xe2\x80\x99s being and affected it, removing its ability to speak. However, it can still use somatic componetns and cast spells. A greater restoration cast on the scalding poisoned scalding naga returns its Intelligence score to 11, and restores its ability to speak Aquan and Common. \n'b' Spellcasting . The naga is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 bonus to hit with spell attacks), and it needsonly verbal components to cast its spells. The naga has the following sorcerer spells prepared: \n'b'\n'b' Cantrips (at will) : acid splash , mage hand , poison spray, true strike \n'b' 1st Level (4 slots) : expeditious retreat , fog cloud , magic missile , shield \n'b' 2nd Level (3 slots) : acid arrow , invisibility , mirror image \n'b' 3rd Level (2 slots) : protection from energy , gaseous form \n'b'\n'b' Steam Form . When the scalding poisoned naga casts its gaseous form spell, it can alter the spell, changing its duration to (concentration, up to 1 minute), and taking the form of steam. All creatures that enter the steam\xe2\x80\x99s area or end their turn in it must make a Constitution saving throw or take 10 (3d6) fire damage on a failure, or half as much on a success. This special casting of the spell can only be done once, after which the naga must finish a long rest to do so again. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 17 (2d8 + 8) piercing damage and 10 (3d6) fire damage, and the target must make a DC 16 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much on a success. \n'b' Steam Breath (Recharge 5-6) . The naga exhales a cloud of superheated steam. The steam can be expelled either as a 60 ft. line or in a 10 ft. radius centered on the naga . Creatures caught in the steam must make a DC 18 Dexterity saving throw or take 48 (8d12) fire damage on a failure, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Spirit \n'b' Family: Nagas \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Rejuvenation : If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting : The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , ray of frost \n'b' 1st level (4 slots) : charm person , detect magic , sleep \n'b' 2nd level (3 slots) : detect thoughts , hold person \n'b' 3rd level (3 slots) : lightning bolt , water breathing \n'b' 4th level (3 slots) : blight , dimension door \n'b' 5th level (2 slots) : dominate person \n'b'\n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Yellowed, venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Swamp \n'b' Family: Nagas \n'b' Large monstrosity , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5 Skills Nature +3, Persuasion +6 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Cloud of Insects . A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute. \n'b' Rejuvenation . If it dies, the swamp naga returns to life in 1d6 days and regains all its hp . Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning. \n'b' Insect and Serpent Passivism . No insects or serpents can willingly attack the swamp naga. They can be forced to do so through magical means. \n'b' Spellcasting . The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , message , poison spray \n'b' 1st level (4 slots) : charm person , fog cloud , silent image , sleep \n'b' 2nd level (3 slots) : blindness/deafness , hold person , suggestion \n'b' 3rd level (3 slots) : hypnotic pattern , stinking cloud , water breathing \n'b' 4th level (2 slots) : blight \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the naga can\xe2\x80\x99t constrict another target. \n'b'\n'b' About \n'b' A human head tops this green-and-brown constrictor. \n'b' Vines protrude from its scalp and writhe in unison to the serpent\xe2\x80\x99s swaying motion. Mosquitos, gnats, and other flying insects form a cloud around it. \n'b' Self-Proclaimed Ruler and Protector . The swamp naga is a manifestation of the swamp it inhabits. Its physical form is reminiscent of snakes, and marsh plants grow from its head.\xc2\xa0The naga\xe2\x80\x99s strong tie to the swamp provides an impetus to protect its home and to believe it is the swamp\xe2\x80\x99s sovereign. Because of this strong link, a swamp rarely hosts more than one naga, unless it covers vast territory. \n'b' Insect and Serpent Friend . The swamp naga\xe2\x80\x99s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it. \n'b' Necessarily Ruthless . Scholars who have studied the connection between swamp nagas and their domains postulate the nagas\xe2\x80\x99 malevolence is an outgrowth of swamplands\xe2\x80\x99 inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Warden \n'b' Family: Nagas \n'b' Large monstrosity , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 285 (30d10+270) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +9, Int +9, Wis +10, Cha +10 Skills Perception +10, Religion +9 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 25 Languages Celestial, Common Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rejuvenation . If it dies, the warden naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The warden naga is a 15thlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , cure wounds , shield of faith \n'b' 2nd level (3 slots) : calm emotions , hold person , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , clairvoyance , magic circle \n'b' 4th level (3 slots) : banishment , death ward , freedom of movement \n'b' 5th level (2 slots) : flame strike , geas \n'b' 6th level (1 slot) : true seeing \n'b' 7th level (1 slot) : plane shift \n'b' 8th level (1 slot) : antimagic field \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, 10 ft. reach, one target. Hit : 14 (2d8 + 5) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 81 (18d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Spit Poison . Ranged Weapon Attack : +10 to hit, 15/30 ft. range, one target. Hit : The target must make a DC 18 Constitution saving throw, taking 81 (18d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Although ferocious in shape, with radiant scales, cobra-like hoods, and powerful serpentine bodies, warden nagas serve as dutiful protectors of places of fundamental power and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical warden naga stretches 14 feet long and weighs approximately 350 pounds. \n'b' Guardians of Beauty . While many warden nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder-towering waterfalls, natural spires, mountaintop temples-minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder\xe2\x80\x99s charge. Sometimes, a warden naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naga, Water \n'b' Family: Nagas \n'b' Large monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d10 + 9) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 15 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +5, Charisma +7 Skills Deception +7, Perception +5 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The water naga can breathe air and water. \n'b' Rejuvenation . If it dies, the water naga returns to life in 1d10 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Spellcasting . The naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , dancing lights , minor illusion , ray of frost \n'b' 1st-level (4 slots) : charm person , detect magic , fog cloud , thunderwave \n'b' 2nd-level (3 slots) : blindness/deafness , gust of wind , ray of enfeeblement \n'b' 3rd-level (3 slots) : counterspell , sleet storm \n'b' 4th-level (2 slots) : control water , ice storm \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 7 (1d6 + 4) piercing damage, and the creature must make a DC 12 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Reactions \n'b'\n'b' Canceling Cascade . If a creature casts a spell within 60 feet of it, the water naga can command water within 30 feet of the spellcaster to rise up and splash against the spellcaster. The spellcaster must succeed on a DC 14 Constitution saving throw or it fails to cast the spell, losing its action for the turn but not its a spell slot.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Asura, Tripurasura \n'b' Family: Asura \n'b' Tiny fiend (shapechanger), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (15d20+15) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +4, Dex +4 Damage Resistances acid, lightning Damage Immunities poison Condition Immunities poisoned Skills Deception +6, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The tripurasura\xe2\x80\x99s spell casting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , feather fall \n'b' 3/day each : levitate , spider climb , suggestion \n'b' 1/week each : commune \n'b'\n'b' Corrupter . The tripurasura can only cast its suggestion spell while in humanoid form and only to a creature unaware of its true nature. \n'b'\n'b' ACTIONS \n'b'\n'b' Poison Sting (Tripurasura Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : The target must succeed a DC 13 Constitution saving throw or take 21 (6d6) poison damage, or half as much on a successful save. \n'b' Shapechanger . The tripurasura can take the form of any Small humanoid or morph back into its natural form. \n'b'\n'b' ABOUT \n'b' Tripurasuras, or sly ones, are among the weakest asuras, manifestations not of divine mistakes but instead creations of the most powerful of asuras exhibiting their loathing of the gods by creating blasphemous mockeries of their creations. \n'b' A newly created tripurasura most commonly exists for one of two reasons: to give an asurendra sage the raw materials it needs to create more powerful asuras, or to seek out mortals- especially mortal spellcasters-to recruit into the asura cause. \n'b' Clever Corruptor . Using its power to assume a pleasing or innocuous form, a tripurasura wanders the world, seeking pious mortals to corrupt. When it encounters a promising spellcaster (typically one who has some sort of link to a church or religion, but not necessarily a divine spellcaster), the tripurasura presents itself as an apprentice, pilgrim, or other type of curious student eager to learn from the spellcaster. The tripurasura keeps its true nature and its powers hidden and seeks opportunities to steer its \xe2\x80\x9cmaster\xe2\x80\x9d away from decisions it might have made in good conscience to acts that promote the collapse of religious belief, faith, and society. When, as it inevitably does, the wayward spellcaster runs afoul of justice or is confronted by those seeking revenge, the tripurasura fades away to watch the final stage of the spellcaster\xe2\x80\x99s fall from grace, then seeks a new victim in another city or region. \n'b' Aghasuras, or the poison ones, are massive fiends who have perfected the art of ambush and hold to duties of guardianship and butchery. It is said that these frightful ophidian monsters came into being when a deity granted free will to her favorite serpent pets, but when these pets were left to their own devices, they slipped into the deity\xe2\x80\x99s favored temple and slew all her greatest priests. The serpents who survived the deity\xe2\x80\x99s wrath became the first aghasuras. An aghasura is 30 feet long and weighs nearly 7 tons.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Royal Naga \n'b' Family: Nagas \n'b' Large monstrosity , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 195 (15d10 + 45) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 16 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Common Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , cure wounds , shield of faith \n'b' 2nd level (3 slots) : calm emotions , hold person \n'b' 3rd level (3 slots) : bestow curse , clairvoyance \n'b' 4th level (3 slots) : banishment , freedom of movement \n'b' 5th level (2 slots) : flame strike , geas \n'b' 6th level (1 slot) : true seeing \n'b'\n'b' Regeneration . The naga regains 10 hit points at the start of its turn. If the naga takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the naga\xe2\x80\x99s next turn. The naga dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Rejuvenation . If it dies, the naga returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Spit Poison . Ranged Weapon Attack : +8 to hit, range 15/30 ft., one creature. Hit : The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naiad \n'b'\n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 Hit Points 40 (9d8) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4, Stealth +6 Damage Resistances fire Condition Immunities charmed , grappled Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The naiad can breathe air and water. \n'b' Aquatic Invisibility . If immersed in water, the naiad can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. \n'b' Innate Spellcasting . The naiad\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The naiad can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , druidcraft, guidance , light \n'b' 2/day each : create or destroy water , cure wounds , goodberry, lesser restoration \n'b' 1/day : hallucinatory terrain , hold person \n'b'\n'b' Magic Resistance . The naiad has advantage on saving throws against spells and other magical effects. \n'b' Freeze . If the naiad takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Speak With Animals . The naiad can comprehend and verbally communicate with beasts as if they shared a language. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft. one target. Hit : 6 (1d4+4) bludgeoning damage. \n'b' Fey Charm . The naiad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the naiad, it must succeed on a DC 13 Wisdom saving throw or be magically charmed . The charmed creature regards the naiad as a trusted friend to be heeded and protected. Although the target is not under the naiad\xe2\x80\x99s control, it takes the naiad\xe2\x80\x99s requests and actions in the most favorable way it can. Each time the naiad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself with a success. Otherwise, the effect lasts 24 hours or until the naiad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If the target\xe2\x80\x99s saving throw is successful, the target is immune to the naiad\xe2\x80\x99s Fey Charm for the next 24 hours. The naiad can have no more than one humanoid and up to three beasts charmed at one time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Capricious Naiad \n'b' Family: Naiad \n'b' Medium elemental , lawful evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft., swim 40 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Aquan, Common, Primordial \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The naiad can breathe air and water. \n'b' Watery Tendrils . While the naiad is in contact with a body of water, she can make Hydro Slam attacks against any creature she can see that is within 5 feet of the same body of water or in contact with the water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naiad makes two Hydro Slam attacks. \n'b' Hydro Slam . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (3d6) bludgeoning damage, and the target is grappled (escape DC 14) by a lingering tendril of animated water, allowing the naiad to grapple multiple creatures and move away from them without breaking the grapple. The tendril can\xe2\x80\x99t be attacked, but the creature can still escape from the grapple as normal. \n'b' Playful Demise (Recharge 5\xe2\x80\x936) . All creatures grappled by the naiad must succeed on a DC 14 Strength saving throw or be moved up to 15 feet in a direction of the naiad\xe2\x80\x99s choice. If this movements puts the creature completely underwater, the creature takes 14 (4d6) bludgeoning damage and becomes restrained until it is no longer grappled by the naiad. \n'b'\n'b' REACTIONS \n'b'\n'b' Fleeting Presence . As a reaction when the naiad is hit by an attack while she is in contact with a body of water, she can teleport up to 15 feet to an unoccupied space she can see. The destination space must also be at least partially in contact with the same body of water.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Amphiptere \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 20 ft., climb 20 ft., fly 60 ft., swim 20 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 17 (+3) INT: 2 (-4) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses blindsight 10 ft., passive Perception 15 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The amphiptere doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Swarming . Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amphiptere makes one Bite attack and one Stinger attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage. \n'b' Stinger . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. \n'b'\n'b' ABOUT \n'b' A flight of gold-crested, bat-winged serpents bursts from the foliage. \n'b' Tiny wyverns. An amphiptere has batlike wings and a stinger similar to a wyvern\xe2\x80\x99s at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers. \n'b' Swooping and Swift . They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers. \n'b' Strength in Flocks . Despite their fighting ability, amphipteres are not particularly brave. Most often, they lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naina \n'b' Large dragon (shapechanger), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 231 (22d10 + 110) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 21 (+5) INT: 15 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +9, Wis +8, Cha +8 Skills Deception +8, Insight +8, Perception +8, Persuasion +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 18 Languages Common, Draconic, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Sense Magic . The naina senses magic within 120 feet of her at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks. \n'b' Bite (True Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (3d12 + 5) piercing damage. \n'b' Claw (True Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (3d12 + 5) slashing damage. \n'b' Slam (Humanoid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936, True Form Only) . The naina uses one of the following breath weapons:\n'b'\n'b'\n'b' Poison Breath . The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 40 (9d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Paralysis Breath . The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Sleep Breath . The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a DC 17 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it. \n'b'\n'b' Spellcasting . The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : charm person , dancing lights , silent image \n'b' 3/day each : dispel magic , hypnotic pattern , invisibility \n'b' 1/day each : dimension door , dominate person \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size , are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true from if she dies. \n'b'\n'b' ABOUT \n'b' This draconic creature is plumed and scaled in glittering, multicolored hues. \n'b' Dragons in Human Form. These minor dragons can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely. \n'b' Difficult to Spot . A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature. This seldom happens. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells. \n'b' Hunted by Rumor . When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she\xe2\x80\x99s entirely human.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Naizu-ha \n'b' Small fey (kami), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 117 (18d6 + 54) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 13 (+1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Condition Immunities blinded , grappled Senses passive Perception 10 Languages Common, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Blunting Ambiance . Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result. \n'b' Dagger Form (1/Day) . As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can\xe2\x80\x99t take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw. \n'b' Spider Climb . The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Tripping Charge . If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be forced\xc2\xa0 prone . If the target is prone , the naizu-ha can make one dagger legs attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage. \n'b' Scissor Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Scythe Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Dagger Legs . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 8 (2d4 + 3) piercing damage. \n'b'\n'b' About \n'b' An old fable suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible. \n'b' Daggers Personified . The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn\xe2\x80\x99t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets. \n'b' Impartial Betrayers . A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor. \n'b' Bloody Biers . To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha. \n'b' Immortal Spirit Nature . The kami doesn\xe2\x80\x99t require food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nalusa Falaya \n'b' Medium aberration , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 120 ft., passive Perception 11 Languages Umbral, Void Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the nalusa falaya can take the Hide action as a bonus action . \n'b' Shadow Step . As an action, the nalusa falaya can teleport itself to a shadow it can see within 30 feet. \n'b' Sunlight Weakness . While in sunlight, the nalusa falaya has disadvantage on ability checks, attack rolls, and saving throws. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Terrifying Glare . The nalusa falaya targets one creature it can see within 30 feet of it. If the target can see the nalusa falaya, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the nalusa falaya\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' A tall, spindly humanoid covered in dark fur lumbers forward. Its lupine skull hosts pointed ears ending in tufts of fur and small, black eyes, which glow with reflected light. Sharp spines protrude from its hunched back. \n'b' Primarily living alone, the nalusa falaya seem to mutter to themselves for company. In a few cases, they ally themselves with zoogs or spiders and may refer to these creatures as their \xe2\x80\x9cchildren.\xe2\x80\x9d Unsavory Appetites. The nalusa falaya\xe2\x80\x99s jaw hosts terrifying teeth, and its eyes gleam in even the dimmest light. Humanoid young are their favorite delicacy, and many nalusa falaya have a particular appetite for elven young. \n'b' Shadow Walkers . While this evil and devious creature may walk as a humanoid, its form has been seen to slither like a snake from shadow to shadow, where it disappears from sight. It is rumored that these creatures were once mortals but have been corrupted by energies from the Void. \n'b' Portal Wardens . The nalusa falaya are often drawn to portals leading to or from planes of shadow, death, and darkness. These portals may resemble dark ponds, shadowy wells full of peculiar echoes, or even dark caverns covered in spiraling runes. When losing a battle, they sometimes disappear into shadow and never return.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nanobot Mimic Swarm \n'b' Family: Nanobot \n'b' Medium swarm of Tiny constructs (robot, shapechanger, technological), unaligned \n'b' Armor Class 11 Hit Points 52 (8d8 + 16) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Weakness . The swarm has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Metal Morass . The swarm surrounds foes it shares a space with, making it hard for them to escape. A creature that starts its turn in the same space as the swarm must succeed at a DC 11 Dexterity saving throw or become restrained until the end of their turn. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving roll. Creatures that are not swarms are impaired while they remain in the swarm\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Swarm of Needles . The swarm attacks all creatures that share a space with it and automatically does 22 (6d6 + 1) necrotic damage, or 11 (3d6 + 1) necrotic damage if the swarm has half of its hit points or fewer, and the target also takes 1 necrotic damage at the start of its turn until it makes a DC 12 Constitution saving throw. This necrotic damage is accumulative and persists even after leaving the swarm\xe2\x80\x99s space. A healing spell automatically removes any accumulated necrotic damage after the target leaves the swarm or the swarm is destroyed. \n'b' Mimic Fixture . The swarm can polymorph into an object or back into its true, amorphous cloud form. Its statistics are the same in each form except while in object form it has a damage threshold of 5. If attacked, it may use its reaction to revert into its swarm form and take its turn in combat. It reverts to its true form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Thirsting Flight . When an enemy in the swarm moves away from it, the swarm may use its reaction to move up to its speed to the triggering enemies\xe2\x80\x99 space (or as a close as possible). This movement does not provoke attacks of opportunity. \n'b'\n'b' ABOUT \n'b' Rumored to be the invention of a malicious roboticist, nanobot mimics take the appearance of technological objects, using the deception to launch surprise attacks. Each mimic is a swarm of nanobots that interlock to imitate an item. When a would-be looter picks up the nanobot mimic, the construct dissolves into a dark and silvery cloud of its component nanobots. These then swarm the victim, hindering and attempting to disassemble it. \n'b' Illegal Machines . Nanobot mimics are often quasi-legal. They see some licensed use as security. However, criminals use these constructs far more often, since they serve as fine traps for investigators. Clever scofflaws make mimics look like illegal objects to draw attention. When a detective noses into an area and finds the mimic, the creature not only attacks and makes the target more vulnerable to other attacks but can also dispose of the body.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Narav Lizard \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Autotomic Tail . A narav can detach its tail from its body as a bonus action. This deals 3 (1d6) points of damage to the narav, but thereafter the narav\xe2\x80\x99s tail can act on its own for a number of minutes equal to the narav\xe2\x80\x99s Constitution score. A narav that is grappling a creature can detach its tail at the start of its turn and have it continue keeping a creature grappled , freeing the lizard to take other actions . While detached, a narav\xe2\x80\x99s tail acts on the narav\xe2\x80\x99s initiative count as a separate Medium-sized creature. Blind and effectively mindless, the tail gains tremorsense with a 5-foot range and attacks any adjacent creature other than the narav that detached it when not already grappling. The tail has the same statistics as the narav except as follows: Size Medium, Hit Points 20; Speed 0 ft.; Int 0 (-5) \n'b' Condition Immunities charmed , frightened , prone ; Constrict. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) bludgeoning damage. \n'b' Lesser Bite . Naravs\xe2\x80\x99 jaws lack the powerful musculature of its tail, as reflected in its bite attack . \n'b' Regrow Limb . Naravs can regrow a lost limb or tail. This regenerative process takes one month during which time the narav requires roughly 50% more food than normal. As long as a narav\xe2\x80\x99s detached tail remains active, it can reattach to the creature\xe2\x80\x99s body if pressed firmly against the creature\xe2\x80\x99s tail stub for at least 1 minute. In this case, the narav cannot use its tail for 24 hours while its internal structures rebind and recover. A regenerate spell or a similar effect can instantly repair or replace the narav\xe2\x80\x99s tail. \n'b' Scent . The Narav Lizard has advantage on Perception checks based on scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The narav makes two attacks: either two bites, or a bite and a constrict attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 13). Until the grapple ends, the creature is restrained , and the lizard can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' Inhabiting desert worlds and grasslands, narav lizards are generally docile and trainable, often being tamed as working beasts or mounts, and also bred for their hide which produces a tough but supple leather. Narav lizard meat is tough, stringy, and tasteless; most Kylornians would only consider eating it in exceptional circumstances. A typical adult narav stands between 4 and 5 feet high at the shoulder, is 16 feet long from snout to end of tail and weighs around 1,000 pounds. Naravs live for about 30 years, they lay clutches of around 10 eggs and bury them, these hatch after 8 months of incubation. \n'b' Omnivores . Naravs are frugivorous by nature, enjoying a diet of fruit or berries when available, but can subsist on meat or other plant life if necessary. The consistent environment of the Sunset lands suits the narav lizard\xe2\x80\x99s ectothermic nature, giving it ample opportunity to regulate its temperature and bask in sunlight. \n'b' Cooperative . Naravs are natural herd animals, banding together for mutual protection. Naravs are able to rear up on their hind legs while stationary. A lounge of wild naravs usually station at least one lookout, who rises up to monitor the area for danger. When the group is threatened, one or more adult naravs use their tails to restrain the intruder while the lounge either flees or attacks the foe in concert. Domesticated naravs are loyal and curious beasts, and often approach other creatures simply to investigate them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Narav Lizard, Young \n'b' Small beast , unaligned \n'b' Armor Class 10 Hit Points 10 Speed 0 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 0 (-5) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Condition Immunities charmed , frightened , prone Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Autotomic Tail . A narav can detach its tail from its body as a bonus action. This deals 3 (1d6) points of damage to the narav, but thereafter the narav\xe2\x80\x99s tail can act on its own for a number of minutes equal to the narav\xe2\x80\x99s Constitution score. A narav that is grappling a creature can detach its tail at the start of its turn and have it continue keeping a creature grappled , freeing the lizard to take other actions . While detached, a narav\xe2\x80\x99s tail acts on the narav\xe2\x80\x99s initiative count as a separate Medium-sized creature. Blind and effectively mindless, the tail gains tremorsense with a 5-foot range and attacks any adjacent creature other than the narav that detached it when not already grappling. The tail has the same statistics as the narav except as follows: Size Medium, Hit Points 20; Speed 0 ft.; Int 0 (-5) \n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) bludgeoning damage. \n'b' Lesser Bite . Naravs\xe2\x80\x99 jaws lack the powerful musculature of its tail, as reflected in its bite attack . \n'b' Regrow Limb . Naravs can regrow a lost limb or tail. This regenerative process takes one month during which time the narav requires roughly 50% more food than normal. As long as a narav\xe2\x80\x99s detached tail remains active, it can reattach to the creature\xe2\x80\x99s body if pressed firmly against the creature\xe2\x80\x99s tail stub for at least 1 minute. In this case, the narav cannot use its tail for 24 hours while its internal structures rebind and recover. A regenerate spell or a similar effect can instantly repair or replace the narav\xe2\x80\x99s tail. \n'b' Scent . The Narav Lizard has advantage on Perception checks based on scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the creature is restrained , and the lizard can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' Inhabiting desert worlds and grasslands, narav lizards are generally docile and trainable, often being tamed as working beasts or mounts, and also bred for their hide which produces a tough but supple leather. Narav lizard meat is tough, stringy, and tasteless; most Kylornians would only consider eating it in exceptional circumstances. A typical adult narav stands between 4 and 5 feet high at the shoulder, is 16 feet long from snout to end of tail and weighs around 1,000 pounds. Naravs live for about 30 years, they lay clutches of around 10 eggs and bury them, these hatch after 8 months of incubation. \n'b' Omnivores . Naravs are frugivorous by nature, enjoying a diet of fruit or berries when available, but can subsist on meat or other plant life if necessary. The consistent environment of the Sunset lands suits the narav lizard\xe2\x80\x99s ectothermic nature, giving it ample opportunity to regulate its temperature and bask in sunlight. \n'b' Cooperative . Naravs are natural herd animals, banding together for mutual protection. Naravs are able to rear up on their hind legs while stationary. A lounge of wild naravs usually station at least one lookout, who rises up to monitor the area for danger. When the group is threatened, one or more adult naravs use their tails to restrain the intruder while the lounge either flees or attacks the foe in concert. Domesticated naravs are loyal and curious beasts, and often approach other creatures simply to investigate them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nariphon \n'b' Huge plant , neutral \n'b' Armor Class 10 (natural armor) Hit Points 195 (17d12 + 85) Speed 15 ft.\n'b' STATS STR: 24 (+7) DEX: 6 (\xe2\x80\x933) CON: 21 (+5) INT: 6 (\xe2\x80\x931) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +12, Perception +7 Damage Immunities bludgeoning, piercing, poison Condition Immunities exhaustion , poisoned , prone Senses tremorsense 120 ft., passive Perception 17 Languages understands Common but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the nariphon remains motionless, it is indistinguishable from an ordinary tree. \n'b' Vegetative Clone . A vegetative clone resembles the creature hit by the nariphon\xe2\x80\x99s Thorn attack . Each clone uses the statistics of an awakened tree , except it has the target\xe2\x80\x99s size , speed, and any special senses, such as darkvision . Clones are extensions of the nariphon, and it can see and hear what a clone sees and hears as if it was in the clone\xe2\x80\x99s space. The nariphon can switch from using its senses to using a clone\xe2\x80\x99s or back again as a bonus action. The nariphon can have no more than six vegetative clones under its control at one time. Each clone remains until killed or until the nariphon dismisses it (no action required). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nariphon makes four Roots or Thorns attacks. \n'b' Roots . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained , and it takes 3 (1d6) poison damage at the start of each of its turns. The nariphon has four roots, each of which can grapple only one target. \n'b' Thorns . Ranged Weapon Attack : +12 to hit, range 30/120 ft., one target. Hit : 17 (3d6 + 7) piercing damage, and the target must succeed on a DC 18 Wisdom saving throw or the thorn falls to the ground and instantly grows into a vegetative clone (see the Vegetative Clone trait) under the nariphon\xe2\x80\x99s control. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Bury . One creature grappled by the nariphon is forced prone , dragged into the ground, and buried just below the surface, ending the grapple. 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 18 Strength check. \n'b'\n'b' ABOUT \n'b' This tall evergreen has many branching arms holding up a dome of dagger-like leaves. Four long roots burst up from the ground around it, writhing like tentacles. The nariphon is a carnivorous plant with a unique method of gathering food. Instead of luring meat to it, it creates \xe2\x80\x9cclones,\xe2\x80\x9d copies of creatures made from its own plant material; these extensions of the nariphon itself go out and gather food. The clones produced by the nariphon venture out into the world with one goal: to bring meat back to the host tree. \n'b' Cunning Hunter . While not exceptionally intelligent, a nariphon often lairs near humanoids, including along roads or near trading posts. A nariphon quickly realizes that clones made from humanoid targets are often more versatile and dangerous. \n'b' Drakebane . Nariphon sap can be collected and carefully distilled to act as a deadly poison to all forms of dragons, even those typically immune to poison.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Asura, Upasunda \n'b' Family: Asura \n'b' Medium fiend , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 229 (27d8+108) Speed 50 ft.\n'b' STATS STR: 24 (+7) DEX: 26 (+8) CON: 19 (+4) INT: 15 (+2) WIS: 24 (+7) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Str +11, Wis +11 Damage Resistances acid, lightning Damage Immunities poison Condition Immunities poisoned Skills Insight +15, Perception +15 Senses darkvision 60 ft., passive Perception 25 Languages Common, Infernal; telepathy 100 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The upasunda\xe2\x80\x99s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self , feather fall , teleport \n'b' 3/day each : darkness , levitate \n'b' 1/day each : haste , hold monster \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The upasunda makes four kukri attacks, one longsword attack , one spear attack and one Stunning Strike. \n'b' Kukri . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 11 (1d6 + 8) slashing damage. \n'b' Longsword . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (1d8 + 8) slashing damage. \n'b' Spear . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 11 (1d6 + 8) piercing damage. \n'b' Stunning Strike (12/Day) . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (1d8 + 8) bludgeoning damage. If the target is a creature it must succeed a DC 17 Constitution saving throw or be stunned for 1 round. \n'b'\n'b' REACTIONS \n'b'\n'b' Counter . Whenever the upasunda is missed by a melee weapon attack , it can make a melee weapon attack against the creature that missed it if the upasunda is in range. \n'b' Deflect Missiles . Whenever a ranged weapon attack would hit the upasunda, it can deflect it by reducing the amount of damage it does by 1d10 + 20. \n'b'\n'b' ABOUT \n'b' Upasundas, also called beatific ones, are asuras who devote themselves to martial meditations and physical perfection. \n'b' Upasundas seek monklike poise and skill, and through it, the ability to deal flawless destruction wherever they go. Their nickname suggests purity, and indeed, each beatific one is an expression of asura purity through devotion to the ideal of annihilation. It is believed that the first upasundas were created from the jealous followers of a man who achieved divinity through his own force of will. Those of his followers who felt abandoned when this new deity ascended to the Great Beyond sought other ways to achieve immortality, and fell prey to one of the asura ranas, who granted them their desire by transforming them into beatific ones. An upasunda is 7 feet tall and weighs 240 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Narleth \n'b' Large aberration (titanspawn), chaotic evil\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., climb 30 ft. Skills Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Web Sense . While in contact with a web, the narleth knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The narleth ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The narleth makes four melee attacks : one with its bite, one claw, and two with its scimitars. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +6 to hit, range 30/60 ft., one target. Hit : The target is restrained by webbing. 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' Tactics \n'b' Narleths delight in causing misery to any creature that stumbles into their clutches, immobilizing it in silken cocoons and slowly dissolving its innards with their venom. The narleth prefer to attack from ambush, concealing themselves in deep shadows or underneath piles of leaves or rubbish, then springing out and covering a victim with a spray of webbing before moving in for the capture. \n'b' About \n'b' The narleth (a name derived from the Elvish expression \xe2\x80\x9csilken death\xe2\x80\x9d) may have been created as warriors or they may simply have mutated from ettercaps or giant spiders during the wild magical storms that occurred as a result. \n'b' Narleths are 8-foot-tall creatures that seem a horrible mixture of human and spider. Four muscular arms, each ending in a clawed hand, sprout from their impossibly broad, bony chests. Multiple tiny eyes glare from large, insectoid heads covered in bristly brown spines and sprouting vicious, fang-tipped mandibles. \n'b' Narleths delight in causing misery to any creature that stumbles into their clutches, immobilizing it in silken cocoons and slowly dissolving its innards with their venom. The narleth prefer to attack from ambush, concealing themselves in deep shadows or underneath piles of leaves or rubbish, then springing out and covering a victim with a spray of webbing before moving in for the capture.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Narshark \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 25 (3d10 + 9) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +3 Condition Immunities prone Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Keen Sight . The narshark has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magical Horn . The narshark\xe2\x80\x99s horn can be attacked and severed (AC 18; hp 5; immunity to bludgeoning, poison, and psychic damage) or destroyed (hp 15). If its horn is severed, the narshark loses its flying speed, loses 4 (1d8) hp at the start of each of its turns, and goes into a frenzy. While in a frenzy, the narshark has advantage on bite attack rolls and attack rolls against it have advantage. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage. If the creature isn\xe2\x80\x99t an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns as one of the shark\xe2\x80\x99s teeth chips off into the wound. Any creature can take an action to stanch the wound by removing the tooth. The wound also closes and the tooth pops out if the target receives magical healing . \n'b'\n'b' About \n'b' Almost blending in with the sky, this creature looks like a large shark with cerulean-hued skin and incredibly long pectoral fins that it uses to sail through the air like a bird. Its mouth is filled with several rows of vicious teeth, and an ivory horn emerges from the top of its head. \n'b' Aerial Predators . A narshark is a creature that resembles a cross between a shark and a narwhal with dark blue skin, long serrated teeth, and a horn growing from its brow. Like many sharks, the narshark is a rapacious predator, hunting birds through the sky as a shark hunts fish. While it lacks the keen nose of most predators, the narshark has excellent eyesight and can pick out details at great distances. While narsharks are dangerous predators, they are seldom top of the aerial food chain and face fierce competition from giant eagles, hippogriffs, and harpies. They are also frequently hunted by griffins, wyverns, and rocs that easily pluck them out of the sky with their greater maneuverability and speed. \n'b' Magical Horns . The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark\xe2\x80\x99s horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cunalrur \n'b' Medium monstrosity , lawful neutral \n'b' Armor Class : 15 (natural armor) Hit Points . 34 (5d8+10) Speed . 40 ft, 80 ft.\n'b' STATS STR: 13 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 10 (0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances . cold Senses . passive Perception 16 (+6), truesight Languages . Telepathy Challenge . 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rend . If the Cunalrur strikes a victim with at least two claw attacks, the victim suffers an extra 4 (1d6) slashing damage per successful claw attack . \n'b' Telepathic Communication . The Cunalrur can telepathically transmit visions of anything it sees, as well as empathic impulses to those with whom it has established a willing telepathic bond (usually its pack and/or master) \n'b' Pack Tactics . Whenever the Cunalrur is within 5 feet of an ally, it gains advantage on all attack rolls, so long as that ally is not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Cunalrur makes six claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5ft., one target. Hit : 8 (1d6+4) slashing damage. \n'b'\n'b' ABOUT \n'b' Man-sized, six-legged beasts, the Cunalrur are swift runners and able fliers. They have thin bodies, covered in light fur-like feathers. An equally lengthy, prehensile tail gives them advantage on dangerous inclines. They have thick, dark claws that serve them in their purchase in trees, cliffs and the like and can also act as weapons. They have a thin membrane growing between their hind and forelegs which enables them to fly or glide for great distances. Their brows are high, shaped more like a wolf\xe2\x80\x99s, but rather than a snout they possess an eagle-like beak. Whether climbing, flying or running, they display tremendous speed. \n'b' Territorial Guardians . Cunalrur are highly prized guard animals as they are highly territorial, possess exceptional vision, and have minor telepathic abilities. These allow them to function with a sort of hive mind, projecting images of what they see to other members of their pack or anyone else with whom they wish to communicate. Vocally, they produce only a hollow howl which is used only when they are in great pain or issuing a warning of danger to their pack or master. \n'b' Non-Aggressive Packs . As pack animals, the Cunalrur travel in groups of up to four. They reproduce asexually, laying 1-2 eggs about every two years. These they bury or ide in a secure place and leave them. The eggs mature on their own and hatch as a fully mature adult Cunalrur in 6-7 weeks, immediately seeking out others of their own kind to join a pack. \n'b' The Cunalrur are not particularly aggressive, but can be dangerous when hunting, cornered or otherwise forced to fight. They will rear up on their hind legs and use claws to grab the target, ripping and tearing viciously until the target is dead or they are removed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nature Giant \n'b' Gargantuan giant , chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 310 (20d20+100) \n'b' Speed 60 ft.\n'b' STATS STR: 26 (+8) DEX: 19 (+4) CON: 21 (+5) INT: 17 (+3) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +11, Insight +11, Stealth +18, Survival +11 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 14 \n'b' Languages Common, Giant \n'b' Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 19). The giant can innately cast the following spells, requiring no material components: \n'b'\n'b' Constant : speak with plants , tongues \n'b' At will : detect magic , spike growth \n'b' 5/day : plant growth , tree stride \n'b' 1/day each : awaken , commune with nature \n'b'\n'b' Magic Resistance . The giant has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The giant\xe2\x80\x99s weapon attacks are magical. \n'b' Pain Threshold . Any attacks or spells that deal 6 points of damage or less do not deal any damage to the giant. \n'b' Regeneration . The giant regains 25 hit points at the start of its turn. If the giant takes fire or slashing damage, this trait doesn\xe2\x80\x99t function at the start of the giant\xe2\x80\x99s next turn. The giant dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Thicket Stealth . While adjacent to a 20-foot square of vegetation, the giant can take the Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant attacks twice. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 26 (4d8+8) slashing damage. \n'b' Vine . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 18 (3d6+8) bludgeoning damage and the target is grappled (escape DC 23). \n'b' Tree Javelin . Ranged Weapon Attack : +15 to hit, range 90/450 ft., one target. Hit : 26 (4d8+8) piercing damage. \n'b'\n'b' ABOUT \n'b' In the grandest forests of the world there lurk massive two-legged alabaster hunters, deadly things able to meld into the very trees to disappear from sight. Their territories are widely avoided but easily noticed\xe2\x80\x94marked by the picked over remains of prey arranged in intricate heaps of bone and gristle that have been grown over and through with vines. Once a creature invades its home a nature giant becomes obsessed with killing it, willing to chase it for hundreds of miles and stalk it for months in order to take its vengeance.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nautiloid \n'b' Gargantuan elemental , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 216 (16d20 + 48) Speed 0 ft., swim 90 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Perception +6 Damage Resistances piercing, bludgeoning, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities exhaustion , poisoned Senses blindsight 60 ft., darkvision 300 ft., passive Perception 16 Languages understands Primordial but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Traveler . The nautiloid doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. \n'b' Enchanted Shell . A dome of magic covers the nautiloid, just large enough to contain its shell. The nautiloid can control the ambient pressure, temperature, water levels, and breathable air levels (for air-breathing passengers) inside, allowing creatures and objects within it to exist comfortably in spite of conditions outside the nautiloid. Creatures and objects within the shell have total cover against attacks and other effects outside the nautiloid. Creatures inside the shell can exit whenever they want, but nothing can pass into the shell\xe2\x80\x99s dome unless the nautiloid allows it. The area inside the dome is a magnificent palace carved into the nautiloid\xe2\x80\x99s shell, complete with open \xe2\x80\x98air\xe2\x80\x99 balconies used as entrances or exits, and numerous covered chambers that can comfortably hold up to 50 passengers. The palace is 60 feet long, 30 feet wide, and 80 feet tall. When the nautiloid dies, any creatures inside the dome are expelled into unoccupied spaces near the closest exit. \n'b' Limited Telepathy . The nautiloid can magically communicate simple ideas, emotions, and images telepathically with any creature inside the magical dome that surrounds it shell. Similarly, it can hear and understand any creature inside the dome, regardless of the language it speaks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nautiloid makes two Beak attacks and one Tentacles attack . \n'b' Beak . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage plus 9 (2d8) poison damage. \n'b' Tentacles . Melee Weapon Attack : +10 to hit, reach 30 ft., one target. Hit : 18 (2d12 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , the nautiloid can automatically hit the target with its Tentacles, and the nautiloid can\xe2\x80\x99t make Tentacles attacks against other targets. \n'b' Jet Propulsion (Recharge 5\xe2\x80\x936) . The nautiloid releases a magical burst of pressure that propels it backwards in a line that is 90 feet long and 10 feet wide. Each creature within 15 feet of the space the nautiloid left and each creature in that line must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) force damage and is pushed up to 20 feet away from the nautiloid and forced prone . On a success, a creature takes half the damage, but isn\xe2\x80\x99t pushed or forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Withdraw . When a creature the nautiloid can see targets it with an attack , the nautiloid can pull its body into its shell, gaining a +5 bonus to AC until the start of its next turn. \n'b'\n'b' ABOUT \n'b' This enormous creature\xe2\x80\x99s shell resembles white marble, shot through with veins of shimmering gold and carved with caverns and columns like an abandoned palace. The nautiloid is a great, snail-like deep-sea creature with a multi-chambered shell capable of housing dozens of humanoids. \n'b' Banished Outcasts . Though nautiloids hail from the elemental Plane of Water, the few living in the Material Plane cannot return to their home plane. It is unclear whether this is a natural trait or a punishment inflicted upon the nautiloids and those who once called the nautiloids home. \n'b' Lonely Wanderers . A nautiloid desires nothing more than to have people living in its shell once again. Their na\xc3\xafve desire makes nautiloids too trusting when any creature shows them kindness; very few nautiloids remain in the oceans, and those few are often protected by merfolk or used by deep ones.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nazalor \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 20 (+5) INT: 9 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rage (1/long rest) . As a bonus action, the nazalor can whip itself into a roaring frenzy. When it does so, it gains advantage on attack rolls, inflicts +4 damage on melee attacks , and gains resistance to bludgeoning, piercing, and slashing damage. This rage lasts for one minute, after which it ends and the nazalor gains a level of exhaustion . \n'b' Regeneration . The nazalor regains 10 hit points at the start of its turn if it has at least 0 hit points . \n'b' Scent . The nazalor has advantage on Wisdom ( Perception ) checks that involve scent and it can track by scent. \n'b' Stunning Strike . If a creature is hit by the nazalor\xe2\x80\x99s bite attack and one of its claw attacks in the same round, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nazalor makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' The village hired us to hunt a troll that had been poaching sheep. Well, it wasn\xe2\x80\x99t a troll. Worse than any troll, it was far more cunning and clever, and bigger to boot. The damnable thing led us on a merry chase up into the hills, and once we were ready to give up and head home, it sprang down from a cliff and ripped into us. The snarling face and hyena-like gait reminded me of a gnoll, but no gnoll is ever that big and mean. \n'b' Nazalor are to gnolls as trolls are to humans, a larger, more feral, and deadlier reflection. They are smart, at least for something so wild, and capable of turning the tables on hunters. However, their nature is still bestial, and nazalors are fiercely territorial and savage, even killing their own kind when encountered. Oddly, unlike trolls, they do not practice cannibalism and a nazalor corpse found in the wilds is most likely the result of a territorial dispute.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Neak Ta \n'b' Small fey , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 90 (12d6 + 48) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 18 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Resistances acid, fire, lightning Condition Immunities charmed , frightened , paralyzed , petrified Senses darkvision 60 ft., passive Perception 12 Languages telepathy 100 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The neak ta is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The neak ta\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : calm emotions , mending , telekinesis \n'b' 3/day each : create food and water , cure wounds (as a 3rd level spell slot) \n'b' 1/day each : heroes\xe2\x80\x99 feast \n'b'\n'b' Regeneration . The neak ta regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Ward . The neak ta has a bound ward that is a community hall, inn, or tavern. While within its ward it can use its Cyclonic Fury and Merge with Ward actions . If the ward is destroyed while the neak ta is bound with it, the neak ta dies. If the ward is destroyed any other time the neak ta loses its Regeneration, Merge with Ward action, and permanently suffers disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The neak ta makes three hurled object attacks. \n'b' Hurled Object . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Cyclonic Fury (Recharge 5-6) . The neak ta magically gathers a mass of debris and loose objects and sets it rapidly swirling in a 20-foot radius around itself. A creature that ends its turn in the area or enters the area for the first time on a turn must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and is blinded until the end of its next turn on a failed save, or half as much damage and isn\xe2\x80\x99t blinded on a successful one. The cyclonic fury lasts for as long as the neak ta maintains concentration (as if concentrating on a spell), for up to 1 minute. \n'b' Merge with Ward . While within or adjacent to its ward, the neak ta can merge with the building. While merged the neak ta is immune to damage and can\xe2\x80\x99t be targeted and can sense the entire interior and surrounding area of the ward with its own senses. It can emerge as an action, appearing in any unoccupied space within or adjacent to its ward. \n'b'\n'b' ABOUT \n'b' Neak ta are a type of kami (nature spirit) that dwell in urban areas, particularly smaller settlements based around one particular common building. Neak ta speak telepathically, but can\xe2\x80\x99t make any audible noises, as they lack a mouth. They display their emotions on the billboard-like sign that makes up their face; their emotion appearing as cartoon-like images on the sign. A neak ta is stands 3 feet tall, and weighs around 60 pounds. \n'b' Social Anchors . Neak ta bond with community buildings, preferring the jovial nature of an inn or tavern. Multiple neak ta can inhabit a larger edifice, sometimes taking over individual floors of a structure. These larger conglomerations of kami happily refer to themselves as \xe2\x80\x98parties\xe2\x80\x99 and do their best to entice visitors to their particular ward. Communities typically develop around the ward of a neak ta, the kami becoming something of an anchor for the development of a settlement. \n'b' Neak ta do this unintentionally, simply finding a communal location that appeals to them, and settling into it as a ward, not considering the long-term ramifications for a growing village. \n'b' Communal Guardians . The presence of notable oni or other evil creatures is enough to keep a neak ta guarding its ward indefinitely. The tiny creature\xe2\x80\x99s love of the people it protects ensure that it will not leave them if such evils are nearby. Conversely, oni see the ward of neak ta\xe2\x80\x99s as sites of powerful significance, to be defiled as a means of proving their superiority. Yeren oni are the natural enemies of small community (village-sized or smaller) dwelling neak ta.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necroflesh Monarch \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 13 Hit Points 319 (22d20 + 88) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +0, Wis +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , prone , poisoned Senses blindsense 120 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Death is Not the End . If a creature dies within 1 minute of taking damage from the necroflesh monarch\xe2\x80\x99s black bile attack , the creature must make a DC 17 Wisdom saving throw before it dies. On a failure, the creature\xe2\x80\x99s flesh rapidly liquifies and it magically rises as a mindless skeleton under the monarch\xe2\x80\x99s control. \n'b' Undead Nature . The necroflesh monarch doesn\xe2\x80\x99t require air, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The necroflesh monarch makes two pseudopod attacks or two black bile attacks. It can then make a bite attack or use Consume the Dead. \n'b' Pseudopod . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained . \n'b' Black Bile . Ranged Weapon Attack : +11 to hit, range 60 ft., one target. Hit : 10 (3d6) acid damage plus 10 (3d6) necrotic damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one Large or smaller creature the monarch is grappling. Hit : 24 (4d8 + 6) piercing damage, the 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 monarch, and it takes 28 (8d6) necrotic damage at the start of each of the monarch\xe2\x80\x99s turns. If the monarch takes 35 damage or more on a single turn from a creature inside it, or if the monarch dies, the monarch regurgitates all swallowed creatures, which fall prone in a space within 10 feet of it. \n'b' Consume the Dead . The monarch grabs a willing or mindless Medium or larger undead creature within 20 feet of it and sucks it into its oozy body. The undead creature is destroyed and the monarch magically regains 30 hit points . \n'b'\n'b' REACTIONS \n'b'\n'b' Deadly Pustules . When a creature within 15 feet of the necroflesh monarch hits it with a melee attack , the monarch makes a black bile attack against that creature. \n'b'\n'b' ABOUT \n'b' A monstrosity of liquified flesh and bone, the necroflesh monarch is an undead ooze made from the muscle, fat, and sinew of countless victims, all turned toward undeath and combined into one pulsing, hulking form. \n'b' Necroflesh monarchs wander aimlessly between remote villages, across desolate deserts, and beneath venerable mountains, always on the hunt for more victims to add to their quivering, corpulent body. When a monarch swallows a living creature, the victim struggles for breath before eventually succumbing to the ooze\xe2\x80\x99s life-leaching internal acids. The flesh and bone of a slain victim melt and become subsumed into the monarch\xe2\x80\x99s corpulent, amorphous form. In this way, a necroflesh monarch grows in both size and power. \n'b' Strangely, and perhaps thankfully, a necroflesh monarch makes no distinction between prey of high or low provenance. To these mindless meat-beings, the most regal queen is of equal value to the lowliest peasant. \n'b' Though mindless, the necroflesh monarch possesses a few clever, if rudimentary, survival instincts. For instance, to make sure it never goes without a meal, a monarch tends to keep a troop or even a small army of skeletal warriors by its side at all times. These mindless undead follow the same primeval protocols as the necroflesh monarch, plodding aimlessly along and swinging their limbs violently to attack. \n'b' A monarch doesn\xe2\x80\x99t rely on its bony minions for protection-rather, it keeps them as a mobile food source to tap into during lean times. \n'b' The signs of a necroflesh monarch attack are obvious to anyone who knows what to look for: crushed houses, steaming puddles of black bile, and not a single body in sight. For all their brutish simplicity, these oozy behemoths know at least enough not waste a single morsel.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrohydra \n'b' Huge undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +8 Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 18 Languages the languages its heads knew in life Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Multiple Heads . The necrohydra has five fleshy heads. While it has more than one head, the necrohydra has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the necrohydra takes 25 or more damage in a single turn, one of its fleshy heads dies. If all its fleshy heads die, the necrohydra can\xe2\x80\x99t use Unnerving Faces and can\xe2\x80\x99t use or maintain Dreadful Dirge. At the end of its turn, it grows two skeletal heads for each of its fleshy heads that died since its last turn, unless it has taken radiant damage since its last turn. The necrohydra regains 10 hp for each skeletal head regrown in this way. \n'b' Reactive Heads . For each head the necrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Undead Nature . The necrohydra doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The necrohydra makes as many Bite attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 4 (1d8) necrotic damage. \n'b' Dreadful Dirge . The necrohydra\xe2\x80\x99s heads emit a cacophonous, moaning wail. Each creature that isn\xe2\x80\x99t a Construct or Undead within 30 feet of the necrohydra that can hear the wail must succeed on a DC 17 Wisdom saving throw or be frightened until the wail ends. The necrohydra must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the necrohydra is incapacitated . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Necrotic Bile (Recharge 6) . The necrohydra spews rotten bile soaked in necrotic energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) poison damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Five snaking necks sprout from this decayed, draconic body. However, instead of reptilian heads, each neck ends in a humanoid head. \n'b' Necrohydras are created by powerful, evil necromancers and often used as guardians or placed at the vanguard of an undead army to strike fear and despair into the enemy. The wordless, heart-wrenching dirge the creature produces can drain all hope from listeners. The necrohydra can speak, though the few words it croaks out are usually only in response to questions by its master. \n'b' Familiar Heads . Sometimes a necrohydra is created as an instrument of revenge or a tool to further damage the morale of a necromancer\xe2\x80\x99s enemies. In these instances, the necromancer uses the heads of humanoids that are familiar to those that will face the necrohydra\xe2\x80\x94heroes, beloved leaders or officers, loved ones, or close allies. A necromancer may coach the necrohydra to say certain mocking phrases to strike at the hearts of the necromancer\xe2\x80\x99s enemies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrolord \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 135 (18d8+54) \n'b' Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +10, Wis +9 \n'b' Skills Arcana +10, History +10, Insight +9, Perception +9 \n'b' Damage Resistances cold, lightning, necrotic, radiant; bludgeoning, piercing, and slashing \n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned \n'b' Senses truesight 120 ft., passive Perception 19 \n'b' Languages Common, Draconic, Undercommon \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the necrolord fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The necrolord has advantage on saving throws made against spells and other magical effects. \n'b' Regeneration . The necrolord regains 30 hit points at the start of its turn. If the necrolord takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The necrolord dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Spellcasting . The necrolord is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The necrolord has the following spells prepared: \n'b'\n'b' Cantrips (at will) : chill touch , eldritch blast, mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , magic missile , shield , thunderwave \n'b' 2nd level (3 slots) : detect thoughts , invisibility , mirror image , scorching ray \n'b' 3rd level (3 slots) : animate dead , counterspell, dispel magic , fireball , major image \n'b' 4th level (3 slots) : blight , confusion \n'b' 5th level (3 slots) : cone of cold , dominate person \n'b' 6th level (1 slot) : disintegrate , globe of invulnerability \n'b' 7th level (1 slot) : finger of death , fire storm \n'b' 8th level (1 slot) : dominate monster , incendiary cloud \n'b' 9th level (1 slot) : meteor swarm \n'b'\n'b' ACTIONS \n'b'\n'b' Animate Servants (Recharge 6) . The necrolord conjures 1d4 vampires or a mummy lord in an unoccupied square within 30 feet. \n'b' Colossal Tail . Melee Weapon Attack : +18 to hit, reach 150 ft., multiple targets more than 30 feet away from N\xc3\xad\xc3\xb0h\xc3\xb6ggr (150-foot cone centered on one target; roll separately for each creature and object in the area). Hit : 42 (5d12+10) bludgeoning damage and the target makes a DC 26 Strength saving throw or is knocked prone . \n'b' Necroscythe . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (3d6+8) magical slashing damage plus 14 (4d6) necrotic damage and 14 (4d6) psychic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic and psychic damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The necrolord 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 necrolord regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The necrolord casts a cantrip. \n'b' Necroscythe (Costs 2 Actions) . The necrolord makes one necroscythe attack . \n'b' Disrupt Life (Costs 3 Actions) . Each non-undead creature within 20 feet of the necrolord must make a DC 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' There is only the necrolord. The master of undeath is among the oldest creatures in existence and like a stone fixed against the current of time. It fiercely guards its ancient knowledge however and long ago became obsessed with its hunger to know not just more but all, that craving all that remains of the mortal it once was.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Brute (Ogre Abomination) \n'b' Family: Necrophage \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (natural armor and hide armor) \n'b' Hit Points 113 (7d10+42 + 3d8+18) \n'b' Speed 40 ft., Climb 10 ft.\n'b' STATS STR: 25 (+7) DEX: 8 (-1) CON: 22 (+6) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages none \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat, sleep , drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity. \n'b' Limb Weakness . If the necrophage is subject to a critical hit, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become prone or if an attacking limb is severed, it loses one of its attacks. An attacker can also make a targeted attack against a limb of the necrophage. This targeted attack has disadvantage and cannot be made if disadvantage is already imposed on the attack . If the necrophage is hit by a critical or a targeted attack , it bypasses their resistances. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ogre abomination can make two attacks with its slam attack . \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft. one target. Hit : 13 (2d6 + 7) bludgeoning damage. \n'b' Siege Strikes . The ogre abomination ignores the Damage Threshold of objects. \n'b'\n'b' ABOUT \n'b' The necrophage brute is an organic siege weapon created by the necrophage. They are meant to use their enhanced strength to smash and crush their victims and create more openings in buildings so their weaker \xe2\x80\x98kin\xe2\x80\x99 can gain access to more material. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Brutes \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage brutes, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +6 natural armor AC \n'b' +3d8 Hit Die and Hit Points \n'b' 10 ft. climb speed, if it does not have a faster climb speed \n'b' +6 Strength , +6 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Limb Weakness, and Siege Strikes from above \n'b' Gain 1d8 (Medium) slam and a multiattack to slam twice \n'b' Proficiency Bonus stays the same, Challenge increases by 1, change type to monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Asuran Lockwatcher \n'b' Tiny construct , unaligned\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 9 (-1) INT: 4 (-3) WIS: 4 (-3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 20 (natural armor) Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft., climb 20 ft. Skills Stealth +8 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses tremorsense 20 ft., passive Perception 7 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Venomous . The lockwatcher\xe2\x80\x99s poison reservoir can be filled with any kind of poison its owner cares to use, and can afford to acquire, but by default it has the incapacitating poison described in its sting attack (see below). It can sting four times before needing to be refilled. \n'b' Skitter . When the minuscule lockwatcher occupies another creature\xe2\x80\x99s space it will try to climb onto that \xe2\x80\x9chost\xe2\x80\x9d. Attack rolls made against such a lockwatcher must also be compared to the host creature, possibly hitting both, although attackers can choose to roll with disadvantage in order to target only the lockwatcher. The host, or another creature within 5 ft., can take an action to make an opposed Dexterity check, knocking the lockwatcher into an adjacent space on a success. \n'b'\n'b' Actions \n'b'\n'b' Sting . Melee Weapon Attack : +6 to hit, reach 0 ft., one target. Hit : 1 piercing damage. If the incapacitating poison is loaded, the target must succeed at a DC 11 Constitution saving throw or be poisoned for one minute. While poisoned , a creature is incapacitated and its speed is halved. \n'b'\n'b' Reactions \n'b'\n'b' Retaliation . When another creature succeeds at an opposed Dexterity check to knock the lockwatcher off of a target, as a reaction the lockwatcher can make a sting attack against that creature. \n'b'\n'b' ABOUT \n'b' Usually found in the locks in which they are placed, the lockwatcher will remain dormant indefinitely, waking up at the first indication that the lock is being manipulated with an object other than the proper key. Although not intelligent by most measures, the lockwatcher is a canny tactician, and if facing multiple opponents will flee and hide after its target has been poisoned , only to stalk and strike again later. \n'b' Description \n'b' This tiny metallic insect appears to be part of a lock or other mechanism. Once awoken, though, it unfolds into something that resembles a mechanical spider. Or perhaps a tick.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Carrier (Bloated Gnoll Abomination) \n'b' Family: Necrophage \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 16 (natural armor and hide armor) \n'b' Hit Points 46 (7d8+14) \n'b' Speed 20 ft., Climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages none \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . As necrophage slasher. \n'b' Limb Weakness . As necrophage slasher. \n'b' Release the Swarm . If the necrophage carrier is killed, its rotund stomach bursts open releasing 1d4 necrophage swarms (see page 9). It can also chose to deal damage to itself with both of its scythe claws (dealing scythe claw damage twice without taking the damage resistance into account) to release the necrophage swarms early. If the necrophage carrier survives this release, they are unable to make more swarms until the damage they dealt to themself is healed. Then they must spend 8 hours consuming the remnants of battlefields. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bloated gnoll abomination can make two attacks with its scythe claw attack . \n'b' Scythe Claw . Melee Weapon Attack : +6 to hit, reach 5 ft. one target. Hit : 9 (1d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' The necrophage carrier is a horrifying variant of the necrophage, they follow behind other necrophage creatures and ensure no biological material is wasted. They \xe2\x80\x98eat\xe2\x80\x99 the remaining viscera and chunks left behind and not turned to form into a necrophage swarm. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Carriers \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage carriers, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +4 natural armor AC \n'b' +2d8 Hit Die and Hit Points \n'b' 10 ft. climb speed, if it does not have a faster climb speed, reduce other speeds by 10 ft. \n'b' +4 Strength , -2 Dexterity , +4 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency and Acrobatics skill proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Limb Weakness and Release the Swarm from above \n'b' A Scythe Claw attack , 1d8 melee (medium) (Proficient) and a multiattack as above \n'b' Proficiency Bonus stays the same, Challenge increases by 1 (min 2), change type to monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cunalrur (The Eye Upon The Road) \n'b' Medium monstrosity , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d8+10) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 13 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 10 (0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold Senses passive Perception 15, truesight Languages Telepathic communication Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rend . If the cunalrur strikes a victim with at least two claw attacks, the victim suffers an extra 3 (1d6) slashing damage per successful claw attack . \n'b' Telepathic Communication . The cunalrur can telepathically transmit visions of anything it sees, as well as empathic impulses to those with whom it has established a willing telepathic bond (usually its pack and/or master). \n'b' Pack Tactics . Whenever the cunalrur is within 5 feet of an ally, it gains advantage on all attack rolls, so long as that ally is not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cunalrur makes six claw attacks. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) slashing damage. \n'b'\n'b' ABOUT \n'b' Man-sized, six-legged beasts, the cunalrur are swift runners and able fliers. They have thin bodies covered in light furlike feathers. An equally lengthy, prehensile tail gives them advantage on dangerous inclines. They have thick, dark claws that serve them in their purchase in trees, cliffs, and the like, and they can also act as weapons. Cunalrur have a thin membrane growing between their hind and forelegs, which enables them to fly or glide for great distances. Their brows are high, shaped more like a wolf\xe2\x80\x99s, but rather than a snout, they possess an eaglelike beak. Whether climbing, flying, or running, they display tremendous speed. \n'b' Territorial Guardians . Cunalrur are highly prized guard animals, as they are highly territorial, possess exceptional vision, and have minor telepathic abilities. These allow them to function with a sort of hive mind, projecting images of what they see to other members of their pack or to anyone else with whom they wish to communicate. Vocally, they produce only a hollow howl, which is used only when they are in great pain or when issuing a warning of danger to their pack or master. \n'b' Non-Aggressive Packs . As pack animals, the cunalrur travel in groups of up to four. They reproduce asexually, laying 1-2 eggs about every two years. These they bury or hide in a secure place and leave them. The eggs mature on their own and hatch as a fully mature adult cunalrur in 6-7 weeks, whereupon they immediately seek out others of their kind to join a pack. The cunalrur are not particularly aggressive, but they can be dangerous when hunting, cornered, or otherwise forced to fight. In combat, they rear up on their hind legs and use their claws to grab the target, ripping and tearing viciously until the target is dead or they are removed. \n'b' Cunalrur eggs are highly prized, bringing anywhere from 1,500 to 10,000 gp per egg.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Hunter (Gray Monstrosity) \n'b' Family: Necrophage \n'b' Large monstrosity , neutral evil \n'b' Armor Class 26 (natural armor) \n'b' Hit Points 273 (18d10+126 + 4d8+28) \n'b' Speed 30 ft., Climb 10 ft.\n'b' STATS STR: 25 (+7) DEX: 15 (+2) CON: 24 (+7) INT: 1 (-5) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages none \n'b' Challenge 15 (13,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . As necrophage slasher. \n'b' Limb Weakness . As necrophage slasher. \n'b' Regeneration . The gray monstrosity regains 10 hit points at the start of its turn even if it has been reduced to 0 hit points . If reduced to 0 hit points , the gray monstrosity is dormant and unmoving for 1d4 rounds before returning to combat. Fire damage halts the regeneration for 1 turn and if the gray monstrosity is at 0 hp , will permanently destroy it. \n'b' Regrow Limbs . Any limbs lost by a necrophage hunter regrow after 1d4 rounds. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gray monstrosity can make two attacks with its scythe claws plus one attack from each of its other attacks. \n'b' Scythe Claw . Melee Weapon Attack : +11 to hit, reach 5 ft. one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft. one target. Hit : 20 (2d12 + 7) piercing damage. If the target is Medium or smaller, the target must succeed on a DC: 16 Strength saving throw or be knocked prone . \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft. one target. Hit : 16 (2d8 + 7) slashing damage. If the target is prone , deal an additional 7 (2d6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The necrophage hunter is the greatest terror of the necrophage. It is powerful, strong, but also it has regenerative capabilities. When limbs are severed, they grow back, when it gets wounded it heals. It is an implacable killer. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Hunters \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage hunters, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +6 natural armor AC \n'b' +4d8 Hit Die and Hit Points \n'b' 10 ft. climb speed, if it does not have a faster climb speed \n'b' +6 Strength , +2 Dexterity , +4 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Limb Weakness, Regeneration and Regrow Limbs from above \n'b' A Scythe Claw attack , 1d8 melee (medium) (Proficient) and a multiattack as above \n'b' Proficiency Bonus stays the same, Challenge increases by 3, change type to monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Infector (Horrid Manticore) \n'b' Family: Necrophage \n'b' Large monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 102 (8d10+32 + 2d8+16) \n'b' Speed 30 ft., Climb 10 ft., Fly 50 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages none \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . As necrophage slasher. \n'b' Limb Weakness . As necrophage slasher. \n'b' Tail Spike Regrowth . The grotesque manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The horrid manticore makes three attacks: one with its proboscis and two with its claws or three with its tail spikes. \n'b' Proboscis . Melee Weapon Attack : +7 to hit, reach 5 ft. one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft. one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Tail Spike . Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 100/200 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Infect with Necrophage . If the necrophage kills a creature with its proboscis or uses their proboscis on a corpse the creature is infected with the necrophage and rises with a necrophage creature template per the table to the above. The infector will not infect small bodyparts, those are left for the carriers. \n'b'\n'b' ABOUT \n'b' The artifact\xe2\x80\x99 s influence can only reach so far, so its capacity to create infected creatures is hindered by its immobility. That is where the infector comes in, It grows a sharp, bony proboscis that is uses to inject necrophagic material into non-living organic material. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Infectors \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage infectors, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +2 natural armor AC \n'b' +2d8 Hit Die and Hit Points \n'b' 10 ft. climb speed, if it does not have a faster climb speed \n'b' +4 Strength , +2 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Limb Weakness, and Infect with Necrophage from above \n'b' A Proboscis attack , 1d6 melee, incr. the die for larger creatures (Proficient) (loses Bite attacks.) \n'b'\n'b' Proficiency Bonus and Challenge stay the same (minimum 1), change type to monstrosity. \n'b'\n'b' d20 \n'b' Creature \n'b'\n'b' 01-12 \n'b' Slasher \n'b'\n'b' 13-14 \n'b' Lurker \n'b'\n'b' 15-16 \n'b' Leaper \n'b'\n'b' 17 \n'b' Brute \n'b'\n'b' 18 \n'b' Carrier \n'b'\n'b' 19 \n'b' Infector \n'b'\n'b' 20 \n'b' Hunter'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Leaper (Mutant Warhorse) \n'b' Family: Necrophage \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 28 (3d10+6 + 1d8+2) \n'b' Speed 60 ft., Climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 15 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 \n'b' Skills Acrobatics +5 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , prone , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages none \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat, sleep , drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity. \n'b' Leaper . The leaper\xe2\x80\x99 s long jump is 30 feet and its high jump is 15 feet, no running start needed. \n'b' Limb Weakness . If the necrophage is subject to a critical hit, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become prone or if an attacking limb is severed, it loses one of its attacks. An attacker can also make a targeted attack against a limb of the necrophage. This targeted attack has disadvantage and cannot be made if disadvantage is already imposed on the attack . If the necrophage is hit by a critical or a targeted attack , it bypasses their resistances. \n'b'\n'b' ACTIONS \n'b'\n'b' Stinger . Melee Weapon Attack : +8 to hit, reach 5 ft. one target. Hit : 10 (1d8 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' The necrophage leaper is an agile hunter that uses its ability to climb on all surfaces and leap long distances to close the distance on their foes. Their hind legs mutate and fuse together forming a scorpion-like tail that it uses to spear its prey. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Lurkers \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage lurkers, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +2 natural armor AC \n'b' +1d8 Hit Die and Hit Points \n'b' 30 ft. climb speed, if it does not have a faster climb speed \n'b' +4 Strength , +4 Dexterity , +2 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency and Acrobatics skill proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Leaper and Limb Weakness from above \n'b' A Stinger attack , 1d8 melee, incr. the die for larger creatures (Prof.), lose all others but Bites \n'b' Proficiency Bonus and Challenge stay the same (minimum 1), change type to monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Lurker (Mutated Wolf) \n'b' Family: Necrophage \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 28 (4d8+8) \n'b' Speed 40 ft., Climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 14 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 \n'b' Skills Stealth +6 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages none \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat, sleep , drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity. \n'b' Limb Weakness . If the necrophage is subject to a critical hit, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become prone or if an attacking limb is severed, it loses one of its attacks. An attacker can also make a targeted attack against a limb of the necrophage. This targeted attack has disadvantage and cannot be made if disadvantage is already imposed on the attack . If the necrophage is hit by a critical or a targeted attack , it bypasses their resistances. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft. one target. Hit : 8 (2d4 + 4) piercing damage. \n'b' Spike . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' The necrophage lurker is a specialized stalker-abomination and killer employed by the necrophage. It uses its superior speed and agility and stealth to sneak upon unsuspecting foes before using their three spike-appendages to create more hosts for the necrophage. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are visceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Lurkers \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage lurkers, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +2 natural armor AC \n'b' +2d8 Hit Die and Hit Points \n'b' 30 ft. climb speed, if it does not have a faster climb speed \n'b' +2 Strength , +4 Dexterity , +2 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency and Stealth skill proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void and Limb Weakness from above \n'b' A Spike attack , 1d4 melee and ranged (20/60), range, the die for larger creatures (Proficient) \n'b' Proficiency Bonus and Challenge stay the same (minimum 1), change type to monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Slasher (Afflicted Peasant) \n'b' Family: Necrophage \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 18 (3d8+3) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , poisoned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages none \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat, sleep , drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity. \n'b' Limb Weakness . If the necrophage is subject to a critical hit, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become prone or if an attacking limb is severed, it loses one of its attacks. An attacker can also make a targeted attack against a limb of the necrophage. This targeted attack has disadvantage and cannot be made if disadvantage is already imposed on the attack . If the necrophage is hit by a critical or a targeted attack , it bypasses their resistances. \n'b'\n'b' ACTIONS \n'b'\n'b' Scythe Claw . Melee Weapon Attack : +3 to hit, reach 5 ft. one target. Hit : 4 (1d6 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' The necrophage slasher is the most common of the necrophage abomination forms. It twists the form of the host creature, making it stronger and heartier than before and forms out of its back two scythe-like bone-blade appendages. The only purpose of these creatures is to kill. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are visceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Slashers \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage slashers, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +2 natural armor AC \n'b' +2d8 Hit Die and Hit Points . \n'b' +2 Strength , +2 Constitution , -4 Charisma , set Intelligence to 1 \n'b' Wisdom saving throw proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void and Limb Weakness from above \n'b' A Scythe Claw attack , 1d6 melee but increase the die for larger creatures (Proficient) \n'b' Proficiency Bonus and Challenge stay the same (minimum 1/2), change type to monstrosity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophage Swarm \n'b' Family: Necrophage \n'b' Medium swarm of diminutive monstrosities , neutral evil \n'b' Armor Class 13 \n'b' Hit Points 27 (6d8) \n'b' Speed 20 ft., Climb 20 ft.\n'b' STATS STR: 1 (-5) DEX: 17 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , poisoned , restrained , stunned , exhaustion \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages none \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' From the Void . As necrophage slasher. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99 s space and vice versa, and the swarm can move through any opening large enough for a Diminutive creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Attach . When the necrophage swarm deals damage to a target, the target must make a Dexterity saving throw (DC 13) or have some of the swarm attach and continue to deal damage. Each round on their turn the affected creature can use an attack action to remove the creatures or is subject to area of effect damage, with the exception of cold damage. Otherwise they take 1d6 damage. \n'b' Shredding (swarm has more than half HP) . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99 s space. Hit : 9 (2d6+3) piercing damage. \n'b' Shredding (swarm has half HP or less) . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99 s space. Hit : 4 (1d6+1) piercing damage. \n'b'\n'b' ABOUT \n'b' Created from the loose organic material and viscera left behind by the work of their larger kin, these small necrophage creatures are the prime example of the necrophage letting nothing go to waste. They are typically formed within the distended cavities of necrophage carriers as they pick up and \xe2\x80\x98eat stray body parts. However, they can also be created if there is enough \xe2\x80\x98extra material\xe2\x80\x99 left behind within the influence of the Void Artifact. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and actions involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophidius \n'b'\n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 13 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6, Athletics +5, Stealth +6 Damage Resistances bludgeoning Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common, but cannot speak it. Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 13 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' Dance of Death (Recharge 5-6) . The necrophidius sways and moves in a hypnotic pattern . Each creature within 20 feet that can see it must make a DC 13 Constitution saving throw. On a failure, the creature is stunned until the end of the necrophidius\xe2\x80\x99 next turn. \n'b'\n'b' ABOUT \n'b' The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its\xe2\x80\x99 head a humanoid skull with a snake\xe2\x80\x99s jaws. \n'b' Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic. \n'b' Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs. \n'b' If a necrophidius\xe2\x80\x99s creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius\xe2\x80\x99s origins can command it provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrophidius, Aspis \n'b'\n'b' Large construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6 Skills Acrobatics +7, Athletics +6, Stealth +7 Damage Resistances bludgeoning Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common, but doesn\xe2\x80\x99t speak it. Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) piercing damage plus 7 (2d6) poison damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dance of Death (Recharge 5-6) . The necrophidius sways and moves in a hypnotic pattern . Each creature within 20 feet that can see it must make a DC 14 Constitution saving throw. On a failure, the creature is stunned until the end of the necrophidius\xe2\x80\x99 next turn. \n'b'\n'b' ABOUT \n'b' The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its\xe2\x80\x99 head a humanoid skull with a snake\xe2\x80\x99s jaws. The jaws of the skull have several extra rows of teeth that drip with poison. \n'b' The aspis version of the necrophidius is more powerful and far larger than its smaller cousin. It is created with a venomous snake as its base, combined with a lengthier magical ritual to create it. Where the normal necrophidius is often sent out on various missions, the aspis is usually kept as a guardian, as its sheer size would alarm any who catch a glimpse of it. Rare specimens of the aspis have proven themselves to be quite intelligent and are extremely dangerous as a result, and they make for excellent assassins.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrotech Reaver \n'b' Family: Necrotech \n'b' Huge undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 7 (\xe2\x80\x932) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Common and Darakhul but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The necrotech reaver deals double damage to objects and structures. \n'b' Undead Nature . The necrotech reaver doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unstable Footing . The necrotech reaver has disadvantage on saving throws against being forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The necrotech reaver makes two Chain Lash attacks. \n'b' Chain Lash . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (4d6 + 4) slashing damage, and the target is grappled (escape DC 15). The reaver has four chains, each of which can grapple only one target. \n'b' Bladed Sweep (Recharge 5\xe2\x80\x936) . The necrotech reaver swings its chains in a wide arc. Each creature within 15 feet of the reaver must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) slashing damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . A creature that fails the saving throw by 5 or more is pushed up to 15 feet away from the reaver and forced prone . \n'b'\n'b' ABOUT \n'b' Wooden scaffolding holds a patchwork undead together, its top half that of a frost giant and its lower half that of a stone giant. Long, bladed chains hang from its arms and torso. \n'b' Necrotech reavers are made from the parts of multiple giants. The gaps between the disparate bodies are bridged with enchanted timber and iron reinforcements, then bladed chains are attached to the creature\xe2\x80\x99s arms and torso. While acquiring the titanic corpses necessary to make a reaver is difficult, the process of stitching them together is relatively simple. Aggressive use of mundane components in the scaffolding and reinforcement allows even neophyte necromancers to participate in their construction and maintenance, while the relative disposability of parts means that a necrotech can be repaired and re-animated as long as dead giants are available as raw material. \n'b' Necromantic Vanguard . A necrotech reaver is a specialist necrotech construct deployed in the vanguard of undead armies. Their patchwork construction means that they require regular maintenance or risk falling apart in the heat of battle. Their chains can pull down city walls, rip through buildings, and shred entire formations of soldiers, while their sheer bulk allows them to shrug off blows.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aswang, Balbal \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d8 + 48) Speed 20 ft., climb 20 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5 Skills Animal Training +5, Athletics +6, Insight +5, Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aswang Scent . Aswangs have advantage on scent-based Wisdom ( Perception ) checks, and their sense for blood is so keen that they can perceive any creature at 0 hit points and any creature that has taken piercing, slashing, or necrotic damage within the previous round as if they had blindsight 60 ft. They can detect diseased creatures in the same way. \n'b' Crocodile Command . The balbal can communicate with crocodiles and similar creatures as if using speak with animals and has advantage on Wisdom (Animal Training) checks made against them, and crocodiles treat them as if they had a permanent sanctuary (DC 12) spell. The balbal\xe2\x80\x99s presence causes crocodilians to become aggressive toward other creatures and hard to control, with advantage on saving throws against becoming charmed or frightened . A typical balbal lurking in the water has 1d6 friendly crocodiles lurking nearby. These crocodiles have advantage on attack rolls against any creature they have seen attack the balbal within the previous minute. \n'b' Hard to Fool . The balbal has advantage on saving throws against illusions, and creatures have disadvantage on Charisma ( Deception ) checks made against them. \n'b' Sensory Sensitivity . Aswangs are sensitive to bright light and loud noise. When an aswang takes radiant or thunder damage, they must succeed on a DC 11 Wisdom saving throw or become frightened for 1 round. In addition, they have disadvantage on saving throws against effects that cause deafness due to loud noise or blindness due to bright light, and Charisma ( Intimidation ) checks against them have advantage if the aswang is in an area of bright light or in a noisy area (GM\xe2\x80\x99s discretion). \n'b' Siege Monster . The balbal deals double damage to objects and structures made of wood or softer material. \n'b' Snake Terror . When the balbal sees a snake, it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 round. It must make this saving throw when it sees statues, paintings, or other artistic representations of snakes, but it has advantage on such saving throws. If the balbal succeeds on its saving throw, it overcomes its snake terror for 1d4 rounds and need not save during this time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The balbal makes one tongue attack and two claw attacks. \n'b' Tongue . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus the target takes an additional 7 (2d6) necrotic damage, or half as much on a successful DC 12 Constitution saving throw. If the save is failed, the target takes this damage again at the beginning of its next turn, with a saving throw allowed each round to halve damage and end the effect. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Change Shape . The balbal magically polymorphs into a crocodile or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed into the new form. In a new form, the balbal retains its game statistics and ability to speak as well as its tongue attack , but its AC, movement modes, Strength , Dexterity , and other actions are replaced by those of the new form. \n'b' Corpse Dummy (Recharges After a Short Rest) . The balbal can spend 1 minute using its razor-sharp tongue to carve a Small or Medium piece of wood into a humanoid shape. This dummy appears to casual inspection indistinguishable from the corpse of a humanoid of the same size (which may resemble a specific individual). Creatures carefully inspecting the corpse dummy can attempt a DC 15 Intelligence ( Investigation ) check to reveal the ruse. This is a magical illusion effect, and creatures using detect magic to examine the corpse dummy have advantage on this check. \n'b'\n'b' ABOUT \n'b' Aswangs are hideous shapechanging human \xe2\x80\x93 bat hybrids. \n'b' Their heads resemble crinkled and weathered humans, though with sharp features and even sharper fangs, and a long razorsharp, ribbon-like tongue that whips about constantly. They can subsist on carrion but prefer fresh blood to consume. \n'b' They live on the fringes of settled areas, sneaking in to find prey but shunning bright and noisy areas unless starving. \n'b' Reflections in the eyes of these lewd, foul creatures are always upside down. \n'b' Balbals are search villagers for the freshly dead, tearing through roofs and windows and using their tongue to dissect and devour the corpse before replacing it with a magical duplicate. Their predations on the recently dead often lead to their disturbed spirits rising from the grave, but the balbal cares little for any collateral damage it leaves behind. The balbal is nearly as tall as an average human with a wingspan of 10 feet and weighs 100 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Giant Boar \n'b' Family: Cursed Animals \n'b' Large beast , chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 85 (10d10 + 30) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses passive Perception 10 \n'b' Languages \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the boar moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Raging Beast . On its turn, the boar always moves toward and attacks the last creature that has damaged it, even if doing so means disregarding more vulnerable targets or provoking opportunity attacks from nearby enemies. If the boar can\xe2\x80\x99t see such a target within 40 feet, it attacks the nearest creature instead. \n'b' Relentless (1/Day) . If the boar takes 15 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Tusk . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage and, if the target is a creature, it suffers a lingering wound that causes it to take 3 (1d6) necrotic damage at the start of each of its turns. Each time the boar hits the wounded target with this attack , the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom ( Medicine ) check. \n'b' Spew Gall (Recharge 6) . The boar vomits bile in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 16 (3d10) necrotic damage, and it can\xe2\x80\x99t regain hit points for 1 minute. On a success, a creature takes half as much damage with no additional effects. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 7 (1d6 + 4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or suffer one level of exhaustion . \n'b'\n'b' REACTIONS \n'b'\n'b' Cursed Spores . When the boar takes damage, it releases a cloud of cursed spores. Each creature within 5 feet of the boar must roll a d4 and subtract the number rolled from the next attack roll, ability check, or saving throw it makes before the end of the boar\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. \n'b' A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast\xe2\x80\x99s physical prowess and give it various abilities related to the curse making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. \n'b' While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. \n'b' However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root. \n'b' Druids often seek out and at tempt to cure cursed beasts, seeing\xe2\x80\x99t heir existence as an affront to nature.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Necrotech Thunderer \n'b' Family: Necrotech \n'b' Huge undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 126 (11d12 + 55) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 5 (\xe2\x80\x933) CON: 21 (+5) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +0, Wis +5 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities blinded , poisoned Senses blindsight 120 ft., passive Perception 15 Languages understands Common and Darakhul but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The necrotech thunderer deals double damage to objects and structures. \n'b' Turn Resistance . The necrotech thunderer has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The necrotech thunderer doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The necrotech thunderer makes two Trample attacks. \n'b' Trample . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b' Ballista Shot . The necrotech thunderer chooses up to two points it can see within 120 feet of it. The thunderer can\xe2\x80\x99t choose a point within 10 feet of it. Each creature within 5 feet of a point must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, and half as much damage on a successful one. If a creature is within 5 feet of both points, it has disadvantage on the saving throw, but it takes damage from only one effect, not both. \n'b' Concentrated Shot (Recharge 5\xe2\x80\x936) . The necrotech thunderer picks a point it can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) necrotic damage and suffers one level of exhaustion . On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer a level of exhaustion . \n'b'\n'b' ABOUT \n'b' The undead elephant has had the top of its skull and spine carved out, replaced with an enormous ballista of polished brass. \n'b' Swirling purple energy condenses atop the ballista, forming the core of a terrible magical projectile. \n'b' Necrotech thunderers are dedicated undead siege weapons. Their bodies are built from elephants, triceratops, or similarly massive quadrupeds, while their skulls and spines are carved open to make room for ballistae carved from slain treants. \n'b' A thunderer\xe2\x80\x99s body is then hardened against necrotic energy, allowing it to channel explosive bolts of necromantic magic through the siege weapon built into its spine. \n'b' Dedicated Artillery . Thunderers are expensive and poor at defending themselves in melee. As a result, they are deployed with sizable bodyguards capable of holding back the enemy. \n'b' Thunderers are often priority targets for elite teams working against undead armies, because their necromantic ballistae can quickly reduce formations of lesser troops to rotting flesh or rip jagged holes in fortifications.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nefertem \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 26 (+3) CON: 34 (+2) INT: 20 (+0) WIS: 07 (+3) CHA: 37 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages Khemitian Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . Nefertem can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . Nefertem can move through other creatures and objects as if they were difficult terrain . She takes 5 (1d10) force damage if she ends her turn inside an object. \n'b' Spellcasting . Nefertem is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Nefertem has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : thaumaturgy \n'b' 1st level (4 slots) : bane , command , inflict wounds , sanctuary \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , spirit guardians \n'b' 4th level (3 slots) : banishment , divination , guardian of faith \n'b' 5th level (2 slots) : flame strike , insect plague \n'b'\n'b' ACTIONS \n'b'\n'b' Withering Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 31 (8d6 + 3) necrotic damage. \n'b' Etherealness . Nefertem enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on the Material Plane while she is in the Border Ethereal, and vice versa, yet she can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of Nefertem that can see her 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 ages 1d4 x 10 years. 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 Nefertem\xe2\x80\x99s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Possession (Recharge 6) . One humanoid that Nefertem can see within five feet of her must succeed on a DC 15 Charisma saving throw or be possessed by Nefertem. If this occurs, Nefertem disappears, and the target is incapacitated and loses control of its body. Nefertem now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. Nefertem can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead, and she retains her alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . She otherwise uses the possessed target\xe2\x80\x99s statistics but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , Nefertem ends it as a bonus action, or Nefertem is turned or forced out by an effect such as the dispel evil and good spell. When the possession ends, Nefertem reappears in an unoccupied space within five feet of the body. The target is immune to Nefertem\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b'\n'b' ABOUT \n'b' Nefertem are ghosts of a priestess who once served in the Necropolis, but she no longer remembers which one. Under the influence of the high priest in the temple, she now serves Set and seeks to kill any living creatures who would dare enter her City of the Dead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Neh-thalggu \n'b' Large aberration (mythos), chaotic evil \n'b'\n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 +45) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 19 (+4) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +6, Cha +6 Skills Arcana +7, Insight +6, Perception +6, Stealth +5 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 16 Languages Common, Abyssal, Deep Speech, Dark Speech, Draconic, telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Brain Collection . The nehthalggu, or brain collector, can store up to ten humanoid brains and use them to enhance its knowledge and power. The destruction of these brains causes the brain collector to lose some of its magical power. Each brain can be attacked (AC 20: 15 hit points). Destroying a single brain deals no damage to the brain collector but causes it to lose special abilities. The number of brains determines its additional special attacks. It may use each of these abilities once per day. These abilities are psionic in nature (treat as spellcasting). Its psionic ability is Intelligence (spell save DC 15, +7 to hit with these attacks). Some options are passive and are active so long as the nehthalgaa has the appropriate number of brains. It may also maintain as many concentration spells as it has brains: 0: No additional special abilities. \n'b' 1-4 : Mind Worm. The neh-thalggu targets a creature it can see. The target creature must make an Intelligence save or have disadvantage on Intelligence saving throws until the neh-thalgaa is dead or loses this trait. The target is also slowed (as the slow spell). The neh-thalggu may use this ability once per day per brain up to four times per day. \n'b' 5 : Whispers of Madness. The neh-thalggu makes a ranged spell attack against a target within 100 feet that it can see; on a hit, the target takes 16 (3d8 +4) psychic damage and must pass an Intelligence save or become slowed (as the spell slow). If already slowed the target is paralyzed \n'b' 6 : Invisibility. As the spell of the same name. \n'b' 7 : Bend Space (passive). The neh-thalggu gains a reaction. If the neh-thalgaa would be hit by an attack, it can teleport up to 15 feet. This does not provoke an opportunity attack. \n'b' 8 : Distortion Blast. All creatures in a 100-foot long line that is 5 feet wide must make an Intelligence save or take 32 (8d6 +4) psychic damage. Aberrations have advantage on this save and only take half damage. \n'b' 9 : Venomous Mind. All creatures within 5 feet of the nehthalggu must make an Intelligence save or take 8 (1d8 +4) psychic damage and become confused (as the spell) until the end of the neh-thalggu\xc3\xaf\xc2\xbf\xc2\xbds next turn. The creature then uses its reaction to make a single melee attack against a random adjacent creature. \n'b' 10 : Celerity (passive). The neh-thalggu may make its normal attacks as well as use a psionic ability or attack listed on this table. \n'b' Cerebral Power (Recharge 6) . The neh-thalggu uses the power of its collected brains to supercharge its magic. The brain collector can use this ability as a bonus action to cause the target of one of its spells to make any saving throws against its brain collection trait with disadvantage. \n'b' Magic Resistance . The brain collector has advantage on saving throws against spells and other magical effects. \n'b' Strange Knowledge . A neh-thalggu may add its proficiency bonus to all knowledge related ability checks. \n'b' Actions \n'b' Multiattack . The neh-thalggu makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 14 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' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the neh-thalgaa can\xc3\xaf\xc2\xbf\xc2\xbdt use one of its claw attacks on another target. However, the grappled creature automatically takes 14 (2d6 + 7) bludgeoning damage at the start of the neh-thalggu\xc3\xaf\xc2\xbf\xc2\xbds turn. The neh-thalggu has two claws it can use to grapple a target. \n'b' Collect Brain . Melee Weapon Attack : +8 to hit, reach 5 ft., one incapacitated, stunned or paralyzed humanoid grappled by the brain collector. Hit : The target takes 55 (10d10) slashing damage. If this damage reduces the target to 0 hit points, the brain collector kills the target by extracting and collecting its brain. \n'b' About \n'b' Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are crablike nightmare with lamprey-like mouths, twitching eyes on its legs, and several blisters along its back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. \n'b' Brain Collectors . Neh-thalggus are carnivores, but they do not digest humanoid brains they eat\xc3\xaf\xc2\xbf\xc2\xbdrather, these brains lodge in one of several bulbous blisters on the creature\xc3\xaf\xc2\xbf\xc2\xbds back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form. \n'b' Mind Masters . Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. Some dwell alone or with mind-controlled slaves, while others organize clusters of their own kind to spread their sinister schemes and feed their insatiable alien hunger.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Neh-thalggu Master \n'b' Large aberration , chaotic evil \n'b'\n'b' Armor Class 20 (natural armor) Hit Points 200 (16d10 + 112) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 25 (+7) INT: 18 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +7, Cha +6 Skills Arcana +9, Deception +7, Insight +8, Perception +8 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 18 Languages Common, Abyssal, Deep Speech, Dark Speech, Draconic, telepathy 100 ft. Challenge 13 (3,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The neh-thalggu\xc3\xaf\xc2\xbf\xc2\xbds\xc3\xaf\xc2\xbf\xc2\xbds spellcasting ability is Intelligence (spell save DC 19). She can innately cast the following spells, requiring no material components: \n'b' At will : detect magic, mage hand, magic missile \n'b' 3/day each : confusion, hideous laughter, hold person, irresistible dance \n'b' 1/day each : dream, dominate monster, magnificent mansion \n'b' Actions \n'b' Multiattack . The neh-thalggu master makes four attacks: two bites and two claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage, and the creature must make a DC 16 Constitution saving throw or take 21 (6d6) poison damage. \n'b' Claw . Melee: +2 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Hypnotic Gaze . As a bonus action, the neh-thalggu master may gaze at a creature within 30 feet. It gains disadvantage on Wisdom saving throws. This effect lasts until the master selects a new gaze target or it moves more than 30 feet away. Victims of this ability are unaware of the effect. \n'b' Reactions \n'b' Mesmerism (3/day) . Through self-hypnosis, a neh-thalggu master can perform one of the following: \n'b' Before a creature makes an attack against her, the master can redirect the attack against another creature adjacent to itself or its attacker instead. \n'b' Reroll one saving throw when she would otherwise fail. \n'b' When she enters dim light or darker, become invisible until the beginning of her next turn and move up to her speed. \n'b' About \n'b' Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are crablike nightmare with lamprey-like mouths, twitching eyes on its legs, and several blisters along its back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. \n'b' Brain Collectors . Neh-thalggus are carnivores, but they do not digest humanoid brains they eat\xc3\xaf\xc2\xbf\xc2\xbdrather, these brains lodge in one of several bulbous blisters on the creature\xc3\xaf\xc2\xbf\xc2\xbds back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form. \n'b' Mind Masters . Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. Some dwell alone or with mind-controlled slaves, while others organize clusters of their own kind to spread their sinister schemes and feed their insatiable alien hunger.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nehsi \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 17 (studded leather, shield, ring of protection ) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 45 (+2) CON: 26 (+3) INT: 3 (-1) WIS: 11 (+0) CHA: 0 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +5, Con +4, Int +0, Wis +1, Cha -1 Skills Athletics +6, Intimidation +5, Perception +2 Senses passive Perception 12 Languages Common, Nubaran, Khemitian Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge . On his turn, Nehsi can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b' Cunning Action . Nehsi can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Second Wind . On his turn, Nehsi can use a bonus action to regain 1d10 + 4 hit points . Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Nehsi makes two Morningstar attacks or throws two spears. \n'b' +1 Morningstar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Spear . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' GEAR \n'b' +1 morningstar, 2 potions of healing , ring of protection , spear, dagger, studded leather armor, shield, light horse, pouch with 20 gp. \n'b' ABOUT \n'b' One of the guards employed by Hept-f-hra, Nehsi is an ugly but falsely smiling person of husky build. He is a very cruel and evil person of less than reputable nature. In a tight situation, he runs away as quickly as he can to save his own neck.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nektinefar \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 14 (leather) Hit Points 28 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 07 (+3) CON: 32 (+1) INT: 15 (+2) WIS: 2 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +4 Skills Deception +6, Intimidation +6, Persuasion +6 Senses passive Perception 9 Languages Common, Khemitian Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Nektinefar can take a Dash , Disengage , or Hide action as a bonus action on each of her turns in combat. \n'b' Sneak Attack . Nektinefar can deal an extra 3d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or ranged weapon. She doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Nektinefar doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Uncanny Dodge . When an attacker that Nektinefar can see hits her with an attack, she can use her reaction to halve the attack \xe2\x80\x98s damage against her. \n'b' +1 Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' GEAR \n'b' +1 dagger, silver necklace with bloodstones (30 gp), gold ring with silver pearl (25 gp), light crossbow, 20 bolts, heavy horse, pouch with 22 gp. \n'b' ABOUT \n'b' The daughter of Hept-f-hra and Fa-t-tep, Nektinefar, age 18, is bad through and through. She is also attractive, and she uses this as a weapon to control and gain what she wants. She enjoys going to the tavern, or elsewhere, and leading on several of the soldiers to see them fight over her. \n'b' In most respects she is the same as her mother, though perhaps a bit more clever and ruthless. Because Hept-f-hra dotes on her, she is hated by the rest of the family. She doesn\xe2\x80\x99t mind at all, for she is the virtual mistress of the place.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nematoad \n'b' Medium beast , neutral \n'b' Armor Class 14 (natural armor) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 11 (+0) INT: 2 (\xe2\x80\x934) WIS: 1 (\xe2\x80\x935) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages none Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chameleon Skin . Nematoad skin is chameleon-like and they change colours to match their environment. The nematoad has advantage on Dexterity ( Stealth ) checks made to hide . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (3d4+1) piercing damage, and the target is grappled (escape DC 11). Until they escape from the grapple, the target is restrained and the Nematoad cannot Bite another target. \n'b' Swallow . The nematoad makes another Bite attack against a Small or smaller target it has grappled with a bite. If this second Bite attack hits, the target is swallowed, and the grapple ends. The target is blinded , restrained , has total cover from attacks and effects outside the Nematoad. The victim suffers 5 (2d4) acid damage at the start of each of the Nematoad\xe2\x80\x99s turns, and is attacked by 1d10+5 Rot Grubs. \n'b' Putrid Spray (Recharge on 5-6) . The nematoad ejects from its mouth a stream of putrid water and rot grubs (1d6+5). The discharge is so powerful it sprays 10 feet wide and 15 feet deep from the mouth of the toad (divide the number of rot grubs across each 5-foot square covered). Targets in an affected square are attacked by Rot Grubs. The target must succeed on a DC 12 Dexterity saving throw or take 1 piercing damage from each grub and be infested with rot grubs. The host must succeed on a DC 15 Constitution saving throw every 4 hours or take 3 (1d6) necrotic damage and the target\xe2\x80\x99s Constitution score is reduced by 1d4 points. The target dies if this reduces their Constitution to 0. Otherwise, the reduction lasts until the infestation is cured. \n'b'\n'b' ABOUT \n'b' Nematoads are large (5 foot long) subterranean toads. \n'b' Their skin is chameleon-like and they can change colours to match their environment and may surprise characters. \n'b' They have a white ridge down their spine that never changes pigmentation. Nematoads are carnivores but prefer carrion. As a result, they accumulate rot grubs in their broad mouth pockets. Due to their preference for carrion, they developed an immunity to rot grubs and an ability to absorb other parasites.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nemean Lion \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d8 + 24) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities piercing and slashing from nonmagical attacks Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The Nemean lion has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Weapons . The Nemean lion\xe2\x80\x99s weapons are considered magical. \n'b' Pack Tactics . The Nemean lion has advantage on an attack roll against a creature if at least one of the lion\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the Nemean lion moves at least 20 ft. straight toward a creature and then hits it with a claws attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone, the Nemean lion can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the lion can long jump up to 25 feet. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Nemean lion makes two attacks, one with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b'\n'b' About \n'b' This golden lion is larger than a man, with a confidence and power in its limbs that indicate it is more than just an oversized feline. \n'b' Nemean lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey. Nemean lions grow to be up to 15 feet long and weigh up to 3,500 pounds. \n'b' A Nemean lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself. \n'b' Offspring of Echidna . The Nemean lion gained its name from the mountain valley of Nemea, between Cleonae and Phlius. King Eurystheus ordered Hercules to skin the monster. Hercules plugged up one of the lion\xe2\x80\x99s cave entrances, trapping it, and then fired arrows at it in vain. \n'b' When the arrows bounced off its chest, Hercules resorted to his club, stunning it, before he strangled it with his bare hands. Hercules was puzzled as to how to create a cloak from the beast, only to receive divine insight to use the lion\xe2\x80\x99s own claws on its hide. It is this hide that served Hercules so well in later adventures. As for the king, he fled in terror upon seeing Hercules\xe2\x80\x99 abilities and demanded he shares his exploits outside of the town\xe2\x80\x99s gates.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nemekh (Cavalry Sergeant) \n'b' Medium humanoid (human), neutral \n'b' Armor Class 16 (+1 chain shirt) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 24 (+2) CON: 24 (+2) INT: 21 (+0) WIS: 02 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +4 \n'b' Skills Animal Handling +3, Athletics +4, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Khemitian, some Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge . On his turn, Nemekh can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b' Second Wind . On his turn, Nemekh can use a bonus action to regain 1d10 + 8 hit points . Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Nemekh makes two melee attacks or two ranged attacks . \n'b' +1 Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Lance . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage, +5 to hit and 6 (1d6 + 3) piercing damage with a +1 arrow. \n'b'\n'b' GEAR \n'b' +1 chain shirt, potion of superior healing , +1 scimitar, shortbow, 30 arrows (10 of which are +1), lance, handaxe, long cowled cape of white fur with red hem and narrow red stripes on sleeves (150 gp), light warhorse, pouch with a deep blue spinel (500 gp) and 73 gp. \n'b' ABOUT \n'b' Nemekh is the best buddy and continual rival of Hetet-f, even though he is 10 years older than the other and regards him as a younger brother (or almost a son). While bragging up their respective branches, each secretly wishes they served in the same force. These two got into some trouble in Farnoc, and that\xe2\x80\x99s why they are posted to Aartuat \xe2\x80\xa6 and might remain here for many more years before getting better duty. Each wants to remove the blot on his record by doing something noteworthy (though ideally not through hard work or great danger).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nemhain \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 275 (29d8+145) Speed fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 28 (+9) CON: 20 (+5) INT: 23 (+6) WIS: 25 (+7) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +15, Dex +15, Wis +12 Skills Deception +15, Perception +13, Persuasion +15, Stealth +15 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 23 Languages Common; telepathy 100 ft. Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bound Spirits . The nemhain is surrounded by whirling spirits that are bound to her. Any creature that ends its turn adjacent to the nemhain must succeed a DC 19 Dexterity saving throw or take 22 (4d10) necrotic damage as the spirits reach out to grasp anyone close by. Dealing radiant damage to the nemhain causes the spirits to disappear until the end of the nemhain\xe2\x80\x99s next turn. \n'b' Innate Spellcasting : The nemhain\xe2\x80\x99s spell casting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : harm , telekinesis \n'b' 1/day each : antilife shell , wall of force \n'b'\n'b' Rejuvenation . All nemhains are tied to a ritual object at the time of their creation. The object is typically a large statue, pillar, or monolith. Until this object is destroyed, a destroyed nemhain rejuvenates at this ritual object 2 (1d4) days with all its hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nemhain makes two withering touch attacks. \n'b' Withering Touch . Melee Weapon Attack : +15 to hit, 5 ft. reach, one target. Hit : 36 (5d10 + 9) necrotic damage. A creature damaged in this way is cursed and must succeed a DC 19 Charisma saving throw or take 22 (4d10) necrotic damage at the end of its next turn. A creature can only suffer one such curse at a time. \n'b' Recall . The nemhain can return to its ritual object as per the teleport spell. \n'b' Reprisal (3/Day) . The nemhain can make a withering touch attack against all creatures within 30 feet that damaged it in the past hour. \n'b'\n'b' ABOUT \n'b' A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. Often, a devoted priest or ally volunteers herself and her (often unwitting) kin for transformation into a nemhain in order to continue protecting her home even beyond her death. The blasphemous rituals used to create nemhains are often believed to have been lost. \n'b' While most nemhain aspirants are evil to begin with\xe2\x80\x94such individuals are often members of cults worshiping deities of lost or forbidden secrets\xe2\x80\x94 occasionally a goodly creature considers protecting a site worthy of a corrupted, tortured existence. Such an act, however well intentioned, is destined to damn her for all eternity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Giant Spider \n'b' Family: Cursed Animals \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sound Sensitivity . Whenever the spider takes thunder damage or hears a loud sound, it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. It can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and, if the target is a creature, it must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature is cursed with deformities that last until it receives magical healing . While deformed, the creature has its speed halved, and it has disadvantage on ability checks, saving throws, and attacks using Strength or Dexterity . \n'b' Maddening Web (Recharge 5 6) . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. While restrained this way, the target must succeed on a DC 13 Intelligence saving throw at the start of each of its turns or take 7 (2d6) psychic damage as it sees an illusion of small spiders eating its flesh. As an action, a 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 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. \n'b' A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast\xe2\x80\x99s physical prowess and give it various abilities related to the curse making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. \n'b' While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. \n'b' However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root. \n'b' Druids often seek out and at tempt to cure cursed beasts, seeing\xe2\x80\x99t heir existence as an affront to nature.'}
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