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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aswang, Wak wak \n'b' Small monstrosity , chaotic evil \n'b' Armor Class 14 Hit Points 65 (10d8 + 20) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 7 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5 Skills Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aswang Scent . As the balbal aswang. \n'b' Heart Devourer . If the wakwak slays a creature which possesses a heart, it may use a bonus action to rend the creature\xe2\x80\x99s heart from its chest and consume it. The wakwak gains 10 temporary hit points and has advantage on attack rolls for the next round. \n'b' Sensory Sensitivity . As the balbal aswang. \n'b' Soundwarp . The sound of the wakwak\xe2\x80\x99s movement is eerily distorted, being more obvious farther away but harder to detect when it is nearby. It has disadvantage on Dexterity ( Stealth ) checks when over 100 feet away from observers, but it has advantage on such checks within 30 feet. Abilities such as echolocation, keen hearing, tremorsense, and blindsense or blindsight (if based on hearing) grant no benefit in detecting the wakwak. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wakwak makes one tongue attack , two claw attacks, and one wing slash attack. \n'b' Tongue . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus a Medium or smaller target is restrained (escape DC 11). If the target remains restrained at the beginning of the wakwak\xe2\x80\x99s turn, it takes an additional 5 (1d4 + 3) slashing damage. As long as it has a target restrained , the wakwak cannot attack any other creature with its tongue. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Wing Slash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage, and at the beginning of each turn thereafter the target loses 4 hit points and its maximum hit points are reduced by the same amount due to blood loss. This bleeding can be halted with magical healing or a successful DC 11 Wisdom ( Medicine ) check. The creature\xe2\x80\x99s maximum hit points are restored to normal after a long rest. \n'b' Change Shape . The wakwak magically polymorphs into a bat or giant bat 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 wakwak 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'\n'b' ACTIONS \n'b'\n'b' Evasion . When the wakwak succeeds on a Dexterity saving throw and as a result would take half damage from an effect, it instead takes no damage from that effect. \n'b'\n'b' ABOUT \n'b' Aswangs are hideous shapechanging human-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' Wakwaks are small but savage nocturnal hunters, hanging in bat form from trees by day. Their bony wing ridges open bleeding gashes in prey, and they often keep prey alive to ensure a supply of blood, but in their impatience they may slaughter victims and lap up the congealing lifeblood before it cools. They treasure still-beating hearts as a delicacy, snatched at the moment of death and providing unnatural sustenance to them. Wakwaks are clumsy on the ground, as their short legs and wing-arms are ill-suited for such movements, but they are agile flyers. The wakwak stands about three feet tall with a wingspan of 8 to 10 feet and weighs 40 pounds. \n'b' Wakwak females outnumber males by 10 to 1, and mating rites often involve brutal challenges that may leave the losers bruised and battered or even dead. \n'b' Young wakwaks are abandoned shortly after birth, but their shapeshifting powers develop very early and young wakwaks may shelter in bat form for years while they mature and grow strong enough to hunt for their preferred prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Neothelid \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 313 (19d20 + 114) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 29 (+9) DEX: 7 (-2) CON: 23 (+6) INT: 9 (-1) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +8, Charisma +5 Senses blindsight 120 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Mindsense . The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence of 3 or higher. It knows the distance and direction of each creature, as well as the creature\xe2\x80\x99s approximate Intelligence (within 3 points), regardless of physical barriers. Creatures under the effects of magic that protects the mind or protects from divination cannot be detected by the neothelid. \n'b' Innate Spellcasting . The neothelid\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells requiring no components:\n'b'\n'b'\n'b' At will : clairvoyance , detect thoughts , levitate , suggestion \n'b' 1/day each : charm monster, confusion , feeblemind , telekinesis \n'b'\n'b' Magic Resistance . The neothelid has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The neothelid makes two tentacular tongue attacks. \n'b' Tentacular Tongue . Melee Weapon Attack : +14 to hit, reach 30 ft., one target. Hit : 23 (4d6 + 9) bludgeoning damage plus 18 (4d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the neothelid, and it takes 42 (12d6) acid damage at the start of each of the neothelid\xe2\x80\x99s turns. If the neothelid takes 40 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Acid Breath (Recharge 5-6) . The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' Consume Mind . The neothelid chooses one creature it can see within 30 feet of it that has an Intelligence of 3 or higher. The target must succeed on a DC 13 Intelligence saving throw or take 16 (3d10) psychic damage. If the target fails the saving throw by 5 or more, its Intelligence score is reduced to 0. The target is incapacitated until it regains at least 1 point of Intelligence (either from completing a long rest or from a lesser restoration spell).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nereid \n'b'\n'b' Medium fey , chaotic neutral \n'b' Armor Class 19 \n'b' Hit Points 120 (12d8+48) \n'b' Speed 30 ft., swim 60 ft.\n'b' STATS STR: 11 (+0) DEX: 21 (+5) CON: 19 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +5, Perception +7, Perform +10 \n'b' Senses darkvision 60 ft.; passive Perception 17 \n'b' Languages Aquan, Common, Sylvan \n'b' Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The nereid\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The nereid can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : control water \n'b'\n'b' Magic Resistance . The nereid has advantage on saving throws against spells and other magical effects. \n'b' Shawl . A nereid\xe2\x80\x99s shawl (6 hit points ) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 1d6 necrotic damage per hour until she dies. A nereid can craft a new shawl from water by making a DC 10 Wisdom check, but each attempt takes 1d4 hours to complete. \n'b' Transparency . When underwater, a nereid\xe2\x80\x99s body becomes transparent, effectively rendering her invisible . She can become visible or transparent on her turn without using an action. \n'b' Unarmored Defense . If she wears no armor, a nereid\xe2\x80\x99s Armor Class equals 10 + her Dexterity modifier + her Charisma modifier. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The nereid uses Beguile, then Suggestion . \n'b' Blind . Ranged Weapon Attack : +8 to hit, range 30/60 ft., one target. Hit : the target must make a DC 15 Constitution saving throw. On a failure, the target is poisoned for 1 minute. A target is blinded while poisoned . At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned . \n'b' Beguile . Any creature within 30 feet of the nereid must make a DC 15 Wisdom saving throw. If failed, they have disadvantage on Wisdom ( Perception ) checks to perceive any creature other than the nereid. Creatures in combat with the nereid have advantage on this saving throw, and creatures that can\xe2\x80\x99t be charmed are immune. The effect ends if the nereid is incapacitated or cannot be seen. \n'b' Drowning Kiss . A nereid can flood the lungs of one target within 5 feet that is willing, incapacitated , or affected by her Beguile. She touches the target, traditionally by kissing the creature on the lips. The target must make a DC 15 Constititution saving throw or immediately begin drowning. Drowning creatures begin choking. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer drowning. \n'b' Suggestion . The nereid suggests an action to a creature she can see within 30 feet that can hear and understand her. If the target fails a DC 15 Wisdom saving throw, it pursues the suggested course of action to the best of its ability. The effect ends when the action is completed, after 8 hours, or if the creature is harmed by the nereid or her allies, whichever comes first. Self-destructive suggestions are ignored, and creatures that can\xe2\x80\x99t be charmed are immune. \n'b'\n'b' About \n'b' Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water. Many sailors have met their doom following a nereid, for though a nereid\xe2\x80\x99s beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature\xe2\x80\x99s shawl, the cloth can be used to force the nereid\xe2\x80\x99s compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl\xe2\x80\x99s safety. \n'b' Sea Friends . Nereids are sometimes accompanied by a friendly aquatic predator like a shark, giant eel, or giant squid.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nessk Champion \n'b' Large monstrosity (serpentman), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 126 (12d10+60) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +5 Skills Intimidate +6, Perception +4 Condition Immunities poison \n'b' SPECIAL TRAITS \n'b'\n'b' Amazingly Keen Blade The Nessk champion deals an additional 2d10 damage on attacks using its falchion in which the natural, unmodified d20 attack roll was an 18 or higher. On a critical hit, these dice are not doubled, and this damage becomes 20 extra damage instead. \n'b' Overwhelming Blow Any Large or smaller target that takes 20 or more damage from a single falchion attack is also forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Cleaving Strike . The champion makes a falchion attack against each enemy within reach. \n'b' Multiattack . The champion makes a bite attack and a falchion attack , or a bite attack and two claw attacks. \n'b' Falchion . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 2d10+7 slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 1d8+5 piercing damage and 3d6 poison damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1d6+3 slashing damage. \n'b'\n'b' ABOUT \n'b' This brawny reptilian creature has a humanlike build with enormous arms and shoulders. Its size is only exaggerated by the wide, cobra-like hood that extends from its neck. \n'b' Unlike most serpentmen, who are lithe and slight of build, Nessk champions are bred for size and strength. \n'b' They are the elite assault force of serpentman warbands. \n'b' A swing from a champion\xe2\x80\x99s falchion can smash a stone column into rubble, or take the heads from a half-dozen soldiers in one stroke. \n'b' In battle, the champion throws itself into the thick of the fighting. It prefers to move up to as many enemies as possible, laying waste with its cleaving strike.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nessk Charmer \n'b' Medium monstrosity (serpentman), neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 102 (12d8+48) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 13 (+1) INT: 16 (+3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +6, Cha +8 Skills Arcana +7, Deception +8, Insight +6, Perception +6 Condition Immunities poison Senses passive Perception 16 Languages Draconic Challenge 9 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mesmerizing Gaze As a bonus action, the Nessk charmer can gaze deeply into the eyes of a target within 30 feet that can see it. The target must make a Wis save (DC 16) or be charmed for 1 round. \n'b' Confounding Glare As a bonus action, the Nessk charmer bewilders a nearby enemy within 30 feet that can see it. The target makes a melee attack against itself or a creature within its reach unless it succeeds on a Wis save (DC 16). \n'b' Spellcasting . The charmer is a 10th-level caster. Its spellcasting ability is Charisma (DC 16, +8 to hit).\n'b'\n'b'\n'b' At will : chill touch , message \n'b' 1st level (4 slots) : charm person , color spray , disguise self , shield \n'b' 2nd level (3 slots) : backbiter shield*, detect thoughts , suggestion \n'b' 3rd level (3 slots) : bestow curse , hypnotic pattern , slow \n'b' 4th level (3 slots) : confusion , Evard\xe2\x80\x99s black tentacles \n'b' 5th level (2 slots) : hold monster , snake swarm* \n'b'\n'b' ACTIONS \n'b'\n'b' Snakestaff . Melee Weapon Attack : +7 to hit, reach 5 ft., one or two targets. Hit : 1d8+3 piercing damage and 3d6 poison damage. \n'b' Venomous Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1d8+4 piercing damage, and if the target is a living creature, it must make a Con save (DC 16) or take 4d6 poison damage and be poisoned for one minute. \n'b'\n'b' ABOUT \n'b' The sorcerous charmer usually leads a group of serpentmen and human thralls. It uses magic to summon forth snakes, turn enemies\xe2\x80\x99 weapons against them, and mesmerize its foes. \n'b' This snake-headed humanoid wears long robes concealing its form, and carries a long staff carved with snake heads at both ends. \n'b' Nesskian Soul Venom \n'b' A hooded and cloaked serpentman is usually sufficiently disguised to infiltrate a human city, and many do, especially with the help of Set cultists where they are available. When they cannot move about openly, the serpentmen employ human servants to do their bidding. Some of these are willing supplicants, but others have been magically charmed to serve the snake people. \n'b' To create a thrall, a charmer or other powerful Nesskian mage can direct a special ritual that extends the range of control for the charmer\xe2\x80\x99s mesmerizing gaze and makes him dominated. During the ritual, the victim imbibes Nesskian soul venom, which affects his mind and makes him open to suggestion. The victim is mentally bound to a charmer, and after the initial ritual, the victim must simply be persuaded to drink a small amount of soul venom each day to extend the domination for an additional day. \n'b' Detecting the dominating effect requires a DC 20 Wisdom / Insight check, and preventing the victim from consuming more soul venom and waiting it out will also cure the affected person. The effect also ends if the victim\xe2\x80\x99s bound master is slain.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Netherpossum \n'b' Small beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 13 (3d6 + 3); Wound Threshold 5 Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 13 (+1) CON: 12 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The netherpossum has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The netherpossum has advantage on attack rolls against a creature if at least one of the netherpossum\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' The netherpossum, a relative of the opossums found in temperate to mild surface climates, has adapted to the peculiar environment of the Netherworld. Larger than its surface cousins (the largest specimens can measure up to 2 feet long), it\xe2\x80\x99s recognizable by a short-legged silhouette, pale shaggy fur, a thick hairless tail, a pointed snout, a flat face\xe2\x80\x94often described as ugly\xe2\x80\x94and slightly globulous red eyes. An omnivore, it often eats carrion and lives alongside its subterranean kin in the nooks and crannies of towns, as well as near oases. \n'b' Many denizens of the Netherworld complain about the creatures\xe2\x80\x99 presence, almost as much as they do about the colonies of ants. Both have a reputation for making life hellish; while ants infest pantries, families of netherpossums vandalize garbage collectors, as a pack or in turns. \n'b' Under these circumstances, the poorly regarded industry of pest control offers a great many opportunities. \n'b' These professionals ply their trade both near poor populations and in the homes of the rich, and may find themselves rummaging through sewers and tunnels to rid them of the parasitic occupants. \n'b' For novice adventurers, this dirty job may provide supplementary income as well as a cover for investigations or infiltration. The stereotypical image of a pest control expert is that of an unkempt person, with a peculiar fashion sense that puts their hunting trophies on display. These are prejudices\xe2\x80\x94based on some very real extreme specimens\xe2\x80\x94that nevertheless inspire some aspiring hunters to appear larger than life by being overly dirty and indulging macabre whims. \n'b' Essential Scavengers \n'b' Capable of digesting even bones, netherpossums are the cleaners of the underground. Like all scavengers\xe2\x80\x94such as vultures and hyenas on the surface\xe2\x80\x94they are linked to Death, and the deity\xe2\x80\x99s Netherworld priests sometimes raise some within their sanctuary. Indeed, these necrophages have a purifying influence, and any corpse devoured by them cannot be reanimated as undead, even as an incorporeal one. In some societies, this process is accepted as part of the necessary funerary rites. \n'b' A Valuable Ingredient to Necromantic Alchemists \n'b' Netherpossums are able to feign death in case of danger. They\xe2\x80\x99re then struck with rigor mortis and give off a putrid, rotting smell. This ability to inflict a false death upon themselves translates into interesting alchemical properties, and ingredients extracted from netherpossums allow the creation of different potions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Netherpossum, Sacred \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d6 + 6); Wound Threshold 7 Speed 60 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4, Survival +4 Senses darkvision 120 ft., passive Perception 14 Languages understands Undercommon and can read it, but cannot speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The sacred netherpossum\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). The sacred netherpossum can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : speak with dead , sudden cramp*, gentle repose , spare the dying \n'b' 3/day each : convergence*, detect magic , detect poison and disease , see invisibility , false life \n'b' 1/day each : augury , detect tracks \n'b'\n'b' Keen Smell . The sacred netherpossum has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The sacred netherpossum has advantage on attack rolls against a creature if at least one of the netherpossum\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sacred netherpossum makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' A sacred netherpossom may be born within a colony of wild netherpossums, but is set apart by the sharpness of its mind, which seems comparable to that of humanoids. They possess true personalities, with fallible characters, diverse tastes, desires, and goals in life. They might lead groups of netherpossums or mingle with other creatures. They seem to enjoy places imbued with Death\xe2\x80\x99s sacred presence. Some sacred netherpossums have even received messages from celestials in service to the deity. It is said they can talk to the dead in their own tongue, which the dead can understand, surprisingly. To some, the sacred netherpossum is at the crossroads between beast and celestial.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Netherspark \n'b' Medium elemental , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances radiant Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Common, Draconic, Infernal Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The netherspark has advantage on saving throws against spells and other magic effects. \n'b' Necrotic Aura . Being composed of necrotic energy, a netherspark radiates an aura of such energy in a 10-foot radius. Any creature that\xe2\x80\x99s not an undead that enters or starts its turn within this area takes 7 (2d6) necrotic damage. Undead in the area instead regain 7 (2d6) hit points , up to their maximum hit points at the beginning of each of their turns. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The netherspark makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) necrotic damage. \n'b' Necrotic Ray . Ranged Weapon Attack : +6 to hit, range 40 ft., one target. Hit : 12 (2d8+3) necrotic damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal. \n'b' Necrotic Burst (Recharge 5-6) . A netherspark can release a burst of necrotic energy in a 20-foot radius around it. Creatures in the area must make a DC 13 Constitution saving throw, taking 12 (2d8+3) necrotic damage on a failed save, or half as much damage on a successful one. Undead take no damage but heal a number of hit points equal to what the burst would otherwise deal. \n'b'\n'b' About \n'b' This creature looks like a 6-foot-tall humanoid whose form is composed of dark matter. Its head is featureless and sports no eyes, ears, nose, or mouth. It wears no clothes and bands of silver and white crackle and dance in its form. \n'b' Nethersparks are natives of the negative energy plane that sometimes find themselves lost in the Material Plane where they seek to transform positive energy into a negative charge. On their home plane, they are attracted to living organisms and seek to transform them into nothingness where both they and their home plane absorb the creature\xe2\x80\x99s positive essence. On the Material Planes, these creatures are often found haunting graveyards or in the employ of a powerful necromancer. \n'b' Undead creatures are attracted to and can detect the presence of a netherspark within 60 feet. \n'b' A netherspark stands about 6 feet tall and weighs about 180 pounds. Its body is entirely composed of negative energy and dark matter. No facial features are discernable on its head, though the creature can see, hear, and speak. \n'b' A netherspark begins combat using its negative energy ray before closing into melee range. In close combat, the creature rains blow after blow down on its adversaries with its powerful fists. The creature continually moves around during combat attempting to expose as many targets as possible to its negative energy aura. A netherspark\xe2\x80\x99s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. \n'b' A netherspark\xe2\x80\x99s natural weapons, as well as any weapon it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nettle Boar \n'b' Medium plant , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses passive Perception 9 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \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 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Relentless (Recharges atier a Short or Long Rest) . If the boar takes 7 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Mask of the Fey Wild . The boar can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Tusk . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Poison Spines (Recharges atier a Short or Long Rest) . Each creature within 10 feet must succeed on a DC 10 Dexterity saving throw or take 1 piercing damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Nettle boars are highly aggressive fey, their stout bodies covered in long quills bearing an unforgiving poison that wracks their victims with intense pain. \n'b' Not overly fond of company, these fey are a rare sight, a fact that most creatures don\xe2\x80\x99t mind due to their hostile nature. It is unclear why the Greenkeeper decided to create the nettle boars, as they seem to answer to no higher purpose other than seeking solitude. \n'b' Prickly Hermits . Nettle boars prefer to be left alone, often sequestering themselves in the deep woods, swamps, and other unforgiving terrain where they can live undisturbed by other creatures. When threatened or angry, a nettle boar will launch the quills from its back in all directions. Travelers unfortunate enough to happen upon a \xe2\x80\x9cbristle bush\xe2\x80\x9d soon learn why it\xe2\x80\x99s best to keep to the beaten path. \n'b' Unlikely Guardians . Knowing the fey\xe2\x80\x99s aggressive response to uninvited guests, clever druids and rangers sometimes use the dwellings of nettle boars to hide away supplies and treasure. Whether concealing these treasures or retrieving them, patience is required, as nettle boars rarely leave their homes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Neuros, the Brain Between Worlds \n'b' Gargantuan aberration , neutral \n'b' Armor Class 21 (natural armor) Hit Points 420 (24d20 + 168) Speed 5 ft., fly 90 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 24 (+7) INT: 20 (+5) WIS: 14 (+2) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +11 Skills Arcana +11, Insight +8, Perception +8, Persuasion +13 Damage Resistances acid, cold, fire, lightning, necrotic, psychic, thunder Condition Immunities frightened , prone Senses blindsight 300 ft., darkvision 600 ft., passive Perception 18 Languages telepathy within line of sight Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If Neuros, the Brain Between Worlds fails a saving throw, it can choose to succeed instead. \n'b' Adaptation . Neuros, the Brain Between Worlds can adapt its form in response to a wide variety of situations. As a bonus action , it can gain one of the following traits, maintaining up to two of them simultaneously.\n'b'\n'b'\n'b' It gains immunity against a single damage type. It can choose this adaptation up to two times. \n'b' It changes the damage type of its slam attack to piercing, psychic, or slashing. \n'b' It deals an additional 1d8 damage with its slam attack. \n'b' It imposes disadvantage on all attack rolls against it. \n'b' It makes an opportunity attack whenever a creature within its reach moves 5 ft. or more. \n'b'\n'b' Innate Spellcasting (Psionics) . Neuros, the Brain Between Worlds\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At-will : hellish rebuke \n'b' 3/day : regenerate , suggestion 1/day : feeblemind \n'b'\n'b' Starflight . Neuros, the Brain Between Worlds can survive the void of outer space, but as it cannot reach very great speeds, it takes vast amounts of time to travel between worlds. Creatures that it has engulfed are protected from the void of outer space, but continue to suffer the effects of aging. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Neuros, the Brain Between Worlds makes five slam attacks. It can replace any number of these slam attacks with constrict attacks, but can\xe2\x80\x99t constrict the same creature more than once per turn. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 40 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Neuros, the Brain Between Worlds can grapple up to five creatures simultaneously, but not more than one creature with the Colossal Creatures trait. \n'b' Crush . While Neuros, the Brain Between Worlds has a creature grappled , it can force the creature to make a DC 17 Strength saving throw. On a failure, the creature suffers 16 (3d6 + 6) bludgeoning damage. \n'b' Engulf . Neuros, the Brain Between Worlds moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures\xe2\x80\x99 spaces (but not creatures with the Colossal Creatures trait). Whenever it enters a creature\xe2\x80\x99s space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of Neuros, the Brain Between Worlds. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, it enters the creature\xe2\x80\x99s space, and the creature takes 14 (4d6) acid damage, is paralyzed until the end of its next turn, and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the cube\xe2\x80\x99s turns. When Neuros, the Brain Between Worlds moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Neuros, the Brain Between Worlds. \n'b'\n'b' Legendary Actions \n'b' Neuros, the Brain Between Worlds can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Neuros, the Brain Between Worlds regains spent legendary actions at the start of its turn. \n'b'\n'b' Slam . Neuros, the Brain Between Worlds makes one slam attack . \n'b' Crush . Neuros, the Brain Between Worlds constricts one grappled creature. \n'b' Recover . Neuros, the Brain Between Worlds regains 75 hit points . Once it uses this ability, it cannot do so again until the end of its next turn. It cannot use this ability if it has suffered acid damage since the beginning of its previous turn. \n'b'\n'b' About \n'b' There are a lot of strange things out in the cosmos beyond this world, but Neuros, the Brain Between Worlds, is among the strangest. It travels between planets \xe2\x80\x93 and even the vast distances between stars \xe2\x80\x93 but it does not attain the relativistic speeds that other spacefaring kaiju do. That, and it\xe2\x80\x99s a stupendously large brain. \n'b' Driven by Curiosity . Neuros, the Brain Between Worlds has no need to cut a swath of destruction across the galaxy, nor to rule over other creatures. When it arrives at a new world, it observes and makes telepathic contact with whatever it meets. Its disturbing form often sets off unnecessary conflict, while its phenomenal power and adaptability end such clashes decisively. \n'b' Traveling Companion . When Neuros, the Brain Between Worlds decides to leave a planet or a star system, it seeks out one or more sentient creatures to join in its journey. Even the most long-lived mortal is unlikely to survive to its destination, though it is not always forthcoming on that point. Spaceflight inside its form is initially disturbing, but once one is used to it, not an unpleasant way to live out one\xe2\x80\x99s days. Neuros, the Brain Between Worlds only takes willing passengers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catacomb Haunt \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 20 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 16 (+3) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Vulnerabilities see Elemental Weakness Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Weakness . The catacomb haunt has vulnerability to one damage type from among (roll 1d10) 1\xe2\x80\x932 acid, 3\xe2\x80\x934 cold, 5\xe2\x80\x936 fire, 7\xe2\x80\x938 lightning, or 9\xe2\x80\x9310 thunder. A creature can take an action to study a haunt, gaining a clue to its vulnerability with a successful DC 15 Intelligence ( Investigation ) or Wisdom ( Perception ) check. If the haunt takes damage it has vulnerability to, it loses its damage resistances, condition immunities other than to poisoned , its Incorporeal Movement trait, and its fly speed for 1 minute. The haunt ends this effect on itself early with a successful DC 13 Constitution saving throw, which it can make at the end of each of its turns. \n'b' Escape . The catacomb haunt can use a bonus action to take the Disengage action. \n'b' Incorporeal Movement . The catacomb haunt can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sneak Attack (1/Turn) . The catacomb haunt deals an extra 17 (5d6) necrotic damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the haunt that isn\xe2\x80\x99t incapacitated and the haunt doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 13 (3d6 + 3) necrotic damage. \n'b'\n'b' ABOUT \n'b' Necropolis Guardians . Many creatures and cultures revere the dead. Those with the ambition and the knowhow even build catacombs or necropolises to house the bones of those who have passed before. Many of those dead rest peacefully, but the spirits of some remain behind to keep the living out. Among these undead are catacomb haunts. \n'b' Incorporeal Skirmishers . Catacomb haunts prefer the tight, cramped quarters of a necropolis, where winding passages can disorient intruders. The haunts have no such disadvantage. They pop through walls to attack before retreating the way they came. \n'b' Elemental Weakness . A catacomb haunt has a weakness to one element, often based on the region in which it dwells or the nature of its death. Something about a haunt reveals this weakness, such as tiny sparks in its form for fire or a subtle crackling mist for cold. This element can be exploited to force the haunt to become corporeal temporarily. Haunts who lurk in the same catacombs often share a weakness. \n'b'\n'b' DC 15 Intelligence ( Religion ) : This creature is a restless spirit called a catacomb haunt. It should have one weakness to a specific element among acid, cold, fire, lightning, or thunder. Exploiting this weakness turns the spirit corporeal temporarily. \n'b' DC 20 Intelligence ( Arcana ) : One can learn a catacomb haunt\xe2\x80\x99s weakness by looking for clues in its shadowy form.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Wolf \n'b' Family: Cursed Animals \n'b' Medium beast , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Dependence . If the wolf can\xe2\x80\x99t see an ally within 30 feet of it at the start of its turn, the wolf has disadvantage on attack rolls, ability checks, and saving throws until the start of its next turn. \n'b' Pack Tactics . The wolf has advantage on attack rolls against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Baneful Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or suffer one of the following conditions (wolf\xe2\x80\x99s choice) until the end of its next turn:\n'b'\n'b'\n'b' The target is blinded . \n'b' The target is deafened . \n'b' The target can\xe2\x80\x99t speak or cast spells using verbal components. \n'b'\n'b' Terrifying Howl (1/Day) . Each creature of the wolf\xe2\x80\x99s choice within 30 feet of it that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened of the wolf for 1 minute. If the saving throw fails by 5 or more, the creature is also incapacitated while frightened this way. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to any cursed wolf\xe2\x80\x99s Terrifying Howl for the next 24 hours. \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'Nharyth \n'b' Huge aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances bludgeoning, psychic Condition Immunities blinded , deafened, paralyzed Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages understands Deep Speech but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Spine Trap . With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain , and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom ( Perception ) check to notice them. A creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice. \n'b' Spined Slap . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Spine Shot . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn\xe2\x80\x99t make a saving throw and is paralyzed until the end of its next turn instead. \n'b'\n'b' About \n'b' A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air. \n'b' Foulness in Motion . The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. \n'b' Creations of Madness . Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Athach \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (scale mail) Hit Points 230 (20d12 + 100) Speed 50 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 7 (-2) WIS: 12 (+1) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10 Skills Athletics + 14, Perception +5 Senses passive Perception 15 Languages Common, Giant, Orc Challenge 12 (8,400 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The athach makes two heavy mace attacks or (when available) tricky! \n'b' Heavy mace . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (6d6 + 9) bludgeoning damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 14 (1d10 + 9) piercing damage plus 6 (2d6) poison damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. \n'b' Tricky! (1/Day) . The athach pulls three fuzzy objects from her bag of tricks and flings them into combat. \n'b'\n'b' REACTIONS \n'b'\n'b' Swift Claw . When the athach is hit by a melee attack , she can make a claw attack against the creature that struck her. GEAR The athach\xe2\x80\x99s favorite toy is a tan bag of trickssrd that lies among the tangle of her sleeping furs. If she hears PCs approaching, she uses the bag in combat, but if she\xe2\x80\x99s surprised, she doesn\xe2\x80\x99t take the time to dig it out.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nian \n'b' The creature has the body of a massive, powerful bull and the head of a sleek and majestic lion with a single curved horn rising from its skull. \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 102 (12d10 + 36) Speed 50 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses truesight 60 ft., passive Perception 13 Languages Sylvan, telepathy 60 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The nian can hold its breath for 30 minutes. \n'b' Trampling Charge . If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone, the nian can make one stomp attack against it as a bonus action . \n'b' Tremulous . The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can\xe2\x80\x99t be frightened by that same source again for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) piercing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Stomp . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Year\xe2\x80\x99s Termination (1/day) . The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can\xe2\x80\x99t penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can\xe2\x80\x99t cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed. \n'b'\n'b' About \n'b' Divine Punishment . It is said that nian are sent by the gods to punish villages that have fallen out of favor or committed some terrible crime. Others believe that nian simply come to take food and riches that are not theirs, hoarding their treasures in underwater grottos or mountainous caverns. \n'b' Sign of Beginnings and Endings . A nian regularly hibernates for months, preferring to hunt during times when the seasons are shifting. Because of this, many villages in the east use a nian\xe2\x80\x99s appearance as a signal of changing times. The celebrations that take place during times of change in these villages, such as harvest festivals or new year gatherings, include many of the objects that ward against nians: red decorations, fiery displays, and clanging instruments.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nian \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 161 (17d12+51) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Str +8, Wis +4 Damage Vulnerabilities thunder Skills Athletics +8, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common (can\xe2\x80\x99t speak) Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Color Aversion . Nians have a deep-seated aversion to the color red. When confronted with a large amount of the color (a person wearing an entirely red outfit, a waving red flag, a field of red flowers, etc.), it recoils. Red objects don\xe2\x80\x99t harm the nian; they merely keep it at bay. A recoiling nian must stay at least 5 feet away from the red object and cannot touch or make attacks against the object or a creature near it. After 1 round, the nian can overcome its fear of the color and function normally if it succeeds a DC 15 Wisdom saving throw each round it is exposed to the color. \n'b' Sensitive Eyes and Ears . Nians find loud noises extremely painful. Whenever it takes thunder damage, it must succeed a DC 15 Wisdom saving throw or it must move at least 15 feet away from the source of the thunder damage. A nian that succeeds on this Wisdom saving throw typically attacks the source of the sound, attempting to destroy it or at least stop the noise. A nian has disadvantage on saving throws against being blinded by bright lights. \n'b' Twisting Prowl . Despite its apparent bulk, a nian is very agile and able to weave effortlessly through crowds across the battlefield. This erratic, undulating motion causes all opportunity attacks made against the nian to have disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nian makes one bite attack , two claw attacks, and one gore attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, 1reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, 1reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Gore . Melee Weapon Attack : +8 to hit, 1reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' The nian is a ravenous creature that is equally at home in high mountain areas or in coastal seas. While a nian can subsist on nearly anything animal or vegetable, it prefers meat and savors the taste of humanoid flesh. A nian will venture into inhabited areas to prey on isolated settlements near its home, especially in deep winter, when prey and forage are scarce and humanoids are cloistered against the cold with stockpiles of food. The nian prefers to hibernate all winter long if it can, emerging ravenous to gorge itself on whatever it can catch and kill or raid from storage houses before returning to its lair. \n'b' Most nians have a rather dull intellect, but they are cunning and take great pride in their abilities as a predator. Nian consider other predators, especially other monstrosities, aberrations, and dragons, as competition. On occasion, brave and clever individuals have been able to deter a nian by playing on its pride. An individual might mention the terrible prowess of a competing predator and convince the nian to challenge it for the territory. The nian might also be convince to hunt more dangerous prey to demonstrate its might. Such measures may only be temporary. Once a nian has satisfied its pride by eliminating competing predators or wiping out larger, more difficult prey, it will return to hunt where food is easiest to find. \n'b' Settlements within a nian\xe2\x80\x99s hunting territory will attempt to protect themselves from attack by using the creature\xe2\x80\x99s inherent weaknesses against it. Festivals are held at the start of spring when the nian is likely to be abroad. Loud music is played on drums and horns. Houses and other buildings are draped in red decorations and fireworks are set off to deter the nian and convince it to seek food elsewhere.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nichny \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 17 (+3) INT: 18 (+4) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7 Skills Acrobatics +7, Insight +7, Perception +7, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities poison Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 17 Languages Elvish, Primordial, Sylvan, Void Speech Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Luck . The nichny is surrounded by an aura that manipulates the luck of those near the nichny. Each friendly creature, other than the nichny, within 10 feet of the Nichny nichny has a +1 bonus to attack rolls and saving throws. Each hostile creature that starts its turn within 10 feet of the nichny must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its turn. \n'b' Magic Resistance . The nichny has advantage on saving throws against spells and other magical effects. \n'b' Soothsaying (1/Day) . The nichny can spend 1 minute conversing with a creature it can see within 30 feet of it. During this time, the creature can ask up to three questions about the past, present, or future. At the end of the minute, the nichny then offers two truthful answers and one false answer, each in the form of a paradox, riddle, or cryptic rhyme. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nichny makes two Claw or Luck-Stealing Bolt attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 9 (2d8) force damage. \n'b' Luck-Stealing Bolt . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 22 (4d8 + 4) force damage, and the target has disadvantage on ability checks and attack rolls until the end of its next turn. \n'b' Create Lucky Stone . The nichny magically imbues a small stone with good luck. A creature, other than the nichny, wearing or carrying the stone has a +1 bonus to saving throws. The nichny can have no more than three such stones actively imbued at a time. If it imbues a fourth, the effect on the oldest imbued stone ends. The nichny can end the magic on any of the stones at any time (no action required). \n'b' Teleport (Recharge 6) . The nichny magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' These ancient creatures resemble nothing so much as black cats dressed in sumptuous, archaic, clothing. \n'b' Xenophobic . The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests. \n'b' True and False Prophets . Nichny have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false. \n'b' Answer Three Questions . One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'N\xc3\xad\xc3\xb0h\xc3\xb6ggr \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 615 (30d20+300) \n'b' Speed 90 ft., burrow 60 ft., climb 90 ft., fly 60 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 3 (\xe2\x80\x934) WIS: 22 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4 \n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing \n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned \n'b' Senses darkvision 300 ft., truesight 120 ft., passive Perception 16 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Damage Threshold . N\xc3\xad\xc3\xb0h\xc3\xb6ggr does not take damage from an attack , spell, or other effect that deals 10 points or less of bludgeoning, piercing, or slashing damage (calculated after resistances). \n'b' Freedom of Movement . N\xc3\xad\xc3\xb0h\xc3\xb6ggr ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Legendary Resistance (3/Day) . If N\xc3\xad\xc3\xb0h\xc3\xb6ggr fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . N\xc3\xad\xc3\xb0h\xc3\xb6ggr has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . N\xc3\xad\xc3\xb0h\xc3\xb6ggr\xe2\x80\x99s weapon attacks are magical. \n'b' Ponderous Tail . Whenever N\xc3\xad\xc3\xb0h\xc3\xb6ggr makes a Colossal Tail attack , its attack does not strike until the end of its next turn. If the target of its attack has moved out of the area N\xc3\xad\xc3\xb0h\xc3\xb6ggr misses the target but may hit other creatures or objects still in the area. \n'b' Regeneration . N\xc3\xad\xc3\xb0h\xc3\xb6ggr regains 20 hit points at the start of its turn. If N\xc3\xad\xc3\xb0h\xc3\xb6ggr takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. N\xc3\xad\xc3\xb0h\xc3\xb6ggr dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Siege Monster . N\xc3\xad\xc3\xb0h\xc3\xb6ggr deals double damage to objects and structures. \n'b' Too Big . N\xc3\xad\xc3\xb0h\xc3\xb6ggr\xe2\x80\x99s movement does not provoke opportunity attacks. \n'b' Tunneler . N\xc3\xad\xc3\xb0h\xc3\xb6ggr can burrow through solid rock at half its burrow speed and leaves a 50-foot-diameter tunnel in its wake. \n'b' Turn Resistance . The necrolord has advantage on saving throws against any effect that turns undead. \n'b' Undead Fortitude . If damage reduces the necrolord to 0 hit points , it must make a Constitution saving throw with a DC equal to the damage taken. On a success, the necrolord drops to 1 hit point instead. \n'b' World Tremors (Recharge 4\xe2\x80\x936) . N\xc3\xad\xc3\xb0h\xc3\xb6ggr can use a bonus action to innately cast earthquake (save DC 22) without the need for material components, somatic components, or concentration. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . N\xc3\xad\xc3\xb0h\xc3\xb6ggr attacks once with its bite, twice with its claws, and once with its colossal tail. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 35 ft., one target. Hit : 43 (6d10+10) piercing damage. If the target is a creature that takes more than 75 damage from this attack , it makes a DC 26 Constitution saving throw or is stunned until the start of N\xc3\xad\xc3\xb0h\xc3\xb6ggr\xe2\x80\x99s next turn. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 32 (4d10+10) slashing damage. If the target is a creature, it makes a DC 22 Charisma saving throw or becomes cursed. Randomly determine one ability score by rolling a d6: 1\xe2\x80\x94 Strength , 2\xe2\x80\x94 Dexterity , 3\xe2\x80\x94 Constitution , 4\xe2\x80\x94 Intelligence , 5\xe2\x80\x94 Wisdom , 6\xe2\x80\x94 Charisma . While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. At the end of each of its turns, the target can repeat the saving throw, ending the curse on a success. \n'b'\n'b' ABOUT \n'b' As J\xc3\xb6rmungandr writhes around the world its mythical kin gnaws upon the roots of the World Tree that imprisons it. Like the other great wyrm, when N\xc3\xad\xc3\xb0h\xc3\xb6ggr rises from its cage it signals the end of everything as it rampages across the Material Plane, destroying and killing all that it can find in its rage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Night Hound \n'b' Medium fey , chaotic evil \n'b' Armor Class 13 Hit Points 16 (3d8 + 3) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Faultless Tracker . The night hound is given a quarry by its master. The quarry be a specific creature (small or smaller size ) or an object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The night hound knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The night hound can have only one such quarry at a time. The night hound also always knows the location of its master. \n'b' Magic Resistance . The night hound has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The night hound makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. The night hound can also choose to grapple a target (escape DC 13). \n'b' About \n'b' The night hound is an evil fey creature that looks like a stocky mastiff. This evil monster is usually in the service of more powerful fey. These hounds are extremely stealthy and often steal treasure or kidnap children for dark fey. \n'b' Reliable Retrievers . The night hound is known to be successful in hunting down items. There are many tales of an artifact going missing and a strange hound being reported in the area. \n'b' Kidnappers . Most disturbing, however, are the tales of these evil fey kidnapping children. Young fey are warned about these hounds at an early age. \n'b' Legendary Loners . Unlike most hounds and mastiffs, the night hound is a loner.\xc2\xa0They hate other hounds and mastiffs and will attack them on sight, including other night hounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Night Terror \n'b' Small aberration , chaotic evil \n'b' Armor Class 19 Hit Points 35 (10d6) Speed 0 ft., fly 50 ft.\n'b' STATS STR: 1 (-5) DEX: 28 (+9) CON: 10 (+0) INT: 15 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +12 Damage Immunities fire, lightning Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Languages Common, Deep Speech Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Feed on Fear . The night terror regains 10 hit points at the start of its turn if it has at least 1 hit point and a creature within 30 feet of it has the fear condition. \n'b' Incorporeal Movement . The night terror can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Illumination . The night terror sheds dim light in a 5- to 20foot radius. The night terror can alter the radius as a bonus action. \n'b' Light Sensitivity . While in bright light, the night terror has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Limited Magic Immunity . The night terror can\xe2\x80\x99t be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Actions \n'b' Chill . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 19 (3d6 + 9) cold damage, and the target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Invisibility . The night terror and its light magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Night Tyrant \n'b' Large beast , unaligned\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 13 (+1) INT: 3 (-4) WIS: 15 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 110 (13d10 + 39) Speed 40 ft. Saving Throws Dexterity +8, Wisdom +5 Skills Perception +8, Stealth +11 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Spider Climb . The night tyrant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Sedative Spray (Recharge 6) . The night tyrant emits a 30- foot cloud of sleep poison. Each creature must make a DC 15 Constitution saving throw or become unconscious for 1 hour. Creatures already asleep make the saving throw at disadvantage. Creatures attacked or grappled by the night tyrant can repeat the saving throw, ending the effect on a success. Creatures that succeed at the saving throw or end the effect are immune to the sleep poison for 24 hours. \n'b' Forelegs . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : either 8 (1d6 + 5) bludgeoning damage or the creature is grappled (escape DC 11). \n'b' Mandibles . Melee Weapon Attack : +8 to hit, reach 0 ft., one target. Hit : 8 (1d6 + 5) piercing damage and 35 (10d6) acid damage. \n'b' Tactics \n'b' Night tyrants are cowards, waiting until their targets have fallen asleep and then using their poison spray. If confronted with resistance, it will flee back into the trees. A cornered night tyrant will fight with its forelegs and mandibles until it can find an opportunity to escape. \n'b' This creature is a hunting spider the size of a horse. It has a mottled black, brown and green carapace, so that it can hide in the trees. It spends its days sleeping in the upper foliage of the tallest trees in the forest and, at night, climbs down as stealthily as possible, until it finds a victim. Then it releases a cloud of sweet-smelling poison. \n'b' Sleeping Death . The night tyrant searches for victims from the safety of the forest canopy and then creeps down to release a fine mist from its abdomen that smells like honey. This poison acts as a powerful sedative, lulling its victims into a deep, almost catatonic sleep. Sensory bristles on the spider\xe2\x80\x99s legs monitor the victim\xe2\x80\x99s body temperature and breathing, and when it senses that its soporific has taken effect, it comes down and drags the inert victim back up into the trees. Night tyrants never claim more than one victim a night, but are known to stalk traveling parties for days on end, picking away at them a little each night.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Night-Touched Controller \n'b' Family: Night-Touched \n'b' Medium fiend (titanspawn), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +6, Wisdom +6 Skills Perception +6, Stealth +7 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft.; passive Perception 16 Languages Infernal, Titan Speech (can\xe2\x80\x99t speak); telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The night-touched controller\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : animate dead , darkness \n'b' 1/day : create undead \n'b'\n'b' Magic Weapons . The night-touched\xe2\x80\x99s weapon attacks are magical. \n'b' Night-Touched . Magical darkness doesn\xe2\x80\x99t impede the night-touched\xe2\x80\x99s darkvision . In areas of dim light or darkness , the night-touched has advantage on Dexterity ( Stealth ) checks to hide . \n'b' Sunlight Sensitivity . While in sunlight, the night-touched has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Sense Undead . The night-touched controller can automatically sense and discern the location of any undead within 120 feet. \n'b' Actions \n'b' Life Drain . Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 60 ft., one target. Hit : 26 (5d8 + 4) necrotic damage plus 22 (5d8) cold damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the night-touched controller\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. \n'b' Charm Undead . The night-touched controller targets one undead it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by the controller. The charmed target regards the controller as a trusted friend to be heeded and protected. The effect lasts 24 hours or until the night-touched is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b' About \n'b' Night-touched controllers are able to manipulate the undead. Their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will. They are often found in the company of undead creatures, and they shun contact with other night-touched. \n'b' A night-touched controller is a strange being with a vaguely humanoid shape, roughly the size of a human male. Its skin is a rubbery deep purplish-black, and it has a severely hunched back. Its abnormally large, thick hands have just three fingers and a thumb. \n'b' Fight from the Rear . Night-touched controllers generally do not engage in direct combat. They prefer to summon or create the appropriate creatures to defeat whatever obstacles are present. When forced into combat, they attack with their club-like hands once their useful spells are exhausted.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Bear \n'b' Large beast , chaotic evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 84 (8d10 + 40) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +4 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses passive Perception 14 \n'b' Languages \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fear of Fire . If the bear starts its turn within 10 feet of a creature that is carrying an open flame, such as a torch, the bear must succeed on a DC 13 Wisdom saving throw or be frightened of that creature until the start of the bear\xe2\x80\x99s next turn. \n'b' Frenzy . If the bear starts its turn with 30 hit points or fewer, it goes into a frenzy. While frenzied, the bear is immune to being frightened . On each of its turns while frenzied, the bear attacks the nearest creature it can see. If it can\xe2\x80\x99t reach the creature, it takes the Dash action and moves as close to it as possible. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. \n'b' Nauseating Roar (Recharge 5 6) . Each creature within 30 feet of the bear that can hear it must make a DC 15 Constitution saving throw against poison. On a failed saving throw, a creature is poisoned until the start of the bear\xe2\x80\x99s next turn unless it doesn\xe2\x80\x99t need to breathe. While poisoned in this way, the creature is incapacitated as it retches and reels. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone or shoved back 5 feet ( bear\xe2\x80\x99s choice). \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'Night-Touched Hound \n'b' Family: Night-Touched \n'b' Medium fiend (titanspawn), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 17 (+3) INT: 7 (-2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +5, Wisdom +4 Skills Perception +6, Stealth +3 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., truesight 30 ft.; passive Perception 16 Languages Infernal, Titan Speech (can\xe2\x80\x99t speak); telepathy 120 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The night-touched hound\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.\n'b'\n'b' 3/day : expeditious retreat \n'b' 1/day : misty step \n'b'\n'b' Magic Weapons . The night-touched\xe2\x80\x99s weapon attacks are magical. \n'b' Night-Touched . Magical darkness doesn\xe2\x80\x99t impede the night-touched\xe2\x80\x99s darkvision . In areas of dim light or darkness , the night-touched has advantage on Dexterity ( Stealth ) checks to hide . \n'b' Peerless Tracker . The night-touched hound can use a bonus action to choose one creature it can see as its quarry. The hound knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The hound can have only one creature designated as its quarry at a time. \n'b' Sunlight Sensitivity . While in sunlight, the night-touched has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage. \n'b' About \n'b' Night-touched hounds are always ready and willing to attack their prey, but often they are accompanied by more dangerous allies, with commands to simply track and corner the quarry. \n'b' This mastiff-sized beast resembles a hound, but it has no fur. Its flesh seems rubbery, and it is hard to say whether it is dark brown or black in color. The creature\xe2\x80\x99s eyes and teeth glimmer faintly like pearls against its dark hide. \n'b' Because of their aversion to sunlight, night-touched hounds typically harry their prey only after sundown. However, they are intelligent, and if they have reason to believe the prey is aware of its pursuers and nearing a friendly sanctuary or stronghold, then the hound might suffer the effects of sunlight to reach the prey in time. Getting its prey is always a hound\xe2\x80\x99s first priority. When they do attack, night-touched hounds simply savage their victims until one of them is dead, much like any wolf or hunting dog. They may catch foes off-guard initially, though, by approaching with a sudden burst of speed using expeditious retreat or from seemingly nowhere using misty step .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Night-Touched Controller \n'b' Medium fiend (titanspawn), chaotic evil\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft. Saving Throws Dexterity +8, Constitution +7, Wisdom +6 Skills Perception +6, Stealth +8 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Infernal, Titan Speech (can\xe2\x80\x99t speak); telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The night-touched controller\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : animate dead , darkness \n'b' 1/day : create undead \n'b' Magic Weapons . The night-touched\xe2\x80\x99s weapon attacks are magical. \n'b' Night-Touched . Magical darkness doesn\xe2\x80\x99t impede the night-touched\xe2\x80\x99s darkvision . In areas of dim light or darkness, the night-touched has advantage on Dexterity ( Stealth ) checks to hide. \n'b' Sunlight Sensitivity . While in sunlight, the night-touched has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Sense Undead . The night-touched controller can automatically sense and discern the location of any undead within 120 feet. \n'b'\n'b' Actions \n'b'\n'b' Life Drain . Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 60 ft., one target. Hit : 26 (5d8 + 4) necrotic damage plus 22 (5d8) cold damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the night-touched controller\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. \n'b' Charm Undead . The night-touched controller targets one undead it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed by the controller. The charmed target regards the controller as a trusted friend to be heeded and protected. The effect lasts 24 hours or until the night-touched is destroyed, is on a different plane of existence. \n'b'\n'b' Tactics \n'b' Night-touched controllers generally do not engage in direct combat. They prefer to summon or create the appropriate creatures to defeat whatever obstacles are present. When forced into combat, they attack with their club-like hands once their useful spells are exhausted. \n'b' The night-touched are one of the many varieties of creatures created, it is said, as an experiment that combined the essence of demonic fiends with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead. Physically, night-touched are very strange. In its natural state, their \xe2\x80\x9cskin\xe2\x80\x9d is extremely smooth, with an almost rubbery feel to it. It is always a deep midnight blue, aubergine, or obsidian color that seems to absorb any light that touches it. The night-touched have internal organs, but like those of undead creatures, they do not really function. They have thick, dark green blood that oozes slowly out of wounds, rather than spurting or pulsing like that of a living creature. \n'b' Creatures of Darkness . Although night-touched are intelligent, their minds are incomprehensible to most mortals. They are generally solitary, paranoid creatures who believe that anything they cannot control must be destroyed. They have been known to join forces on occasion, or even to form extremely powerful bands with other types of creatures, ravaging nearby regions. Night-touched can be found anywhere, but they prefer to remain in darkness at all times. There are several breeds of night-touched, each of which was granted different powers to make the chase more interesting. Only two types are shown here, but numerous others exist. \n'b' Night-touched controllers are able to manipulate undead. Their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will. They are often found in the company of undead creatures, and they shun contact with other night-touched. \n'b' A night-touched controller is a strange being with a vaguely humanoid shape, roughly the size of a human male. Its skin is a rubbery deep purplish-black, and it has a severely hunched back. Its abnormally large, thick hands have just three fingers and a thumb.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Athena: God of Wisdom and Warfare \n'b' Medium celestial (divinity), neutral \n'b' Armor Class 21 (Aegis) Hit Points 255 (30d8 + 120) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 24 (+7) CON: 18 (+4) INT: 14 (+2) WIS: 28 (+9) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +14, Wis +16 Skills Acrobatics +14, Athletics +12, History +9, Insight +16, Religion +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 60 ft., passive Perception 19 Languages Celestial, Common; telepathy 60 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Athena fails a saving throw, she can choose to succeed instead. \n'b' Godly Weapons . Athena\xe2\x80\x99s weapon attacks are magical. \n'b' The Art of War . Once per turn, when Athena hits a target with an attack she can use one of the following manoeuvers on top of dealing damage:\n'b'\n'b' Disarm : The target must succeed on a DC 22 Strength saving throw or an object they are holding (of Athena\xe2\x80\x99s choice) is sent flying 20 feet in a random direction. \n'b' Swipe the Legs : The target has to succeed on a DC 22 Strength saving throw or be knocked prone . \n'b' Surgical Aim : Athena\xe2\x80\x99s Spear attack deals an additional 7 points of piercing damage. \n'b'\n'b' Spell Mirroring Aegis . Any time Athena is targeted by magic missile , a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, Athena is affected normally. On a 5 to 6, Athena is unaffected, and the spell is reflected back at the caster as though it originated from Athena, turning the caster into the target. \n'b' Actions \n'b' Dancing Blade (recharges 5-6) . Athena moves up to her movement speed without provoking opportunity attacks. She makes an attack roll against every creature of which she passes within 10 feet, dealing 43 (8d8+7) piercing damage. \n'b' Multiattack . Athena makes 3 Spear attacks. or 2 Spear attacks and 1 Aegis Bash attack. \n'b' Spear . Melee Weapon Attack : +14 to hit, reach 10 ft. or range 60/180 ft., one target. Hit : 24 (5d6 + 7) piercing damage. \n'b' Aegis Bash . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (3d4 + 5) bludgeoning damage. On a hit, the target has to make a DC 20 Constitution saving throw or be stunned until the end of its next turn. \n'b' Reactions \n'b' Counter Strike . Athena adds 4 to her AC against one melee attack that would hit. To do so, Athena must see the attacker and be wielding a melee weapon. If the attack is blocked, she can make a Spear attack against her attacker \n'b' Legendary Actions \n'b' Athena 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. Athena regains spent legendary actions at the start of her turn. \n'b' Attack . Athena makes 1 Spear attack or Aegis Bash attack. \n'b' Move . Athena moves up to half her movement speed. \n'b' Defensive Stance (Costs 3 Actions) . Athena\xe2\x80\x99s AC increases by 2 until the start of her next turn. While in this stance she cannot make opportunity attacks, but can take as many reactions as she wants. \n'b' About \n'b' Athena, also referred to as Athene, is a god of many things. She is the god of wisdom, courage, inspiration, civilization, law and justice, strategic warfare, mathematics, strength, strategy, the arts, crafts, and skill. She is known most specifically for her strategic skill in warfare and is the patron god of heroic endeavour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Night-Touched Hound \n'b' Medium fiend (titanspawn), chaotic evil\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 17 (+3) INT: 7 (-2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 50 ft. Saving Throws Dexterity +3, Constitution +5, Wisdom +4 Skills Perception +6, Stealth +3 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 16 Languages Infernal, Titan Speech (can\xe2\x80\x99t speak); telepathy 120 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The night-touched hound\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.\n'b'\n'b' 3/day : expeditious retreat \n'b' 1/day : misty step \n'b'\n'b' Magic Weapons . The night-touched\xe2\x80\x99s weapon attacks are magical. \n'b' Night-Touched . Magical darkness doesn\xe2\x80\x99t impede the night-touched\xe2\x80\x99s darkvision . In areas of dim light or darkness, the night-touched has advantage on Dexterity ( Stealth ) checks to hide . \n'b' Peerless Tracker . The night-touched hound can use a bonus action to choose one creature it can see as its quarry. The hound knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The hound can have only one creature designated as its quarry at a time. \n'b' Sunlight Sensitivity . While in sunlight, the night-touched has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage. \n'b' Description \n'b' Night-touched hounds are always ready and willing to attack their prey, but often they are accompanied by more dangerous allies, with commands to simply track and corner the quarry. \n'b' This mastiff-sized beast resembles a hound, but it has no fur. Its flesh seems rubbery, and it is hard to say whether it is dark brown or black in color. The creature\xe2\x80\x99s eyes and teeth glimmer faintly like pearls against its dark hide. \n'b' Unrelenting Nocturnal Predators . Because of their aversion to sunlight, night-touched hounds typically harry their prey only after sundown. However, they are intelligent, and if they have reason to believe the prey is aware of its pursuers and nearing a friendly sanctuary or stronghold, then the hound might suffer the effects of sunlight to reach the prey in time. Getting its prey is always a hound\xe2\x80\x99s first priority. \n'b' When they do attack, night-touched hounds simply savage their victims until one of them is dead, much like any wolf or hunting dog. They may catch foes off-guard initially, though, by approaching with a sudden burst of speed using expeditious retreat or from seemingly nowhere using misty step .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightcrawler \n'b' Gargantuan undead , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 188 (13d20 + 52) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 24 (+7) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +10, Wisdom +8, Charisma +11 Skills Arcana +13, Athletics +10, Insight +8, Nature +13, Religion +13 Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 12 Languages Abyssal, Common, Infernal; telepathy 100 ft. Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Desecrating Aura . Undead within 30 feet of the nightcrawler, including the nightcrawler itself, have advantage on saving throws against turn undead. \n'b' Innate Spellcasting . The nightcrawler\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC19, +11 to hit with spell attacks). It can cast the following spells without components:\n'b'\n'b' At will : detect magic , levitate \n'b' 3/day each : cone of cold , confusion , hold monster \n'b' 1/day each : finger of death , plane shift \n'b'\n'b' Light Aversion . If a nightcrawler begins its turn in an area of bright light, it must make a DC18 Constitution saving throw or be poisoned until the start of its next turn. It makes the saving throw with disadvantage if it is in an area of bright light that counts as sunlight. \n'b' Actions \n'b' Multiattack . The nightcrawler can make one attack with its Bite and one attack with its Sting. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15ft., one creature. Hit : 17 (3d8 + 4) piercing damage, and the target must make a DC19 Dexterity saving throw or be grappled (escape DC19). If the target is a Large or smaller creature and is grappled by the nightcrawler\xe2\x80\x99s pincers, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the nightcrawler, and at the start of each of the nightcrawler\xe2\x80\x99s turns, the swallowed creature takes 17 (5d6) cold damage and 17 (5d6) necrotic damage, and it must make a DC19 Constitution saving throw. On a failed save, its maximum hit points are reduced by the amount of necrotic damage it took. If the nightcrawler takes 50 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone . \n'b' Sting . Melee Weapon Attack : +10 to hit, reach 15ft., one creature. Hit : 13 (2d8 + 4) piercing damage, and the target must make a DC19 Constitution saving throw. On a failed save, the target is poisoned for 1 minute; on a successful save, there is no further effect. At the beginning of each of its turns while it remains poisoned , it takes 17 (5d6) necrotic damage and has its maximum hit points reduced by half the amount of necrotic damage it took that turn. At the end of its turn, it can repeat the saving throw, ending the effect on a success. \n'b' Summon (1/day) . As an action, the nightcrawler can summon 1d6 greater shadows. These summoned creatures cannot summon or create further thralls or undead, and disappear after being dropped to 0 hit points , or after 1 minute. These greater shadows use the statistics of a shadow , save that they have a Challenge Rating of 3 (700 XP), their hit points are 38 (7d8 + 7), their Strength Drain ability has a +5 to hit and deals 16 (4d6 + 2) necrotic damage in addition to their normal reduction to the target\xe2\x80\x99s Strength score.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightgarm \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Vulnerabilities radiant; bludgeoning, piercing, and slashing from nonmagical attacks made with silvered weapons Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant, Goblin , telepathy 60 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Telepathic Bond . The nightgarm ignores the range restriction on its telepathy when communicating with a falseheart it has birthed. The nightgarm and its falseheart don\xe2\x80\x99t need to be on the same plane of existence. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nightgarm makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the nightgarm, and it takes 10 (3d6) acid damage at the start of each of the nightgarm\xe2\x80\x99s turns. The nightgarm can have only one creature swallowed at a time. If the nightgarm takes 20 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by her and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Lupine Howl (1/Day) . The nightgarm magically calls 2d4 wolves or 2 dire wolves. The wolves arrive in 1d4 rounds, acting as allies of the nightgarm and obeying her telepathic commands. The wolves remain for 1 hour, until the nightgarm dies, or until the nightgarm dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' This red-furred lupine creature has a too-wide mouth and blood-soaked claws. \n'b' Created in a ritual performed over a pregnant worg , nightgarms are always born female and are followers of the Great Wolf. \n'b' Wide-Jawed Lupines . Nightgarms resemble red-furred worgs with wide mouths, half-formed fingers, and comfort with bipedal and quadrupedal movement. They can hold items in their front paws, and their jaws can open to swallow especially large creatures. \n'b' Mother of Falsehearts . If a nightgarm eats a humanoid corpse whole, it gives birth nine hours later to a duplicate of the victim, known as a falseheart (see the Falseheart Template sidebar). Falsehearts are loyal to the nightgarm that birthed them and retain enough of the victim\xe2\x80\x99s memories and capabilities to integrate into society as the victim. \n'b' Falseheart Template \n'b' The corpse of any Humanoid can become a falseheart if eaten whole by a nightgarm. When a Humanoid becomes a falseheart, it retains its statistics, except as described below. \n'b' Type . The Humanoid\xe2\x80\x99s type changes to Monstrosity. \n'b' Alignment . The falseheart\xe2\x80\x99s alignment changes to chaotic evil. \n'b' Damage Vulnerabilities . The falseheart is vulnerable to radiant damage. \n'b' New Trait: Convincing Copy . A creature very familiar with the Humanoid the falseheart replaced can tell the falseheart is an imitation with a successful DC 20 Wisdom ( Insight ) check. \n'b' New Trait: Keen Smell . The falseheart has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' New Trait: Mother\xe2\x80\x99s Love . The falseheart is magically bound to the nightgarm that birthed it, following the nightgarm\xe2\x80\x99s telepathic commands.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightgaunt \n'b' The terrible outline of something noxiously thin and bat-winged descends silently from above-a faceless black being with smooth, whale-like skin and horns that curve toward each other. Its barbed tail lashes needlessly as it clutches the air with ugly prehensile paws. \n'b' Large aberration , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 4 (-3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +8, Wisdom +7, Charisma +7 Skills Athletics +8, Intimidation +7, Perception +7, Stealth +11 Damage Resistances bludgeoning, necrotic Condition Immunities blinded , frightened Senses blindsight 120 ft., passive Perception 17 Languages understands Common, Abyssal, and Void Speech, but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Flyby . The nightgaunt doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Pack Tactics . The nightgaunt has advantage on attack rolls against a creature if at least one of the nightgaunt\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Magic Resistance . The nightgaunt has advantage on saving throws against spells and other magical effects. \n'b' Utterly Silent . The nightgaunt doesn\xe2\x80\x99t make a sound and has advantage on Dexterity ( Stealth ) checks. \n'b' Void Traveler . The nightgaunt doesn\xe2\x80\x99t require air, food, drink, or ambient pressure. \n'b' Actions \n'b' Multiattack . The nightgaunt can use its Baneful Presence. It then makes three attacks: two with its clutching claws and one with its barbed tail. If the nightgaunt is grappling a creature, it can use its barbed tail one additional time. \n'b' Clutching Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained . The nightgaunt has two claws, each of which can grapple only one target. While using a claw to grapple, the nightgaunt can\xe2\x80\x99t use that claw to attack . \n'b' Barbed Tail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Baneful Presence . Each creature of the nightgaunt\xe2\x80\x99s choice that is within 30 feet of the nightgaunt and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on all attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the nightgaunt\xe2\x80\x99s Baneful Presence for the next 24 hours. \n'b' About \n'b' Silent Malevolence . Nightgaunts never speak or smile, having only a suggestive blankness where a face ought to be. The beating of a nightgaunt\xe2\x80\x99s membranous wings makes no sound; nor does the tickling grasp of its cold, rubbery paws. \n'b' Nightmare Servitors . These mindless aberrations are creations of an elder god of the Great Abyss, who wages inter-dimensional war with various gods and horrors of the Outer Void. Nightgaunts serve as the advance guard and battle steeds of the ghouls that inhabit the darkest corners of the Shadow Realm and realms of pure dream and fancy. On occasion, they ally themselves with humans and the forces of light against greater chaos and particularly hated demon lords. Such alliances last only so long as is necessary to restore the rule of law and burn out all corruption from a place. Once this is accomplished, they sometimes leave, satisfied in their work, and other times remain to attack the wounded forces of good.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightgaunt \n'b' Medium aberration (mythos), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 48 (8d8 + 12) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Perception +4, Stealth +5 Damage Immunities cold Senses blindsight 120 ft., passive Perception 14 Languages Deep Speech (can\xc3\xaf\xc2\xbf\xc2\xbdt speak) Challenge 1 (200 XP) \n'b' Special Traits \n'b' Faceless . A nightgaunt has no face but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe and is immune to all inhaled and scent-based effects. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target, Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the nightgaunt can\xc3\xaf\xc2\xbf\xc2\xbdt use its claws on another target. \n'b' Tickle . As a bonus action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at a DC 13 Constitution save or be incapacitated until the end of the nightgaunt\xc3\xaf\xc2\xbf\xc2\xbds next turn. \n'b' About \n'b' Nightgaunts haunt the deepest and darkest chasms of dreams and lurk in the shadows that loom at the edges of sane slumber but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe\xc3\xaf\xc2\xbf\xc2\xbdyet the lack of any facial features is what makes it truly nightmarish. A typical nightgaunt would stand 7 feet tall if fully upright and weighs 175 pounds. \n'b' Emotion Eater . Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight. Most nightgaunts have little interest in anything other than sating their hunger on sleepers and gather in colonies to entertain each other by sharing emotion-memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightgaunt \n'b' Medium monstrosity (extraterrene), chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d8+24) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Condition Immunities blinded , frightened , gaze attacks Damage Resistances bludgeoning, cold Senses blindsight 120 ft. (blind), passive Perception 14 Languages Benthic (can\xe2\x80\x99t speak) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Carry Off A nightgaunt can fly at its normal speed while carrying a grappled creature of Medium size or smaller. Three nightgaunts grappling the same Large creature can fly at their normal speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nightgaunt makes two claw attacks and one gore attack . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1d6+2 slashing damage, and the target is grappled (escape DC 13). \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 2d4+2 piercing damage. \n'b' Horrifying Grasp . Melee Spell Attack : +5 to hit, reach 5 ft., one grappled living creature. Hit : The target is incapacitated for 1 minute. At the end of each of its turns, the target can attempt a Cha save (DC 11) to end the effect early. \n'b'\n'b' ABOUT \n'b' This lean humanoid creature has large bat-like wings, a pair of horns jutting from its head, and a long, snaky tail. \n'b' Its body is covered in rubbery black hide, and it has no face. \n'b' Nightgaunts are horrible gargoyle-like creatures that often serve as guards or sentries for more intelligent creatures. They can be called and bound with various unspeakable rituals, and in fact seem to exist specifically to serve when called. Powerful wizards, evil priests, and alien beings are often protected by nightgaunt guards; in fact, many of these monsters infest decadent cities, where they serve as the spies and soldiers of the cult of Nyarlathotep. \n'b' Nightgaunts never abandon their duties, and often remain on guard for centuries after their masters pass on and their treasures crumble into dust. More than a few crypts and ruins lost in Thule\xe2\x80\x99s wilderness are vigilantly guarded by nightgaunts summoned countless years ago, even though there is nothing left to protect. When not bound to another\xe2\x80\x99s service, nightgaunts seek out the deepest, darkest caverns they can find-they dislike daylight and avoid it when they can.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nighthulk \n'b' Large undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Common, but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The nighthulk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Thrash (1/Turn) . The nighthulk gains advantage on a single melee weapon attack roll this turn. If the attack hits, it deals double damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The nighthulk makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 18 (4d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. If the target is a creature other than an elf or 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. While nighthulks can arise spontaneously where ghouls feast on the flesh of oxen, apes, or other muscular beasts, they are most common where a more intelligent ghoul , or ghast, guides their development to aid their own dominance.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Coachman \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) 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' Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Coach Trap . When any good or neutral creature gets inside the coach, or is forced inside, they must make a successful DC 13 Dexterity or Strength check or become trapped inside. A creature can also attempt to make a DC 13 Strength check to force their way out. The coach can be attacked and destroyed to free trapped creatures (AC 12; hp 25; vulnerable to radiant damage; immune to necrotic, poison, or psychic damage). \n'b' Sunlight Sensitivity . While in sunlight, the cursed coachman has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The cursed coachman makes two attacks. \n'b' Shadowy Whip . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 4 (1d8) necrotic damage. \n'b' About \n'b' Several bystanders dive out of the way as a dark coach races through the street. They look up and see the coach is pulled by a black steed and the driver is a strange-looking man. The cursed coachman then raises his whip and attacks an onlooker. \n'b' Pulling the Strings . This horrid monster was created after a tragic crash killed him and his family. He rides through the city at night, causing panic in the streets. The cursed coachman can order the nightmare that pulls the coach to follow his commands. \n'b' Caught in Trap . If a non-evil creature gets inside the coach they might never get out. The spooky-looking vehicle has trapped many individuals before. Some evildoers have used the coach to kidnap unsuspecting victims. A number of these unfortunates eventually find out they have traveled a great distance. Sometimes the victims aren\xe2\x80\x99t on the same plane of existence any more. \n'b' Ride Hailing . This undead creature can be commanded to drive evil-aligned creatures from one location to another. Unfortunately, this business is hurting the businesses of living coach drivers. \n'b' Undead Nature . A cursed coachman 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'Nightmare \n'b' Large fiend , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 60 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses passive Perception 11 Languages understands Abyssal, Common, and Infernal but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Confer Fire Resistance : The nightmare can grant resistance to fire damage to anyone riding it. \n'b' Illumination : The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet. \n'b'\n'b' Actions \n'b'\n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Ethereal Stride : The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. \n'b'\n'b' About \n'b' This eerie horse-like creature\xe2\x80\x99s skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightmare Predator \n'b' Tiny monstrosity , chaotic evil \n'b' Armor Class 17 Hit Points 260 (40d4+160) Speed 80 ft.\n'b' STATS STR: 16 (+3) DEX: 25 (+7) CON: 19 (+4) INT: 15 (+2) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +8, Cha +8 Skills Perception +8, Stealth +16, Survival +8 Condition Immunities exhaustion , frightened Senses darkvision 200 ft., passive Perception 23 Languages Common Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the nightmare predator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the nightmare predator instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Keen Senses . The nightmare predator has advantage on Wisdom ( Perception ) checks. \n'b' Magic Weapons . The nightmare predator weapon attacks are magical. \n'b' Nimble Escape . The nightmare predator can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Pounce . If the nightmare predator moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone, the nightmare predator can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the nightmare predator can long jump up to 50 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nightmare predator attacks seven times: once with its bite and four times with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 16 (2d8+7) piercing damage plus 11 (2d10) psychic damage. The nightmare predator regains hit points equal to the psychic damage taken. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 14 (2d6+7) slashing damage plus 7 (2d6) psychic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Fast Reactions . The nightmare predator can take 3 reactions each round, but never the same reaction twice against the same target. \n'b' Uncanny Dodge . When an attacker that the nightmare predator can see hits it with an attack, the nightmare predator can use its reaction to halve the attack\xe2\x80\x99s damage against it. \n'b' Vicious Rend . When the nightmare predator hits the same target with its bite and claw attacks on its turn, it can use its reaction to deal an extra 18 (4d8) slashing damage. \n'b'\n'b' ABOUT \n'b' In the immeterial realms of thought, through the seas of the Astral Plane and in the dimensions in between, there lurk creatures that have existed since time began. These entities are thought by mortals to be monsters but they simple are-both more and less than the creatures burdened with the souls that they so voraciously crave. Millennia spent in constant search for prey have transformed these already lethal creatures into death incarnate, and when they do slip into the Material Plane they take lives with a fervor that puts even the most bloodthirsty warriors to shame. \n'b' A nightmare predator darts between victims with an alacrity that leaves witnesses thinking that a freak accident has occurred, totally unaware that a murderous monster is in their midst.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nightwalker \n'b' Huge undead , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 345 (30d12 + 150) Speed 40 ft.\n'b' STATS STR: 35 (+12) DEX: 14 (+2) CON: 21 (+5) INT: 20 (+5) WIS: 21 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +18, Dexterity +8, Constitution +11, Wisdom +11 Skills Arcana +11, Insight +11, Perception +11, Stealth +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Siege Monster . The nightwalker deals double damage to objects and structures. \n'b' Desecrating Aura . Undead within a 30-foot radius of the nightwalker have advantage on attack rolls and saving throws. \n'b' Eyes of Night . Magical darkness doesn\xe2\x80\x99t impede the nightwalker\xe2\x80\x99s darkvision . \n'b' Sunlight Weakness . While in sunlight, the nightwalker has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Innate Spellcasting . The nightwalker\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no material components. \n'b' At will : contagion , darkness , dispel magic , blight \n'b' 3/day each : confusion , haste , hold monster , invisibility \n'b' 1/day each : cone of cold , finger of death , plane shift \n'b' Actions \n'b' Multiattack . The nightwalker makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 25 (3d8 + 12) slashing damage plus 14 (4d6) cold damage. \n'b' Army of Shadows (1/day). The nightwalker magically calls 2d4 shadows, provided that the nightwalker is not in bright light. The shadows arrive in one round, acting as allies of the nightwalker and obeying its commands. The shadows remain for 1 hour, until the nightwalker dies, or until the nightwalker dismisses them as a bonus action. \n'b' About \n'b' The most commonly encountered nightshade is the giant-like nightwalker. This powerful foe leads armies of undead against the living, but unlike most mortal generals the nightwalker is not content to stand back and observe the battles from safety. The undead creature is ever eager to put its tactics and plans to the test itself, and takes part in battles in every possible occurrence save for those that the creature has determined are self-destructive. This is not to say that the nightwalker never sacrifices its troops to gain a tactical advantage-just that these attacks are the only ones the monster feels no urge to participate in directly. \n'b' Nightwalkers enjoy inflicting despair before death, particularly by destroying valued objects or murdering loved ones before delivering the final blow to a foe. \n'b' A nightwalker is 20 feet tall and weighs 5,000 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Athnahga \n'b' Family: Athnahga \n'b' Large aberration , neutral \n'b' Armor Class 16 (natural) Hit Points 91 (14d10+14) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 13 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +4 Saving Throws Dex +5, Wis +4 Condition Immunities prone Senses darkvision 120 ft., passive Perception 12 Languages Common, Aquan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The athnahga can breathe air and water. \n'b' Mesmerize . As a non-combat action, the athnahga can attempt to mesmerize any number of targets. The creature must do a series of gesticulations with its body to do so. While doing this, the athnahga cannot move, but can take normal actions . If the creature can continue its motions for two full rounds, the mesmerism takes effect. All creatures within 60 feet that observe the athnahga must make a DC 15 Wisdom saving throw or be affected as if by a hypnotic pattern spell. \n'b' Innate Spellcasting . The athnahga\xe2\x80\x99s innate spellcasting ability is Wisdom (Spell Save DC 15). The athnahga can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 2/day each : command , control water , control weather , fog cloud , hold person , sanctuary , wind wall . \n'b'\n'b' ACTIONS \n'b'\n'b' Tail Lash . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. In addition, the target becomes grappled (escape DC 14). \n'b' Constriction . If a creature is constricted at the start of the athnahga\xe2\x80\x99s turn, that creature must make a Strength ( Athletics ) or Dexterity ( Acrobatics ) check (DC 14) or take 11 (2d6+4) bludgeoning damage. While constricted, the target is considered restrained . A constricted target remains constricted until they use an action and succeed at an escape attempt (DC 14). The athnahga can only constrict one creature at a time. As long as the target is medium size or smaller, the athnahga can move normally and bring the creature with it without breaking the constriction. \n'b'\n'b' ABOUT \n'b' The athnahga are large creatures with a body like a snake with frills of various sizes and shapes running its entire length. These frills are each as unique as the athnahga, and their color ranges from monochrome to rainbow, to all mixtures in between. The athnahga\xe2\x80\x99s head is pointed and scaled with pronounced feathers and appears as a mixture of human and lizard combined. It is the eyes which give it the human touch. Some athnahga even have beards. The athnahga grow to great length, some being 50 feet long, but most average around 30 feet in length. Their bodies are quite wide, spanning up to two feet in diameter for a full-grown athnahga. \n'b' River Dwellers . The athnahga live near or in rivers. Although they reside on land most of their lives, the athnahga can live underwater. Athnahga prefer simple abodes, but they cannot build them themselves. Hence, many do not live in keeps or temples, but just move up and down the river they call their own. However, when they do have someone build abodes for them, their homes are often elaborate multi-floor affairs with no stairs since they move like snakes and can crawl up walls. Should their abodes be built for other reasons, such as for praying or making offerings, there are often chambers and stairs and other accouterments to satisfy the needs of those entering to sacrifice to the athnahga. \n'b' Ever Growing . As athnahga age, they become stronger, larger, gain thicker skin, and can move faster. This is represented in their hit dice and associated statistics. \n'b' Cautious Killers . Athnahga attempt to weaken their opponents with their magic abilities. Once they sense their opponents are weakened, they move in, using their tail lash to wound their target, while at the same time, attempting to wrap themselves around the target to constrict it. Athnahga make every effort to split multiple opponents up, so they can attack an opponent one on one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nihileth \n'b' Large undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 157 (21d10 + 42) Speed 10 ft., swim 40 ft. (fly 40 ft. (hover) in Void ghost form)\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 15 (+2) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +8, Wis +6 Skills History +12, Perception +10 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , restrained Senses darkvision 120 ft., passive Perception 20 Languages Void Speech, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Ghostly Body (Void Ghost Form Only) . The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the prone condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Infecting Telepathy . If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a DC 15 Wisdom saving throw or become infected with the nihilethic rot disease. \n'b' Nihilethic Rot . This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the lesser restoration spell. After 1 minute, the creature\xe2\x80\x99s flesh becomes slimy and translucent, and the disease can be cured only by the heal spell or similar magic. Until this disease is cured, the creature can\xe2\x80\x99t regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 (2d6) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth\xe2\x80\x99s control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth\xe2\x80\x99s control. \n'b' Undead Fortitude . If damage reduces the nihileth to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hp instead. \n'b' Undead Nature . The nihileth doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Void Aura . The nihileth is surrounded by a chilling cloud. A creature that isn\xe2\x80\x99t a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a DC 15 Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 (2d6) cold damage when it starts its turn within this aura. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nihileth makes two Tentacle attacks and one Tail attack , or it makes three Withering Touch attacks. \n'b' Tail (Undead Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft. one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Tentacle (Undead Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait). Withering Touch (Void Ghost Form Only). Melee Spell Attack : +9 to hit, reach 10 ft., one creature. Hit : 14 (3d6 + 4) necrotic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Void Shape . The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Body . When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The nihileth regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The nihileth makes a Wisdom ( Perception ) check. \n'b' Tail Swipe . The nihileth makes one Tail attack . \n'b' Rotten Drain (Costs 2 Actions) . One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 (3d6) psychic damage, and the nihileth regains hp equal to that amount. \n'b'\n'b' LAIR \n'b' While aboleths create their lairs underwater, spending most of their time submerged, a nihileth can create a lair outside the water, often in a cave or a ruined, abandoned city. Nihileth lairs on land typically contain several pools of water and are often within at least 1 mile of a large body of water, as the nihileth\xe2\x80\x99s ability to fully function outside of water is limited. \n'b' On initiative count 20 (losing initiative ties), the nihileth can take a lair action to cause one of the following effects; the nihileth can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Open the Void . Up to three points in water the nihileth can see within 90 feet of it become conduits to the Void. Each creature within 10 feet of a point must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) necrotic damage. \n'b' Void Absorbance . The nihileth can pull the life force from nearby nihilethic zombies \xc2\xa0and dominators to replenish its own life. Nihilethic dominators and zombies within 30 feet of the nihileth take a total of 21 (6d6) psychic damage, divided evenly between them, and the nihileth regains hp equal to that amount. If a zombie or dominator is reduced to 0 hp from this damage, it is destroyed. \n'b' Void Shuffle . The nihileth calls on the power of the Void within its lair to rearrange its servitors. The nihileth can teleport each nihilethic dominator and zombie it can see within 60 feet of it to an unoccupied space within 15 feet of the target\xe2\x80\x99s starting location. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a nihileth\xe2\x80\x99s lair is corrupted by its presence, which creates one or more of the following effects: \n'b'\n'b' Befouled Water . Water sources within 1 mile of a nihileth\xe2\x80\x99s lair are not only supernaturally fouled but can spread the nihileth\xe2\x80\x99s disease. A creature that drinks such water must succeed on a DC 11 Constitution saving throw or become infected with the nihilethic rot disease (see the Nihilethic Rot trait). \n'b' Thinned Veil . The veil between the Material Plane and the Void is thinner within 1 mile of the nihileth\xe2\x80\x99s lair. Beasts born or hatched in the area often have additional vestigial limbs, protoeyes, black or sludge-like blood, or similar signs of the corrupting influence of the Void. \n'b'\n'b' ABOUT \n'b' Eons ago, a group of aboleth left the Material Plane to wander through distant planes\xe2\x80\x94seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. \n'b' A Forgotten Tribe . As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises. \n'b' Changed by Planar Wandering . The plane-wanderers hadn\xe2\x80\x99t died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\xe2\x80\x94but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds. \n'b' Undead Servitors . Humanoids, giants, and monstrosities that succumb to the nihileth\xe2\x80\x99s disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombie , while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nihilethic Dominator \n'b' Large undead , neutral evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 82 (11d8 + 33) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 7 (-2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Damage Immunities cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form) \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages understands Void Speech and the languages it knew in life but can\xe2\x80\x99t speak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dual State . Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form with a blackish-purple haze within. \n'b' Zombie Nature . Unless noted otherwise, a nihilethic zombie has the same traits as a zombie , including their Undead Fortitude. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nihilethic dominator makes two tentacle slam attacks or two tendrils of the void attacks. \n'b' Tentacle Slam (Material Form Only) . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 8 (1d10 + 3) bludgeoning damage, and the creature must succeed a DC 14 Strength saving throw or be knocked prone . \n'b' Tendrils of the Void (Ethereal Form Only) . Melee Weapon Attack : +7 to hit, reach 15 ft., one creature. Hit : 6 (1d12) cold damage and 4 (1d8) necrotic damage. \n'b' Form Swap . As a bonus action, the nihilethic zombie can alter itself, shifting between its material and ethereal forms at will. \n'b' Void Body . As a reaction , the nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to divine damage. \n'b'\n'b' ABOUT \n'b' The nihilethic dominator is large, slimy?fleshed zombie whose fish-like head is ensorcelled with currents of void magic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nihilethic Dominator \n'b' Large undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Void Speech and the languages it knew in life but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ghostly Body (Void Ghost Form Only) . As the nihilethic zombie. \n'b' Undead Fortitude . As the nihilethic zombie. \n'b' Undead Nature . The nihilethic dominator doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nihilethic dominator makes three Claw attacks, or it makes two Tendril of the Void attacks. \n'b' Claw (Undead Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. \n'b' Tendril of the Void (Void Ghost Form Only) . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 7 (1d8 + 3) cold damage plus 7 (2d6) necrotic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Void Shape . As the nihilethic zombie. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Body . As the nihilethic zombie. \n'b'\n'b' ABOUT \n'b' Eons ago, a group of aboleth left the Material Plane to wander through distant planes\xe2\x80\x94seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. \n'b' A Forgotten Tribe . As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises. \n'b' Changed by Planar Wandering . The plane-wanderers hadn\xe2\x80\x99t died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\xe2\x80\x94but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds. \n'b' Undead Servitors . Humanoids, giants, and monstrosities that succumb to the nihileth\xe2\x80\x99s disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Niln \n'b' Medium elemental , neutral \n'b' Armor Class 14 Hit Points 61 (10d8 + 16) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 14 (+2) INT: 6 (-2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7 Skills Perception +4, Stealth +7 Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 14 Languages Niln Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Gaseous Form . The niln can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Drowning Fog . As a bonus action, the niln can fill the area within a 30 ft. radius of it with a cold, semi-solid fog. This area is difficult terrain and heavily obscured for all creatures except nilns until the start of the niln\xe2\x80\x99s next turn, and any creature in the affected area is unable to breathe unless it can breathe water. \n'b' Actions \n'b' Multiattack . The niln makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Drench . All nonmagical, open flames within a 30 ft. radius of the niln are extinguished. \n'b' About \n'b' Niln hail from a plane made of air and water; a vaporous and saturated realm known as the Quasi-Plane of Vapor. They are normally docile creatures, but are quick to anger, and relentless in their attack. \n'b' Like many elementals, niln are most at home on their native plane and rarely leave it. They sometimes travel the Elemental Planes of Air when not traveling through their own realm, but usually do not enter other planes unless summoned. Should one find itself on the Material Plane, it seeks to escape and return to its home plane unless confined or summoned by a spellcaster. Assigned tasks are completed to the best of the niln\xe2\x80\x99s ability and they rarely ask for much of anything in return. On the Material Plane, a niln seeks sources of vapor or steam in which to bathe its form so they are almost always encountered in such areas. \n'b' When first confronted, a niln surrounds itself with its drowning fog to deter would-be-aggressors. Those that insist on entering the fog and attacking the niln are met by its physical attack; the niln forms wispy tendrils from its form and lashes out at its foes. A niln will use its drench ability to extinguish any source of light its aggressors may be carrying, relying on its darkvision to aid it in the darkness thus created.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ningyo \n'b' A small fish bursts from the water and looks frantically about. Wet hair sprays droplets in all directions as it shakes its head to and fro, revealing a human face beneath its oily hair . Eight squirming tentacles writhe where whiskers would be. \n'b' Small aberration, neutral evil \n'b' Armor Class 15 Hit Points 77 (14d6 + 28) Speed 0 ft., fly 60 ft., swim 60 ft.\n'b' STATS STR: 8 (-1) DEX: 21 (+5) CON: 15 (+2) INT: 14 (+2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +2, Dexterity +8, Wisdom +3 Skills Deception +1, Insight +3, Perception +3 Damage Resistances acid, cold, fire, necrotic, poison Senses darkvision 120 ft., passive Perception 13 Languages Aquan, Common, Deep Speech Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Aquatic . The ningyo can breathe only underwater and can hold its breath for 1 hour. \n'b' Curse of Ill Fortune . When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll. \n'b' Actions \n'b' Multiattack . The ningyo makes four barbed tentacle attacks. \n'b' Barbed Tentacle . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage. \n'b' Reactions \n'b' Share Pain . When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack. \n'b' About \n'b' Curse of the Open Sea . Fishermen scream in horror and release their lines when they pull a ningyo from the sea, not only because of its frightful visage, but also because legend holds that ningyo are harbingers of destruction and ill fortune. A fisherman who takes home a ningyo is cursed with bad luck, and a village which sees one dead upon its shores is marked for doom. \n'b' Flesh of Eternal Youth . Legend tells that anyone who consumes the raw flesh of a ningyo will live forever. The tale goes that a man caught a ningyo and served it as sashimi to his fellow fisherman without realizing what it was. One man noticed that it was a ningyo and, not wishing to offend his host, told his friends to secretly dispose of their meal. One man, drunk on sake, forgot that he put his ningyo sashimi in his pocket and gave it to his adult daughter when he returned home. The daughter ate it and lived with eternal youth, marrying many lovers and watching them die while she remained young. After 800 years, she returned to her hometown and took her own life.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nisid \n'b' Small fey , chaotic good \n'b' Armor Class 16 (grace and poise) Hit Points 40 (9d6 + 9) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +4, Performance +6, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, lightning Condition Immunities charmed , frightened , poisoned Senses passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The nisid\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animal friendship, create food and water , absorb elements, lightning spear (as fire bolt, but lightning damage instead of fire) \n'b' 3/day each : detect thoughts , entangle , frozen hands (as burning hands but cold damage instead of fire), invisibility (self only) \n'b' 1/day each : call lightning , confusion , gust of wind , hallucinatory terrain , scorching ray \n'b'\n'b' Invisible in Water . The nisid is invisible while fully immersed in water. \n'b' Island Bond . A nisid who resides on a small, uninhabited island for an extended period of time forms a strong bond with the land, gaining a number of powers meant to protect the sanctity of its territory. The island must be no larger than 1 square mile in area per Hit Die the nisid has (usually 9 HD), and the nisid must be the only intelligent creature on the island for 1 uninterrupted year to cement the bond. After the bond has been formed, the nisid gains the isolation and never come back traits (see below) and has advantage on Wisdom ( Survival ) checks while on his island. A nisid who leaves his island for more than 1 hour per Hit Die or whose island is inhabited by an intelligent creature for longer than 1 month per Hit Die loses its island bond and must restart the bonding process, either on a new island or on the same island once all prerequisite conditions are met. \n'b' Isolation . A trespasser on the nisid\xe2\x80\x99s bonded island must succeed at a DC 14 Wisdom saving throw every full day it remains on the island or it takes 1d2 points of Wisdom damage as the nisid magnifies the trials of survival on an uninhabited and dangerous island with little hope of rescue. This Wisdom damage does not heal naturally until the trespasser leaves the nisid\xe2\x80\x99s island (though it can be healed through magic normally), slowly driving it mad. \n'b' Magic Resistance . The nisid has advantage on saving throws against spells and other magical effects. \n'b' Never Come Back . The nisid\xe2\x80\x99s ties to its island help keep it hidden from repeat visits, ensuring that even trespassers who want to return find doing so difficult. When a trespasser leaves a nisid\xe2\x80\x99s bonded island, it must attempt a DC 14 Wisdom saving throw. Failure results in its memories of the place becoming hazy \xe2\x80\x94 especially when it comes to locating it again. The trespasser takes a \xe2\x80\x9310 penalty on Wisdom ( Survival ) checks and any related skill check (GM\xe2\x80\x99s judgement) to determine the island\xe2\x80\x99s location or find it again, and the island and the nisid are treated as though under the effects of a permanent nondetection spell for any divination spells the target casts. The nisid can suppress this ability at will; typically, it does so until it determines the trespasser will not soon leave of her own volition or is otherwise going to be trouble. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nisid attacks twice with its lightning dagger or cold longbow. \n'b' Lightning Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) lightning damage. \n'b' Cold Longbow . Ranged Weapon Attack : +6 to hit, range 120 ft., one target. Hit : 5 (1d10) cold damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Nisid\xe2\x80\x99s Reproach (1/Day) . When the nisid is damaged by a creature within 60 feet of the nisid that it can see, the creature that damaged the nisid must make a DC 14 Dexterity saving throw, taking 16 (3d10) cold or thunder damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Nisids are castaway spirits, protectors of uninhabited or deserted islands. These little fey look like they might once have maintained a more delicate and youthful appearance, but after having spent decades or centuries alone, they look haggard, with unkempt hair and tough skin. Nisids rarely wear clothing, as they have little need for modesty or protection. They are excellent survivalists, living off what their island can provide. A typical nisid stands 4 feet tall and weighs 70 pounds. \n'b' Lonely Islanders . Loners by nature, a nisid claims and forms a bond with a single uninhabited island as his territory, and he seeks to preserve the island\xe2\x80\x99s untouched sanctity\xe2\x80\x94and his own solitude. Should someone happen upon a nisid\xe2\x80\x99s island, whether as a castaway, stranded by a storm, or deliberately seeking something, the nisid first spies on the interloper. If the trespasser simply wishes to get off the island, the nisid often offers to help his guest survive and escape (if only to hasten the process and return the island to its isolation). Using magic and his natural skill at survival, he may give the castaway access to water, food, or shelter\xe2\x80\x94in exchange for leaving the island unsullied when she leaves. \n'b' Those who agree and please the nisid might even be gifted with a final gust of wind to send them on their way. However, those who arrive with no intention of leaving hastily, or who drastically overstay their welcome without hope of escape, find the nisid a more hostile host, as a nisid finds murder a small price to pay for solitude. \n'b' Unwelcome guests find the trials of survival and hopelessness to be maddening, and each day drift closer to insanity through the nisid\xe2\x80\x99s isolation ability. Once the trespassers have been driven toward madness, the nisid attempts to turn them against each other, sowing distrust and casting confusion on large groups. If all else fails, the nisid might coax charmed animals, the nisid\xe2\x80\x99s only companions, into attacking interlopers: nothing says \xe2\x80\x9cget off my island\xe2\x80\x9d like a giant beast crashing out of the jungle. \n'b' Even when helping agreeable castaways, the nisid won\xe2\x80\x99t make life too easy, lest the trespassers decide to extend their stay. He makes just enough food and water available to sustain the \xe2\x80\x9cguests,\xe2\x80\x9d using abilities like hallucinatory terrain to keep any particularly bountiful areas of the island hidden. \n'b' Should the island be a truly deserted one, perhaps where an ancient civilization once flourished, a nisid is especially vigilant in keeping ruins or artifacts that could attract further interest in the island well hidden. And once a castaway leaves a nisid\xe2\x80\x99s island, she rarely finds a way to return.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Multitude \n'b'\n'b' Huge swarm of Medium undead, unaligned \n'b' Armor Class 12 (natural armor) Hit Points 133 (14d12 + 42) Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Resistances necrotic; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed , frightened , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 10 Languages understands Common and Dwarvish but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Swarm . The cursed multitude can occupy another creature\xe2\x80\x99s space and vice versa, and the cursed multitude can move through any opening large enough for a Medium humanoid. The cursed multitude can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Terrifying Presence . Any living creature that starts its turn in the same space as the cursed multitude must succeed on a DC 15 Wisdom saving throw or become frightened . This condition lasts for as long as the creature continues to occupy the same space as the cursed multitude or for 1 minute after the creature is no longer occupying the same space. After it is no longer in the same space as the cursed multitude, the frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the cursed multitude\xe2\x80\x99s Terrifying Presence for the next 24 hours. \n'b' Actions \n'b' Multiattack . The cursed multitude makes three melee attacks . \n'b' Bite . Melee Weapon Attack : +6 to hit, range 0 ft., one target in the cursed multitude\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) if the cursed multitude has half its hit points or fewer. \n'b' Claw . Melee Weapon Attack : +6 to hit, range 0 ft., one target in the cursed multitude\xe2\x80\x99s space. Hit : 14 (4d6) slashing damage, or 7 (2d6) if the cursed multitude has half its hit points or fewer. \n'b' Slam . Melee Weapon Attack : +6 to hit, range 0 ft., one target in the cursed multitude\xe2\x80\x99s space. Hit : 14 (4d6) bludgeoning damage, or 7 (2d6) if the cursed multitude has half its hit points or fewer. \n'b' About \n'b' The restless dwarven corpses of the cursed multitude climb over each other to reach their targets, releasing plaintive, sorrowful moans. \n'b' Cursed Dwarves . A great kingdom of reaver dwarves fell during a terrible winter. No one knows how, but it is certain the kingdom was felled from the inside. Many blame the frost giants, winter gods, wily fey, and even demons from the endless Void. Whatever the truth, its people remain in the fallen kingdom, cursed to wander between life and death in the forest and ruins of their ancient home. \n'b' Unintentional Killers . When the cursed dwarves encounter a lost traveler in the forest around their fallen city, they reach out to the traveler, seeking lost companionship. \n'b' Unfortunately, the rush of dwarven citizens spouting bits of their previous lives often overwhelms the traveler, driving the traveler out of the forest or out of its mind-if the crush of undead bodies doesn\xe2\x80\x99t kill the traveler first.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Niutomi \n'b' Medium celestial , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +4 Skills Athletics +10, Perception +7, Religion +6 Damage Resistances radiant Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 17 Languages Celestial, Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Weapons . The niutomi\xe2\x80\x99s weapon attacks are magical. When the niutomi hits with any weapon, the weapon deals an extra 2d8 radiant damage or 4d8 radiant damage against undead (included in the attack ). \n'b' Magic Resistance . The niutomi has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The niutomi makes two melee attacks . \n'b' Pitchfork . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 9 (2d8) radiant damage or 18 (4d8) radiant damage against undead. \n'b' Chain Undead . The niutomi may touch one incapacitated , paralyzed , petrified , stunned , or unconscious undead. The target must then make a DC 14 Constitution saving throw or be reduced to 0 hit points . If the saving throw succeeds, the undead creature loses the condition and may act normally on its next turn. Undead reduced to 0 hit points are chained on the niutomi\xe2\x80\x99s next turn and returned to their proper burial place or other destination. So long as they remain chained, the undead remain at rest and at 0 hit points . \n'b' Subdue Undead . The niutomi takes an action to force all undead within 10 feet to make a DC 14 Wisdom saving throw or be incapacitated for 1d6 rounds. \n'b'\n'b' ABOUT \n'b' The ox-headed warriors (although some are also said to have the heads of horses) are servants of the gods sent to enforce celestial decrees. They are sometimes sent to subdue troublemakers or to punish those who offend the gods. Their missions rarely involve the outright killing of living wrongdoers \xe2\x80\x93 in most cases their targets are subdued and taken to face judgment by either mortal judges or in extreme situations by the gods themselves. Though they are often tasked with capturing wrongdoers and bringing them to justice, the niutomi\xe2\x80\x99s next most important mission is the subdual or outright destruction of the undead, whom the gods of law consider to be abominations and an offense to the proper order of nature.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nixie \n'b' Tiny fey , neutral \n'b' Armor Class 15 Hit Points 2 (1d4) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 2 (-4) DEX: 20 (+5) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Persuasion +6, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses Passive Perception 14 Languages Aquan, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The nixie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its bag of seashell dust as a component:\n'b'\n'b'\n'b' 3/day : charm person \n'b' 1/day : water breathing \n'b'\n'b' Amphibious . The nixie can breathe air and water. \n'b' Magic Resistance . The nixie has advantage on saving throws against spells and other magical effects. \n'b' Wilde Empathy . The nixie can communicate with beasts as if they shared a language. It can make a DC 15 Charisma ( Persuasion ) check to convince a beast to do its bidding for an agreed upon amount of time. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1 +5) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 40/160 ft., one target. Hit : 6 (1 +5) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target becomes charmed for the same duration, or until it takes damage. \n'b'\n'b' ABOUT \n'b' Nixies are guardians of ponds, rivers, lakes, and springs. \n'b' They prefer dwelling in idyllic places, which they protect from the depredations of predators and careless humanoids. \n'b' While this often involves confusing enemies and driving foes away, nixies are not afraid of spilling blood to protect their homes\xe2\x80\x94though they prefer not to resort to such means unless completely necessary. Nixies are 4 feet tall and rarely weigh more than 45 pounds. \n'b' Nixies avoid combat if possible, using charm person to lead humanoids away from their lairs. They sometimes use this ability to enslave people to act as protectors or help with a task that is simply too big for them to deal with. They cast water breathing on charmed creatures helping with tasks below the surface. Nixies are reclusive and prefer to keep their presence hidden. They make lairs underwater, forming small communities if their numbers are great enough. \n'b' Legends speak of a secret nixie kingdom at the bottom of a great lake, but no one has yet confirmed its location. \n'b' Bog Nixie . In some lands, nixies are evil creatures who lead folk to drown in their waters, either by captivating their targets with song or by assuming the form of an animal or humanoid and tricking a hunter or explorer into dangerous waters. These evil nixies prefer dwelling in festering swamps or blighted fens and are typically known as bog nixies. The fact that a bog nixie can grant minor wishes, ironically, only increases their opportunities for evil, as brave or foolish explorers deliberately seek them out.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bog Nixie \n'b' Family: Nixie \n'b' Tiny fey , neutral evil \n'b' Armor Class 17 (mud armor) Hit Points 45 (10d4 +20) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 2 (-4) DEX: 20 (+5) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Persuasion +6, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 14 Languages Aquan, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The nixie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its bag of seashell dust as a component:\n'b'\n'b'\n'b' 3/day each : charm person , water breathing \n'b' 1/day : limited wish (acts as a wish spell except its power cannot exceed that of a 3rd-level spell) \n'b'\n'b' Amphibious . The nixie can breathe air and water. \n'b' Magic Resistance . The nixie has advantage on saving throws against spells and other magical effects. \n'b' Wilde Empathy . The nixie can communicate with beasts as if they shared a language. It can make a DC 15 Charisma ( Persuasion ) check to convince a beast to do its bidding for an agreed upon amount of time. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d2 +5) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 40/160 ft., one target. Hit : 6 (1d2 +5) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target becomes charmed for the same duration, or until it takes damage. \n'b' Captivating Song . The nixie sings a magical melody. Every humanoid and giant within 300 feet of the nixie that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The nixie must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the nixie is incapacitated . While charmed by the nixie, a target is incapacitated and ignores the songs of other nixie. If the charmed target is more than 5 feet away from the nixie, the target must move on its turn toward the nixie by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the nixie, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nixie\xe2\x80\x99s song for the next 24 hours. \n'b' Shape Changer . The nixie may use the polymorph spell to turn into any Tiny, Small or Medium beast that has a swim Speed or humanoid.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nixie \n'b' Family: Nixie \n'b' Small fey , neutral \n'b' Armor Class 13 Hit Points 27 (6d6 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Cha +6 Skills Deception +6, Insight +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . A nixie can breathe air and water. \n'b' Innate Spellcasting . The nixie\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14), and requires no material components for the following spells:\n'b'\n'b'\n'b' 3/day each : charm person \n'b' 1/day : suggestion \n'b'\n'b' Shapechanger . A nixie can use her action to polymorph into a Small or Medium aquatic creature, or back into her true form. Her statistics, other than her size , are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Lure . A nixie sings a magical melody. Every humanoid and giant within 300 feet of her that can hear her song must make a DC 13 Wisdom saving throw or be charmed until the song ends. The nixie must use a bonus action on her subsequent turns to continue singing. She can stop at any time. The song ends if the nixie is incapacitated . While charmed by the nixie, a target is incapacitated and ignores the songs of other nixies. If the charmed target is more than five feet away from the nixie, the target must move on its turn toward her by the most direct route, trying to get within five feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain such as lava or a pit, and whenever it takes damage from a source other than the nixie, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends. A target that successful saves is immune to the nixie\xe2\x80\x99s song for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Nixies are capricious water spirits that dwell in lakes and other large bodies of fresh water. They make their homes in the deeper waters, weaving together lilies and other water plants to form simple yet elegant homes. They are green-skinned with dark green hair and silver eyes, comely in form and feature, and have webbed hands and feet. While not aggressive, they can entrance humanoids and lure them into the water to become servants of the nixies for a year, after which the being is released. During their time in captivity, the captives are given the ability to breath underwater.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Athnahga, Elder \n'b' Family: Athnahga \n'b' Huge aberration , neutral \n'b' Armor Class 18 (natural armor) Hit Points 170 (20d12+40) Speed 60 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +5 Saving Throws Dex +6, Wis +5 Condition Immunities prone Senses darkvision 120 ft., passive Perception 12 Languages Common, Aquan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The athnahga can breathe air and water. \n'b' Mesmerize . As a non-combat action, the athnahga can attempt to mesmerize any number of targets. The creature must do a series of gesticulations with its body. While doing this, the athnahga cannot move, but can take normal actions . If the creature can continue its motions for two full rounds, the mesmerism takes effect. All creatures within 60 feet that observe the athnahga must make a DC 16 Wisdom saving throw or be affected as if by a hypnotic pattern spell. \n'b' Innate Spellcasting . The athnahga\xe2\x80\x99s innate spellcasting ability is Wisdom (Spell Save DC 16). The athnahga can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 2/day each : command , control water , control weather , fog cloud , hold person , sanctuary , wind wall . \n'b'\n'b' ACTIONS \n'b'\n'b' Tail Lash . Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 22 (3d10+6) slashing damage. In addition, the target becomes grappled (escape DC 16). \n'b' Constriction . If a creature is constricted at the start of the athnahga\xe2\x80\x99s turn, that creature must make a Strength ( Athletics ) or Dexterity ( Acrobatics ) check (DC 16) or take (3d10+6) bludgeoning damage. While constricted, the target is considered restrained . A constricted target remains constricted until they use an action and succeed at an escape attempt (DC 16). The athnahga can only constrict one creature at a time. As long as the target is large size or smaller, the athnahga can move normally and bring the creature with it without breaking the constriction. \n'b'\n'b' ABOUT \n'b' The athnahga are large creatures with a body like a snake with frills of various sizes and shapes running its entire length. These frills are each as unique as the athnahga, and their color ranges from monochrome to rainbow, to all mixtures in between. The athnahga\xe2\x80\x99s head is pointed and scaled with pronounced feathers and appears as a mixture of human and lizard combined. It is the eyes which give it the human touch. Some athnahga even have beards. The athnahga grow to great length, some being 50 feet long, but most average around 30 feet in length. Their bodies are quite wide, spanning up to two feet in diameter for a full-grown athnahga. \n'b' River Dwellers . The athnahga live near or in rivers. Although they reside on land most of their lives, the athnahga can live underwater. Athnahga prefer simple abodes, but they cannot build them themselves. Hence, many do not live in keeps or temples, but just move up and down the river they call their own. However, when they do have someone build abodes for them, their homes are often elaborate multi-floor affairs with no stairs since they move like snakes and can crawl up walls. Should their abodes be built for other reasons, such as for praying or making offerings, there are often chambers and stairs and other accouterments to satisfy the needs of those entering to sacrifice to the athnahga. \n'b' Ever Growing . As athnahga age, they become stronger, larger, gain thicker skin, and can move faster. This is represented in their hit dice and associated statistics. \n'b' Cautious Killers . Athnahga attempt to weaken their opponents with their magic abilities. Once they sense their opponents are weakened, they move in, using their tail lash to wound their target, while at the same time, attempting to wrap themselves around the target to constrict it. Athnahga make every effort to split multiple opponents up, so they can attack an opponent one on one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nixie, Stromkarl \n'b' Family: Nixie \n'b' Medium fey , neutral \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d8 + 30) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The stromkarl\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The stromkarl can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create food and water (water only) \n'b' 1/day each : control water \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stromkarl makes two spear or two longbow attacks. \n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Luring Song . The stromkarl sings a magical melody. Every humanoid and giant within 300 feet of the stromkarl that can hear the song must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends. The stromkarl must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the stromkarl is incapacitated . While charmed by the stromkarl, a target is incapacitated and ignores the songs of other stromkarls. If the charmed target is more than 5 feet away from the stromkarl, the target must move on its turn toward the stromkarl by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the stromkarl, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this stromkarl\xe2\x80\x99s song for the next 24 hours. \n'b' Minor Wish . Once per day, a stromkarl may create any magical effect of a spell level 3rd or less, in exchange for a gift or service from a humanoid. \n'b'\n'b' ABOUT \n'b' Always male, stromkarls are human-sized nixies that dwell in and around waterfalls and rushing whitewater. A stromkarl\xe2\x80\x99s musical voice mingles with the sound of the waters, often accompanied by a stringed instrument like a harp or fiddle. \n'b' Their music is enchanting, and some stromkarls are blamed for luring women and children to their doom. Stromkarls can be kindly, and are said to grant gifts to creatures they favor or who can perform a service for them. Some stromkarls may become patrons of heroes, aiding them or even tutoring them into a greater destiny. More whimsically inclined stromkarls sometimes set brave seekers of their aid on embarrassing tasks for their own amusement, while malicious ones may set rather cruel requirements, using their powers as a lure to inveigle lovers into their arms or setting up a tragically ironic fate for those who ask their aid one too many times.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nixie, Bog \n'b' Small fey , neutral evil \n'b' Armor Class 13 Hit Points 33 (9d6 + 9) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Cha +6 Skills Deception +6, Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . A bog nixie can breathe air and water. \n'b' Innate Spellcasting . The bog nixie\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14) and requires no material components for the following spells:\n'b'\n'b'\n'b' 3/day each : charm person , speak with animals \n'b' 1/day : suggestion \n'b'\n'b' Shapechanger . A bog nixie can use her action to polymorph into a Small or Medium aquatic creature, or back into her true form. Her statistics, other than her size , are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Lure . A bog nixie sings a magical melody. Every humanoid and giant within 300 feet of her that can hear her song must make a DC 13 Wisdom saving throw or be charmed until the song ends. The bog nixie must use a bonus action on subsequent turns to continue singing. The bog nixie can stop singing at any time. The song ends if the bog nixie is incapacitated . While charmed by the bog nixie, a target is incapacitated and ignores the songs of other bog nixies. If the charmed target is more than five feet away from the bog nixie, the target must move on its turn toward her by the most direct route, trying to get within five feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain such as lava or a pit, and whenever it takes damage from a source other than the bog nixie, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successful saves is immune to the bog nixie\xe2\x80\x99s song for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Nixies are capricious water spirits that dwell in lakes and other large bodies of fresh water. They make their homes in the deeper waters, weaving together lilies and other water plants to form simple yet elegant homes. They are green-skinned with dark green hair and silver eyes, comely in form and feature, and have webbed hands and feet. While not aggressive, they can entrance humanoids and lure them into the water to become servants of the nixies for a year, after which the being is released. During their time in captivity, the captives are given the ability to breath underwater. \n'b' Bog nixies are the evil cousins of the nixies that guard ponds, rivers, and lakes. They relish in tricking unsuspecting travelers or hunters into entering dangerous waters where the bog nixie can torment their victim or watch them drown.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Niya-Atha Warrior \n'b' Family: Niya-Atha \n'b' Medium fey , lawful neutral \n'b' Armor Class 16 (chain mail) Hit Points 49 (9d8 + 9) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +3 Skills Acrobatics +5, Athletics +4, Stealth +5 Senses passive Perception 10 Languages Common, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Reduce . If the warrior starts its turn enlarged, it can choose to end the effect and return to its normal size (no action required). \n'b' Standing Leap . The warrior\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. The warrior can\xe2\x80\x99t use this trait while enlarged. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warrior makes two Mace or Longbow attacks. \n'b' Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, or 9 (2d6 + 2) bludgeoning damage while enlarged. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while enlarged. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Enlarge . The warrior magically increases in size , along with anything it is wearing or carrying. While enlarged, the warrior is Large, doubles its damage dice on weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. While enlarged, it also can no longer use the Standing Leap trait. If the warrior lacks the room to become Large, this action fails. \n'b'\n'b' ABOUT \n'b' The armored simian spoke calmly during the negotiations, but as the negotiations turned sour, it leapt into action, growing in size and cleaving the table in half with its sword. The niya-atha are jungle fey that resemble large, human-sized simians. They live in isolated kingdoms deep in the wilderness, where they war and plot against each other in endless conflicts. \n'b' Though honorable and valorous, they are also utterly inhuman in mindset and obsessed with martial glory. \n'b' Unwilling Adventure . The niya-atha kidnap travelers in their territory, conscripting the victims as mercenaries in their internal wars. They are rich and honorable employers, but they often deploy their new mercenaries on brutal campaigns. Those who survive are returned to their lands with their promised pay and reassurance of future help from the niya-atha.\xc2\xa0Of course, fey timescales are very different from those of other creatures and a mercenary\xe2\x80\x99s descendants are as likely to receive assistance from the niya-atha as the mercenary themselves.\xc2\xa0More than one would-be warlord has seen a company of honorbound niya-atha join their side unprompted, repaying some karmic debt from a long-dead ancestor. \n'b' Size-Shifting Warriors . The niya-atha can grow magically from normal height to immense sizes. This comes with increased strength but often limits their other skills. Warriors lose some of their mobility, sorcerers can\xe2\x80\x99t harness their most deadly incantations, and rajas lose their disciplined defense. \n'b'\n'b' Rajas . The rajas are the kings of the niya-atha. In addition to being potent duelists, they\xe2\x80\x99re inspiring commanders whose mere presence can bolster the spirits of their troops. Most mercenaries who work with the niya-atha are paid and led by a raja. In their natural forms, rajas are slippery foes who are difficult to harm with offensive magic. While enlarged, they trade their defenses for a terrifying bellow and brute strength. \n'b' Sorcerers . Sorcerers are rare among the niya-atha, and each is celebrated as an omen of good luck. Descent from some long-forgotten elemental gives each sorcerer control over ice, allowing them to shield themselves and bombard foes with lethal accuracy. While enlarged, their ice magic loses some of its potency but becomes a frozen shield against their foes. \n'b' Warriors . Warriors are the most common niya-atha. Clad in armor and armed with brass weapons, they are swift, mobile soldiers capable of climbing across walls and leaping great distances. They surrender these advantages when they swell in size, instead simply battering down their foes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Niya-atha Raja \n'b' Medium fey , lawful neutral \n'b' Armor Class 17 (shield) \n'b' Hit Points 117 (18d8 + 36) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +3, Wis +4 \n'b' Skills Acrobatics +8, Intimidation +7, Perception +4, Persuasion +7 \n'b' Condition Immunities charmed , frightened \n'b' Senses passive Perception 14 \n'b' Languages Common, Sylvan \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Commanding Bulk . While the raja is enlarged, each friendly creature within 30 feet of the raja can\xe2\x80\x99t be charmed or frightened . \n'b' Evasion . If the raja is subjected to an effect that allows it to make a saving throw to take only half damage, the raja instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. The raja can\xe2\x80\x99t use this trait while enlarged. \n'b' Magic Resistance . The raja has advantage on saving throws against spells and other magical effects. The raja can\xe2\x80\x99t use this trait while enlarged. \n'b' Reduce . As the Niya-Atha Warrior.. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The raja uses its War Bellow. It then makes three Tulwar attacks or four Dart attacks. \n'b' Tulwar . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 14 (2d8 + 5) slashing damage if enlarged. \n'b' Dart . Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage, or 10 (2d4 + 5) piercing damage if enlarged. \n'b' War Bellow . The raja releases a loud, challenging bellow. Each hostile creature within 60 feet of the raja that can hear the bellow must succeed on a DC 15 Charisma saving throw or become frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the raja\xe2\x80\x99s War Bellow for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Enlarge . As the Niya-Atha Warrior. While enlarged, it also can no longer use the Evasion or Magic Resistance traits.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Niya-Atha Sorcerer \n'b' Medium fey , lawful neutral \n'b' Armor Class 13, 16 (natural armor) while enlarged \n'b' Hit Points 66 (12d8 + 12) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3, Wis +2 \n'b' Skills Arcana +3, Perception +2, Religion +3 \n'b' Damage Resistances cold Senses passive Perception 12 \n'b' Languages Common, Sylvan \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Icy Wrath . The sorcerer\xe2\x80\x99s weapons are imbued with icy magic. When the sorcerer hits with any weapon, the weapon deals an extra 4 (1d8) cold damage (included in the attack ). While enlarged, the sorcerer loses this bonus damage, but its AC increases to 16. \n'b' Reduce . As the Niya-Atha Warrior. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sorcerer makes three Scepter attacks or two Ice Shard attacks. \n'b' Scepter . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 4 (1d8) cold damage if the sorcerer is not enlarged, or 8 (2d6 + 1) bludgeoning damage if the sorcerer is enlarged. \n'b' Ice Shard . Ranged Spell Attack : +6 to hit, range 60/240 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 9 (2d8) cold damage. \n'b' Summon Iceberg (Recharge 5\xe2\x80\x936) . The sorcerer chooses a point it can see within 120 feet of it. Each creature within a 20 feet of that point must make a DC 14 Dexterity saving throw. On a failure, a creature takes 11 (2d10) bludgeoning damage and 7 (2d6) cold damage and is restrained until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained . The sorcerer can\xe2\x80\x99t use this action while enlarged. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Enlarge . As the Niya-Atha Warrior. While enlarged, it also can no longer use the Summon Iceberg action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Cursed Undead Soldier \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (studded leather) \n'b' Hit Points 45 (6d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the cursed soldier has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Curse of Immortality . When the cursed soldier is killed, it remains in initiative order. At the end of its next turn, the cursed soldier is restored with a new body and new equipment at full hit points in its original location. The bodies and equipment of defeated cursed soldiers rot away over the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cursed soldier makes two Longbow attacks or two Longsword attacks. It can use its Life Drain in place of one Longsword attack . \n'b' Life Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as another cursed soldier. \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nkosi \n'b' Variants \n'b' Medium humanoid (nkosi, shapechanger), lawful neutral \n'b' Armor Class 15 (studded leather) in Humanoid form Hit Points 27 (5d8 + 5) Speed 30 ft. (50 ft. in lion form)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common (can\xe2\x80\x99t speak in lion form) Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The nkosi has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the nkosi moves at least 20 feet straight toward a creature and then hits it with a Mambele attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the nkosi can make one Bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Mambele (Humanoid Form Only) . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The nkosi transforms into a Large lion or back into it ft. s true form, which is Humanoid. Its statistics, other than its size , speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth. \n'b' Beads and Braids . The nkosi resemble bestial humans with cat\xe2\x80\x99s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi\xe2\x80\x99s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. \n'b' Pridelords . Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nkosi Pridelord \n'b' Family: Nkosi \n'b' Medium humanoid (nkosi, shapechanger), lawful neutral \n'b' Armor Class 16 (studded leather) in Humanoid form Hit Points 82 (15d8 + 15) Speed 30 ft. (50 ft. in lion form)\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common (can\xe2\x80\x99t speak in lion form) Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The nkosi has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Brute . A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack ). \n'b' Hunter\xe2\x80\x99s Maw . If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the nkosi can make one bite attack against it as a bonus action . \n'b'\n'b' ACTIONS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the pridelord hits with it (included in the attack ). \n'b' Keen Smell . As the nkosi. \n'b' Pounce . As the nkosi, except the save DC is 14. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . As the nkosi. \n'b'\n'b' ABOUT \n'b' With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth-as befits a shapeshifter that can turn into a noble lion. \n'b' Beads and Braids . The nkosi resemble bestial humans with cat\xe2\x80\x99s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi\xe2\x80\x99s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment. \n'b' Clawlike Blades . In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they\xe2\x80\x99ve slain. \n'b' Pridelords . Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nobbler \n'b' Medium construct , unaligned \n'b' Armor Class 13 Hit Points 75 (10d8 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances bludgeoning Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The nobbler doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Expel Air . As a bonus action, the nobbler can expel the air inside it. Creatures inside the nobbler can\xe2\x80\x99t breathe. If the nobbler swallows another creature, the nobbler refills with air. \n'b' Go Limp . As a bonus action, the nobbler falls prone and goes limp. Until it moves, it is indistinguishable from a mundane sack. \n'b' Hungry Tracker . If fed an item such as a memento or signature piece of equipment, the nobbler can determine the location and approximate distance to the item\xe2\x80\x99s owner, so long as the nobbler and the owner are within 5 miles of each other. The consumed object is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nobbler makes two bite attacks. It can replace one bite with Nobble. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the nobbler can\xe2\x80\x99t bite another creature. If the damage from this attack reduces the target to 0 hit points , the target is stable but unconscious until it regains at least 1 hit point. \n'b' Nobble . The nobbler makes one bite attack against a Large or smaller creature it is grappling. On a hit, 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 nobbler, and it takes 10 (3d6) bludgeoning damage at the start of each of the nobbler\xe2\x80\x99s turns. If this damage reduces a creature to 0 hit points , the creature is stable but unconscious until it regains at least 1 hit point. The nobbler can hold up to four Medium or smaller creatures or one Large creature. If the nobbler takes 12 slashing damage or more from a single attack or spell, or if the nobbler dies, the nobbler regurgitates all swallowed creatures, which fall prone in a space within 5 feet of it. \n'b'\n'b' REACTIONS \n'b'\n'b' Gobble . When a creature touches the nobbler while the nobbler is prone using Go Limp, the nobbler bites the creature. \n'b'\n'b' Nobblers, sometimes called bag-people, are stealthy constructs designed to track and abduct unsuspecting quarry in the middle of the night. When inert, a nobbler appears to be nothing more than an empty sack made of leather, burlap, or hemp. While mobile, however, the creature takes a roughly humanoid shape, resembling a skulking kidnapper wearing a heavy cloak. A glance at the cloak\xe2\x80\x99s interior reveals nothing but yawning darkness. \n'b' Kidnappers send nobblers to track their targets in large towns, cities, and other densely populated areas where the nobbler can easily pass through unnoticed. \n'b' Nobblers are almost always sent to collect targets and return them alive, making bag-people useful to duplicitous despots as well as run-of-the-mill ransomers. \n'b' Enemies of the crown often find themselves on the wrong side of a nobbler so that one unscrupulous noble or another can exploit them with blackmail, imprisonment, or brainwashing. \n'b' Nobblers possess no intellect and frequently perform their orders to a frustratingly literal degree. When a nobbler is unable to locate its target, it might simply go inert until someone matching the target\xe2\x80\x99s description wanders by. As time goes on, the nobbler becomes frayed and its senses dull, expanding the scope of what it considers its quarry. It is not uncommon for adventurers and other interesting-looking folk to encounter confused nobblers in sewer gutters or alleyways. \n'b' In the dark corners of the Material Plane, elder things sleep. Sometimes when an inquisitive soul uses a crystal ball to scry on one of these entities, the entity gazes back. Such an entity can possess the crystal ball and absorb the essence of its beholder by caging the scryer in a prison of glass. The entity then animates the orb so that it can loose its own malevolent presence from beyond the stars.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Noble Stag \n'b' Large magical beast, unaligned \n'b' Armor Class : 15 Hit Points 45 (6d10+12) Speed : 50 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 7 (-2) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Athletics +5, Insight +8, Perception +8 Senses : darkvision 60 ft., passive Perception 18 Condition Immunities : charmed , paralyzed , restrained Languages : telepathic communication Challenge : 3 (700 XP) \n'b' Special Traits \n'b' Limited Telepathy : Noble stags are intelligent creatures, and even possess a limited telepathic ability which allows them to detect and read the thoughts and motives of those near them. This gives them a natural bonus to insight and perception, and allows them to communicate telepathically with any intelligent creature they can see, who can also see them. \n'b' Multiattack : The noble stag attacks twice each round-once with its clawed feet and once with its horns (gore). \n'b' Plane Shift : Despite their physical presence in the wild, and regardless of how rooted they may be in the world of mortals, noble stags can travel freely into the fey realms as well. In game terms this means they can plane shift (only themselves and only to and from the \xe2\x80\x98fey realms\xe2\x80\x99) as a bonus action. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d10+2) slashing damage. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d12+2) slashing damage. \n'b' About \n'b' Noble stags have a head and body similar to that of an antlered elk or deer, but with wings and legs like those of a giant eagle . They tend to make their nests atop high cliffs or boulder formations, though they sometimes nest amid the larger branches of particularly enormous trees. \n'b' Noble stags are forest spirits, living in peace within forests which have been untainted with evil. As a result, woodsmen, druids, and rangers often view the sighting of a noble stag as a sign of luck and good fortune. Although they have strong ties to the fey realms, and are natural beasts imbued with mystical power, noble stags nevertheless feed on a diet of grasses, bark, and roots. Noble stags are neither carnivorous nor naturally aggressive. They fight only if injured or ensnared, but struggle until exhausted or dead before permitting themselves to be captured. They fiercely protect their nests from invasion, and fight to protect their eggs or hatchlings if the male cannot successfully lure hunters away before the nest is discovered. \n'b' Arcane Value of a Noble Stag \n'b' The feathers and antlers of a noble stag can be used to enhance spells or increase weapon damage. The corpse of a male noble stag produces 1d100 usable feathers. The feathers can be used in two ways. Firstly, when used as a component in a feather fall spell, the feather of the noble stag doubles the normal duration of the spell, regardless of the caster\xe2\x80\x99s level. The feather loses its potency after one use. Secondly, if fashioned into a writing quill and used to scribe a fly spell, the noble stag\xe2\x80\x99s feather enhances the normal potency of the spell to function as though the spell had been cast using a spell slot one higher than was actually spent. The feather loses this magical property once the fly spell has been inscribed. \n'b' The antlers of a noble stag can be used to increase the potency of any weapons that spend time in the air. If fashioned into arrowheads, darts, or javelin tips, they increase the damage die of such weapons by one level (1d6 becomes a 1d8, etc.). A dozen arrowheads, darts, or javelin tips can be fashioned from each antler. \n'b' The heart of a noble stag contains the essence of its supernatural wisdom and intelligence. By eating the heart, a character gains one of the following abilities: 25% chance of detect thoughts (as per the spell), 25% chance of clairvoyance (as per the spell), 25% chance of detect evil (as per the spell), or 25% chance of wisdom (as per the potion). The ability can be used 1/short or long rest .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Noble Streynor \n'b' Large beast , unaligned \n'b' Armor Class 14 Hit Points 19 (3d10 + 3) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 17 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The noble streynor has advantage on Wisdom ( Perception ) checks that rely on hearing or smell up to 300 yards away. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (3d4 + 4) piercing damage. \n'b' About \n'b' The noble streynor is an evolved and magically active descendent of the prehistoric and extinct \xe2\x80\x9cbrown streynor\xe2\x80\x9d first mentioned in the Emperor\xe2\x80\x99s Song Cycle by the poet and naturalist Nevigistro. Like their ancestors, noble streynors are herd animals most often found in their choice habitats where scrub plains give way to desert sands. \n'b' In that arid region, noble streynors graze on short, tough grasses, but they prefer to eat flowering cactus plants. The flesh inside their mouths is especially tough, enabling them safely to consume errant cactus needles. \n'b' Noble streynors roam in herds of up to three dozen, placidly moving from one food source to the next. Though able to survive in diverse environments, noble streynors prefer areas less prone to precipitation, as their immune systems are weakened if their permeable hides spend too much time in the rain. \n'b' Noble streynors are hunted by the usual prey animals but do not often fall victim to them due to their magical ability to sense danger. At some point in its evolutionary past, the streynor was the subject of an alchemical experiment, and since then, every streynor is born with the inherent ability to detect potential predators within a 300-yard radius. Though not a particularly swift runner, a noble streynor can move quickly enough to avoid all but the fastest pursuer, given this advance warning. Despite its natural ability to avoid most threats, the noble streynor is still sought out by hunters who can sell the creature\xe2\x80\x99s frontal lobe for a high price to black-market magic users. Portions of a noble streynor\xe2\x80\x99s brain can be used to concoct various alchemical products and divination -based magic items, so they command high prices if the proper buyers can be found.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aalpamac \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 136 (13d12 + 52) Speed 15 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 2 (-4) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Perception +6 Damage Resistances cold Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The aalpamac can breathe air and water. \n'b' Distance Distortion Aura . The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can\xe2\x80\x99t move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac\xe2\x80\x99s Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aalpamac 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 : 16 (2d10 + 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' A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. \n'b' Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens. \n'b' Hungry Lake Monsters . The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water\xe2\x80\x99s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons. \n'b' Local Legends . An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as \xe2\x80\x9cChompo\xe2\x80\x9d or \xe2\x80\x9cthe Heron Lake Monster.\xe2\x80\x9d These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aetherbane Cat \n'b' Small fiend ( demon ), neutral \n'b' Armor Class 15 (natural armor) Hit Points 48 (16d4 + 8) Speed 40 ft., Climb 30 ft.\n'b' STATS STR: 9 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Dex +6 Skills Arcana +3, Perception +5, Stealth +6 Senses Truesight 60 ft., passive Perception 15 Languages understands any one language, but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Void . Spellcasters suffer disadvantage on checks to maintain their concentration on spells. In addition, whenever a creature casts a spell within 60 ft. of the Aetherbane Cat it must make a DC 13 Constitution saving throw or take 7 (2d6 + 1) psychic damage and have their spell negated, wasting their spell slot. On a success, the damage is halved and they suffer none of the negative effects. \n'b' Cat\xe2\x80\x99s Grace . The Aetherbane cat doesn\xe2\x80\x99t provoke opportunity attacks when it leaves an enemy\xe2\x80\x99s reach. \n'b' Dual Nature . The Aetherbane cat exists simultaneously in both the material and astral plane. \n'b' Keen Smell . The Aetherbane cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Limited Magic Immunity . The Aetherbane cat can\xe2\x80\x99t be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Magic Resistance . The Aetherbane cat has resistance to damage from spells. \n'b' Thread Scent . The Aetherbane cat can use its action to smell traces left by the arcane. It knows whether magic has been cast within 60 ft. of it in the past 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Aetherbane cat makes three attacks: two with its claws and one with its bite. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (2d6+1) piercing damage. \n'b'\n'b' ABOUT \n'b' These creatures have the size and appearance of a mundane lynx if seen from a distance, but up close it becomes clear they are something far different. Aetherbane cats\xe2\x80\x99 bodies are wreathed in fine tendrils of greyish smoke. Worse, though, their presence makes the hackles of any nearby Vayasi rise. \n'b' Though of fiendish origin, they are regularly used by the Tapestry of Truth because of their abilities. They are also commonly found protecting the banks of the Red Ingot Banking Company.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Atmu-thoth-rahat \n'b' Medium humanoid (human), chaotic good \n'b' Armor Class 10 Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) CON: 00 (+0) INT: 07 (+2) WIS: 26 (+3) CHA: 34 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +5 Skills History +6, Insight +7, Religion +6 Senses passive Perception 13 Languages Common, Khemitian Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Wrath of the Gods . Once per day, Atmu can bestow a curse on 10 or fewer creatures he can see. This curse forever seals the affected creatures away from the aid of the Khemitian gods; the gods will not help the cursed creatures in any way. Clerics who are cursed cannot receive spells if they worship one of the Khemitian deities. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' ABOUT \n'b' Atmu is a dealer in all things having to do with religion. He is a noble, a chief scribe, and reasonably wealthy. He doesn\xe2\x80\x99t depend on this business for income. He purveys and collects because of his deep faith in the pantheon of Khemit and his fascination with all other pantheons.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nochlean \n'b' Medium fey , chaotic evil \n'b' Armor Class 16 (earlobe scarf ) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t cold iron Skills Deception +1, Nature +4, Perception +4, Stealth +3 Damage Vulnerabilities thunder Senses darkvision 60 ft., passive Perception 14 Languages Common, Gnome, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The nochlean\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mage hand , knock \n'b' 3/day each : prestidigitation , sleep , spider climb \n'b' 1/day : dimension door \n'b'\n'b' Child-Scent . A nochlean has advantage on Wisdom ( Perception ) checks that rely on smell, but only with respect to humanoid children and immature animals. Thus, the nochlean could sniff out a child\xe2\x80\x99s hiding place or a den of wolf pups, but it could not sniff out the child\xe2\x80\x99s parents or the den mother. \n'b' Music Susceptibility . A nochlean is sensitive to music of all kinds, and different styles of music affect the nochlean in different ways. A creature within 20 feet of a nochlean can attempt to affect the creature with a Charisma ( Performance ) check. The nochlean must succeed at a Wisdom saving throw with a DC equal to the result of the Performance check or become affected by the music for as long as the music persists. The nochlean has disadvantage on attacks and saving throws as long as the music is playing. If the nochlean rolls a natural 1 on the saving throw it becomes enraged instead and has advantage on all attack rolls and saving throws and gains an additional claws attack for as long as the music is playing. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14). \n'b'\n'b' ABOUT \n'b' Predatory fey that delight in vandalizing homes, murdering pets, and stealing children, nochleans resemble incredibly thin, gangly humanoids with coarse black hair, large yellow eyes, and wickedly sharp claws. Their most recognizable features, however, are their extraordinarily large ears. A nochlean\xe2\x80\x99s earlobes are several feet long, and it usually keeps them wrapped around its neck like a scarf or draped over its hands to conceal its claws from casual notice. A nochlean stands 5-1/2 feet tall and weighs 50 pounds. \n'b' Quirky . Nochleans enjoy their wicked activities, frequently tittering from the shadows as they plan to raid a home, murder livestock, or lure away a lonely child. Nochleans are bold and crafty schemers who attack only when they feel like they have the advantage. A nochlean\xe2\x80\x99s careful plans evaporate in the presence of music, however, as the notes echoing around in their large ears affect them in erratic ways. Most nochleans flee from any source of music, and many tales tell of lone travelers unknowingly repelling the lurking creatures with casual whistling.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Nochlean \n'b' Medium fey , chaotic evil \n'b' Armor Class 16 (earlobe scarf) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +1, Nature +4, Perception +4, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities thunder Senses darkvision 60 ft., passive Perception 14 Languages Common, Gnome, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The nochlean\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mage hand , knock \n'b' 3/day each : prestidigitation , sleep , spider climb \n'b' 1/day : dimension door \n'b'\n'b' Child-Scent . A nochlean has advantage on Wisdom ( Perception ) checks that rely on smell, but only with respect to humanoid children and immature animals. Thus, the nochlean could sniff out a child\xe2\x80\x99s hiding place or a den of wolf pups, but it could not sniff out the child\xe2\x80\x99s parents or the den mother. \n'b' Music Susceptibility . A nochlean is sensitive to music of all kinds, and different styles of music affect the nochlean in different ways. A creature within 20 feet of a nochlean can attempt to affect the creature with a Charisma ( Performance ) check. The nochlean must succeed at a Wisdom saving throw with a DC equal to the result of the Performance check or become affected by the music for as long as the music persists. The nochlean has disadvantage on attacks and saving throws as long as the music is playing. If the nochlean rolls a natural 1 on the saving throw it becomes enraged instead and has advantage on all attack rolls and saving throws and gains an additional claws attack for as long as the music is playing. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14). \n'b'\n'b' ABOUT \n'b' Predatory fey that delight in vandalizing homes, murdering pets, and stealing children, nochleans resemble incredibly thin, gangly humanoids with coarse black hair, large yellow eyes, and wickedly sharp claws. Their most recognizable features, however, are their extraordinarily large ears. A nochlean\xe2\x80\x99s earlobes are several feet long, and it usually keeps them wrapped around its neck like a scarf or draped over its hands to conceal its claws from casual notice. A nochlean stands 5-1/2 feet tall and weighs 50 pounds. \n'b' Quirky . Nochleans enjoy their wicked activities, frequently tittering from the shadows as they plan to raid a home, murder livestock, or lure away a lonely child. Nochleans are bold and crafty schemers who attack only when they feel like they have the advantage. A nochlean\xe2\x80\x99s careful plans evaporate in the presence of music, however, as the notes echoing around in their large ears affect them in erratic ways. Most nochleans flee from any source of music, and many tales tell of lone travelers unknowingly repelling the lurking creatures with casual whistling.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Curtain Caller \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 14 Hit Points 136 (13d20) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 10 (+0) INT: 15 (+2) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2, Con +4, Wis +8, Cha +10 Skills Deception +10, Performance +10, Stealth +8 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 10 (1,500 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The caller can move through other creatures and objects as if they were difficult terrain . It takes 11 (2d10) force damage if it ends its turn inside an object. \n'b' Detect Life . The caller can magically sense the presence of creatures up to 5 miles away that aren\xe2\x80\x99t undead or constructs. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Innate Spellcasting . The caller\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). The caller can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , mage hand , minor illusion , prestidigitation , silent image \n'b' 1/day each : enthrall , hallucinatory terrain , hideous laughter , hold person , shatter (cast at 4th level) \n'b'\n'b' Rejuvenation . If destroyed, the caller magically re-forms with all its hit points in 5 (2d4) days at the stage, theater, or opera house to which it is bound. A curtain caller can be permanently destroyed only if the interrupted show that spelled its demise is performed to completion on its stage. \n'b' Theater Bound . The caller can\xe2\x80\x99t stray more than 120 feet from the stage, theater, or opera house to which it is bound. \n'b' Undead Nature . A sitebound spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The caller makes two curtain hook attacks or two sandbag attacks. \n'b' Curtain Hook . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (4d6 + 4) piercing damage, and the target must make a DC 18 Strength saving throw. On a failure, the caller moves the target to another unoccupied space on the ground within 15 feet of it. The target then falls prone . \n'b' Sandbag . Ranged Weapon Attack : +8 to hit, range 60/120 ft., one target. Hit : 14 (4d4 + 4) bludgeoning damage. \n'b' Frightful Chorus . The caller laments its fate. Each creature within 120 feet of the caller that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Frightful Chorus for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b' Deafening Reverb . When a creature within 120 feet of the caller casts a spell with a verbal component, the caller magically rebounds the sound waves in a powerful echo. The creature must make a DC 18 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A curtain caller manifests from the shared horror of an entire company of performers whose stage production became their deathtrap. These dozens of souls are trapped and compounded into a single tortured, wrathful entity, doomed to haunt its theatre for eternity. Only the bravest and most talented troupe of heroes can hope to reenact the spirit\xe2\x80\x99s fateful performance to its climax and, in doing so, put the curtain caller to rest at last. \n'b' A curtain caller can speak and understand whatever languages its constituent souls understood in life, but the entity never willfully communicates in a clear or calm manner. Rather, curtain callers are divas even in death, compelled to constantly sing, serenade, shriek, or croon-even to an empty audience. \n'b' Curtain callers have egos as big as their own ghostly forms, and they despise anyone who dares to interrupt their singing with a counter-performance. \n'b' Conversely, a performer who plays along with or augments the curtain caller\xe2\x80\x99s eternal concert might win the caller\xe2\x80\x99s favor-so long as the interloper makes no attempt to upstage the spirit. \n'b' While there is plenty of truth to the tale of the first monstrosity, necromancers, evil clerics, and other harbingers of undeath more often create their own versions of these brutish horrors. Because collecting the bones of a dragon is impractical (to say the least), such crafters typically scrape together the bones of multiple smaller creatures, then glue them together with resin or magic before animating the monstrosity. Tyrannosauruses and other large dinosaurs are popular bases to work from. The crafter can then take the bones of smaller animals, sharpen them, and fasten them around the dinosaur skeleton to create jagged spines, extra tails, bladed elbows, or wing scythes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Noctiny \n'b' Medium humanoid (noctiny), neutral evil \n'b' Armor Class 13 (studded leather) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities frightened Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Weapons . The noctiny\xe2\x80\x99s weapon attacks are magical. When the noctiny hits with any weapon, the weapon deals an extra 1d6 force damage (included in the attack). \n'b' Magic Resistance . The noctiny has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The noctiny makes two Quarterstaff or Eldritch Fury attacks. \n'b' Quarterstaff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used in two hands, plus 3 (1d6) force damage. \n'b' Eldritch Fury . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 10 (2d6 + 3) force damage. \n'b'\n'b' ABOUT \n'b' A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray. \n'b' Noctiny are humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. \n'b' The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters. \n'b' Pyramid of Power . The noctiny\xe2\x80\x99s lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves. \n'b' A Race Apart . Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve, changing them. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Norn \n'b' Large fey , lawful neutral \n'b'\n'b' Armor Class 19 (fated) \n'b' Hit Points 252 (24d10 + 120) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 30 (+10) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +16, Cha +13 \n'b' Skills Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13 \n'b' Damage Resistances acid, fire, lighting; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Damage Immunities cold \n'b' Senses darkvision 120 ft., passive Perception 26 \n'b' Languages Common, Druidic, Elvish, Giant, Sylvan \n'b' Challenge 18 (20,000 XP) \n'b' Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The norn\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : bestow curse , divination , dispel magic (6th level), geas , polymorph (self only, giant and humanoid only), vision (as legend lore , but has a casting time of 1 action), wind walk \n'b' 3/day each : bless , conjure animals , giant insect , moonbeam , spike growth , suggestion \n'b' 1/day each : conjure fey , mass cure wounds , maze , moment of prescience (as guidance except the spell grants advantage), phantasmal killer , power word kill (the norn always knows the hit point total of any creature she can see), time stop , weird \n'b'\n'b' Fated . The norn adds her Charisma modifier to AC and on initiative checks. \n'b' Godlike . The norn is under a constant death ward , foresight , mind blank , comprehend languages , and truesight effect. These spells cannot be dispelled but are affected by an antimagic zone. \n'b' Kismet\xe2\x80\x99s Shears . A norn\xe2\x80\x99s shears function as a magical silvered weapon that grant her a +5 bonus on attack and damage rolls and scores critical hits on a 19 or 20 and granting her the speed reaction ; she cannot use this reaction without her shears. The bonus on attack and damage rolls is included in her attack action. \n'b' Legendary Resistance (3/day) . If norn fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The norn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The norn\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The norn regains 10 hit points at the start of her turn. If she takes damage from a silvered weapon, this trait doesn\xe2\x80\x99t function at the start of the norn\xe2\x80\x99s next turn. The norn dies only if she starts her turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The norn takes three actions: she uses Shears and Snip Thread, and she casts a spell with a casting time of 1 action. \n'b' Shears . Melee Weapon Attack : +16 to hit, reach 10 ft., one creature. Hit: 20 (3d6 + 10) slashing damage and the target gains 1 level of exhaustion . This attack scores a critical hit on a 19 and 20, dealing 46 slashing damage. \n'b' Snip Thread . Ranged Weapon Attack : +16 to hit, range 120 ft., one creature. Hit: 23 (3d8 + 10) psychic damage, if the target is reduced to 0 hps it is dead, and its life\xe2\x80\x99s thread has been cut. Nothing short of divine intervention can bring the creature back. \n'b' Valhalla\xe2\x80\x99s Wrath (Recharge 5\xe2\x80\x936) . The norn conjures a momentary whirl of ice and rocks at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Speed . The norn may use her shears to attack a creature that comes within reach or just did damage to her as a reaction . Using the shears in this way does not consume her reaction and maybe used between turns if the triggering effect is satisfied. \n'b' Shift Fate . As a reaction , a norn can force any one target within 120 feet to reroll a saving throw \xe2\x80\x94 this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The norn 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 norn regains spent legendary actions at the start of her turn. \n'b'\n'b' Destiny\xe2\x80\x99s End . The norn makes one melee attack , with advantage on the attack roll. \n'b' Voice of Fortune . The norn casts dispel magic . \n'b' Valhalla, Witness Me! (Costs 3 Actions) . The norn summons 1d2 valkyries to aide her who rocket from the heavens appearing in a burst of light. They are neutral in alignment but otherwise have statistics identical to erinyes devils. The valkyries remain for 1 minute or until the norn uses a bonus action to end the effect. The valkyries understand and obey the norn\xe2\x80\x99s spoken commands but can\xe2\x80\x99t speak. If she issues no commands to them, the valkyries take the most rational course of action. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the norn takes a lair action to cause one of the following effects; the norn can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Ice pixies (appearing as tiny valkyries) swarm a 20-foot-radius sphere centered on a point the norn can see within 120 feet of her. The pixies maneuver around corners, and heavily obscured the area they occupy. Each creature in the swarm when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A creature that critically fails this roll is also slowed (as the spell). The swarm otherwise lasts until the norn uses this lair action again or until the norn dies. \n'b' Sprit wolves appear and attack a target before disappearing, attacking up to three creatures that the norn can see within 120 feet of her. The norn makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. On a critical hit the target is also knocked prone and somewhat chilled by the attack and must spend an action getting back up. \n'b' The norn creates an opaque wall of ice on a solid surface she can see within 120 feet of her. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points , vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the norn uses this lair action again or when the norn dies. \n'b'\n'b' ABOUT \n'b' Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon or with a vengeance when the strands of fate are twisted and abused by lesser beings. Worshiped as gods by some, the norns do little to discourage this veneration. A norn stands 14 feet tall and weighs 800 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Norn \n'b' Large fey , lawful neutral \n'b' Armor Class 19 (fated) Hit Points 252 (24d10 + 120) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 30 (+10) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +11, Wis +16, Cha +13 Skills Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13 Damage Resistances acid, fire, lighting; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t cold iron Damage Immunities cold Senses darkvision 120 ft., passive Perception 26 Languages Common, Druidic, Elvish, Giant, Sylvan Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The norn\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : bestow curse , divination , dispel magic (6th level), geas , polymorph (self only, giant and humanoid only), vision (as legend lore , but has a casting time of 1 action), wind walk \n'b' 3/day each : bless , conjure animals , giant insect , moonbeam , spike growth , suggestion \n'b' 1/day each : conjure fey , mass cure wounds , maze , moment of prescience (as guidance except the spell grants advantage), phantasmal killer , power word kill (the norn always knows the hit point total of any creature she can see), time stop , weird \n'b'\n'b' Fated . The norn adds her Charisma modifier to AC and on initiative checks. \n'b' Godlike . The norn is under a constant death ward , foresight , mind blank , comprehend languages and truesight effect. These spells cannot be dispelled but are affected by an antimagic zone. \n'b' Kismet\xe2\x80\x99s Shears . A norn\xe2\x80\x99s shears function are a +5 mithril weapon that scores critical hits on a 19 or 20 and granting her the Speed reaction , the sheers also inflict 1 level of exhaustion . This bonus is included in her attack action. \n'b' Legendary Resistance (3/Day) . If norn fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The norn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The norn\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The norn regains 10 Hit Points at the start of her turn. If she takes cold iron based damage, this trait doesn\xe2\x80\x99t function at the start of the norn\xe2\x80\x99s next turn. The norn dies only if she starts her turn with 0 Hit Points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The norn takes three actions : she uses Sheers and Snip Thread, and she casts a spell with a casting time of 1 action. \n'b' Sheers . Melee Weapon Attack : +16 to hit, reach 10 ft., one creature. Hit : 20 (3d6 + 10) slashing damage and the target gains 1 level of exhaustion . This attack scores a critical hit on a 19 and 20 and does 46 slashing damage. \n'b' Snip Thread . Ranged Spell Attack : +16 to hit, range 120 ft., one creature. Hit : 23 (3d8 + 10) psychic damage, if the target is reduced to 0 hps it is dead, and its life\xe2\x80\x99s thread has been cut. Nothing short of divine intervention can bring the creature back. \n'b' Valhalla\xe2\x80\x99s Wrath (Recharge 5\xe2\x80\x936) . The norn conjures a momentary whirl of ice and rocks at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Speed . The norn may use her sheers to attack a creature that comes within reach or just did damage to her as a reaction . Using the sheers in this way does not consume her reaction and maybe used between turns if the triggering effect is satisfied. \n'b' Shift Fate . As a reaction , a norn can force any one target within 120 feet to reroll a saving throw \xe2\x80\x94 this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The norn 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 norn regains spent Legendary Actions at the start of her turn. \n'b'\n'b' Destiny\xe2\x80\x99s End . The norn makes one melee attack , with advantage on the attack roll. \n'b' Voice of Fortune . The norn casts dispel magic . \n'b' Valhalla, Witness Me! (Costs 3 Actions) . The norn summons 1d2 valkyries to aide her who rocket from the heavens appearing in a burst of light . They are neutral in alignment but otherwise have statistics identical to erinyes devils. The valkyries remain for 1 minute or until the norn uses a bonus action to end the effect. The valkyries understand and obey the norn\xe2\x80\x99s spoken commands but can\xe2\x80\x99t speak. If she issues no commands to them, the valkyries take the most rational course of action. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the norn takes a lair action to cause one of the following effects; the norn can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Ice pixies (appearing as tiny valkyries) swarm a 20-footradius sphere centered on a point the norn can see within 120 feet of her. The pixies mannever around corners, and heavily obscured the area they occupy. Each creature in the swarm when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A creature that critically failes this roll is also slowed (as the spell). The swarm otherwise lasts until the norn uses this lair action again or until the norn dies. \n'b' Sprit wolves appear and attack a target before disappearing, attacking up to three creatures that the norn can see within 120 feet of her. The norn makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. On a critical hit the target is also knocked prone and somewhat chilled by the attack and must spend an action getting back up. \n'b' The norn creates an opaque wall of ice on a solid surface she can see within 120 feet of her. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 Hit Points , vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the norn uses this lair action again or when the norn dies. \n'b'\n'b' ABOUT \n'b' Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon or with a vengeance when the strands of fate are twisted and abused by lesser beings. Worshiped as gods by some, the norns do little to discourage this veneration. A norn stands 14 feet tall and weighs 800 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Norvan Shaman \n'b' Medium humanoid (human), chaotic neutral \n'b' Armor Class 11 (14 with frostskin) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 15 (+2) INT: 13 (+1) WIS: 19 (+4) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +7 Skills History +4, Insight +7, Nature +4, Perception +7, Survival +7 Senses passive Perception 17 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The shaman has advantage on saving throws against being frightened . \n'b' Frostskin (2/day) . The shaman creates a magical hard frost on their skin which increases their AC to 14 for 1 minute. \n'b' Iron Will . The shaman has advantage on saving throws against being charmed . \n'b' Keen Hearing and Sight . The shaman has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Spellcasting . The shaman is a 10th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The shaman has the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , produce flame , shillelagh \n'b' 1st level (4 slots) : animal friendship, beast sense, cure wounds , speak with animals \n'b' 2nd level (3 slots) : animal restoration, darkvision , lesser restoration , pass without trace \n'b' 3rd level (3 slots) : feign death, sleet storm , wind wall \n'b' 4th level (3 slots) : confusion , ice storm , freedom of movement \n'b' 5th level (2 slots) : reincarnate , scrying \n'b'\n'b' ACTIONS \n'b'\n'b' Quarterstaff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage. \n'b' Change Shape (1/day) . The shaman magically polymorphs into a beast with a CR of 3 or less, and can remain in this form for up to 6 hours. The shaman can choose whether their equipment falls to the ground, melds with their new form, or is worn by the new form. The shaman reverts to their true form if they die or fall unconscious . The shaman can revert to their true form using a bonus action on their turn. While in a new form, the shaman retains their game statistics and ability to speak, but their AC, movement modes, Strength , and Dexterity are replaced by those of the new form, and they gain any special senses, proficiencies, traits, actions , and reactions that the new form has but that they lack. \n'b'\n'b' ABOUT \n'b' When a young member of the Norvan tribe begins to have visions, the community knows another shaman has been chosen. These individuals are called by nature to heal the world. They are profoundly present and can only speak the truth. There are only a handful of shamans in the frozen lands. \n'b' Wise Elder . These wise men and women don\xe2\x80\x99t ally themselves with any clan. They remain outside of everyday life and avoid politics in the settlements. Most of these seers don\xe2\x80\x99t marry and they enjoy their solitude. \n'b' Wilderness Homes . Shamans live away from the Norvan settlements in huts or caves, far from other people. They are close to the beasts in the area and can call on their help if they need it. Many of the healers have strong relationships with the giant eagles who live in the North. \n'b' Natural Cycle . They are extraordinary people, deeply in tune with nature and the inner lives of humans. Some shamans spend more time in their animal form than their human shape. Other elders say that shamans even know of future events that haven\xe2\x80\x99t manifested yet.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Norvan Soldier \n'b' Medium humanoid (human), chaotic neutral \n'b' Armor Class 16 (chain mail) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Survival +2 Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The Norvan has advantage on saving throws against being frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Living in the far north are a tribe of humans called the Norvans. They are people who value their personal freedom very highly. At the same time, they work together to survive in the harsh region. Their culture is rich in history and the Norvans have begun to expand their influence. \n'b' Tough Northerners . Their snowy and mountainous home continent of Norvald is not an easy place to live. Norvans are usually clothed in thick furs and regularly use armored polar bears to move around the challenging terrain. \n'b' Two Factions . Over time the Norvans have split into two clans: the older more patient Snow Eagles and the young impulsive Iron Bears. The Snow Eagles have held power for many years, but some of the younger faction have seized power on the continent of Myrr. \n'b' Southern Settlements . The tribe lives in several settlements on the continents of Norvald, Zogg, and Myrr. Most Norvans live in a few well-protected, large cities near the sea. Sailing the turbulent, dangerous oceans is a central part of their culture.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Noth-norren \n'b' Gargantuan elemental , chaotic evil \n'b' Armor Class 14 Hit Points 203 (14d20 + 56) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, thunder Condition Immunities deafened, exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Auran Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Air Turbulence . A flying creature that enters or starts its turn within 60 feet of the noth-norren must land at the end of its turn or fall. In addition, ranged attack rolls against the noth-norren have disadvantage. \n'b' Magic Weapons . The noth-norren\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The noth-norren makes two slam attacks. Alternatively, it uses Throw Debris twice. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. A creature struck by the slam attack must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Throw Debris . Ranged Weapon Attack : +8 to hit, range 60/180 ft., one target. Hit : 22 (4d8 + 4) bludgeoning damage. \n'b' Fling Victim . One Large or smaller creature caught in the nothnorren\xe2\x80\x99s vortex is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. \n'b' Vortex (Recharge 5-6) . The noth-norren pulls nearby creatures into its central vortex to be torn apart by its jagged teeth. Each creature within 5 feet of the noth-norren must succeed on a DC 16 Strength saving throw or be pulled into the vortex. A creature in the vortex is blinded and restrained , it has total cover against attacks and other effects outside the vortex, and it takes 21 (6d6) slashing damage at the start of each of the noth-norren\xe2\x80\x99s turns. If the noth-norren takes 30 damage or more on a single turn from a creature inside the vortex, the noth-norren must succeed on a DC 18 Constitution saving throw at the end of that turn or release all creatures caught in its vortex, which fall prone in a space within 10 feet of the noth-norren. If the noth-norren dies, it becomes a pile of teeth, its windy form dissipating, and releases all trapped creatures. \n'b' About \n'b' A massive upside-down tornado races along the ground, its mouth swallowing everything around it and its tail spiraling off into the air. The interior of the whirlwind is lined with thousands of jagged teeth, ready to devour all in its path. \n'b' Epitomes of Destruction . The noth-norren is one of the most destructive and malicious of all elemental creatures and joyfully indulges in the rampant destruction of anything it can fit into its churning vortex. Noth-norrens are typically found in the wildest regions of the Elemental Plane of Air, where their presence often goes overlooked until they strike. They are rare on the Material Plane, though they can be summoned by flying polyps via an ancient ritual. \n'b' Strange Relations . Noth-norrens have a strange connection to flying polyps, and, when the two creatures are found together, they cooperate in battle. Sages have long speculated about the relationship between the two creatures, some believing that noth-norrens were created by flying polyps for use in their ancient wars, while others maintain that noth-norrens are flying polyps that have been slain and reborn on the elemental planes in new bodies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Noxious Devourer \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 19 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Int +5, Wis +6 Skills Perception +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Common Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Keen Smell . The devourer has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stench . Any creature that starts its turn within 15 feet of the devourer must succeed on a DC 14 Constitution saving throw, or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the devourer\xc2\x92s Stench for 24 hours. \n'b' Turning Rage . If the devourer succeeds on a saving throw against an effect that turns undead , it falls into a frenzy until the end of its next turn. While frenzied, the devourer has advantage on attack rolls and saving throws against being charmed or frightened and effects that turn undead . \n'b' Actions \n'b' Multiattack . The devourer makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 18 (3d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. If the target is a creature other than an elf or 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' Legendary Actions \n'b' The devourer 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 devourer regains spent legendary actions at the start of its turn. \n'b' Crawl . The devourer moves up to half its speed, without provoking opportunity attacks. \n'b' Bite . The devourer makes a bite attack . \n'b' Claw (Costs 2 Actions) . The devourer makes a claw attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Abbot \n'b' Family: NPC \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 7 Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 5 (-3) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +6 Skills History +4, Nature +4, Religion +6 Damage Resistances cold Senses truesight 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Abyssal Blessing of Orcus . The Abbot gains 15 temporary hit points when he reduces a hostile creature that is not undead to 0 hit points . \n'b' Unholy Strike . Once on each of the Abbot\xe2\x80\x99s turns when he hits a creature with a weapon attack , he can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Spellcasting . The Abbot is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , cure wounds , detect magic , detect poison and disease , sanctuary \n'b' 2nd level (3 slots) : augury , enthrall , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse \n'b' 4th level (3 slots) : divination , ice storm \n'b' 5th level (2 slots) : contagion , scrying \n'b'\n'b' Actions \n'b'\n'b' +2 Sickle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Atomie \n'b' Diminutive fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 24 (8d2+12) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The atomie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : speak with animals \n'b' 3/day each : invisibility , ray of enfeeblement \n'b'\n'b' Shrink Ray . A creature affected by an atomie\xe2\x80\x99s ray of enfeeblement has disadvantage on opportunity attacks, and its natural reach is reduced by 5 feet (to a minimum of 5 feet). \n'b'\n'b' ACTIONS \n'b'\n'b' Rapier . Melee Weapon Attack : +5 to hit, 5 ft. reach, 1 target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' In lands thick with fey, atomies often serve as border sentries or bodyguards to nymphs, dryads, or other more powerful fey creatures. While atomies prove only passable in their ability to defend such creatures, other fey accept their fealty out of respect and perhaps with a bit of mirth as well. Atomies enjoy their time as honor guards, but often grow bored and leave their posts in search of adventure. \n'b' Small but Fierce . Atomies perceive themselves as larger than they actually are. Like pups standing up to a fullgrown cur, atomies never back down from aggression, and take tremendous pride in defeating and humiliating foes larger than themselves. Atomies find great pleasure in shoring up the odds in a fight against larger foes. They make use of their Shrink Ray to shock and humiliate humanoid opponents, giving them a chance to make a killing jab. Atomies employ their invisibility to get in close and make sneak attacks before darting back out of reach. \n'b' Duelist . These nimble creatures adore swordplay and practice with their blades endlessly. Atomies often travel their lands seeking adventure tinged with mischief. \n'b' Sensitive to bullying and oppression, atomies revel in turning the tables on a cruel mayor or tormenting dishonorable mercenary bands. Atomies, enamored with tales of epic duels and the defeat of great evils, sometimes follow adventuring parties and eavesdrop on their nightly tales by the campfire. If a warrior in the group tends to boast of his swordplay, an atomie rarely resists the urge to humble him by sabotaging his equipment or invisibly reducing him and challenging him to a duel.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Achilles \n'b' Family: NPC \n'b' Medium humanoid ( human ), lawful neutral fighter (champion) 18 \n'b' Armor Class 19 (breastplate, shield, fighting style) Hit Points 135 (18d10+36) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 9 (\xe2\x80\x931) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +8 Skills Athletics +9, Insight +8, Perception +8, Religion +7 Senses passive Perception 18 Languages Greek Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (2/Short Rest) . Once on his turn, Achilles can take an additional action on top of his regular action and a possible bonus action. \n'b' Blessing : Bestowed Invulnerability. Achilles\xe2\x80\x99 mother Thetis dipped him into the River Styx in his infancy, turning his skin nigh-invulnerable. He is immune to sneak attack damage, ignores extra damage from critical hits, and has resistance to bludgeoning, piercing, and slashing damage. A creature targeting Achilles\xe2\x80\x99 singular point of vulnerability (his left heel) has a \xe2\x80\x9310 penalty on its attack roll, but on a hit the attack deals normal damage (ignoring the immunities and resistances of this feature). \n'b' Indomitable (3/Long Rest) . Achilles can reroll a saving throw that he fails but must use the new roll. \n'b' Remarkable Athlete . Achilles adds +3 to any Strength , Dexterity , or Constitution check he makes that doesn\xe2\x80\x99t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet. \n'b' Second Wind (1/Short Rest) . On his turn, Achilles can use a bonus action to regain 1d10+18 hit points . \n'b' Superior Critical . Achilles\xe2\x80\x99 weapon attacks score a critical hit on a roll of 18\xe2\x80\x9320. \n'b' Survivor . At the start of each of his turns, Achilles regains 7 hit points if he has no more than half of his hit points left. He doesn\xe2\x80\x99t gain this benefit if he has 0 hit points . \n'b'\n'b' FEATS \n'b'\n'b' Fortune Points (3/Long Rest) . Achilles can spend one fortune point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him. \n'b' Leader\xe2\x80\x99s Words . Achilles can inspire up to six creatures friendly to him (or up to five creatures and himself) that are within 30 feet of him and can see him, or hear him and understand him. Any that listen to Achilles\xe2\x80\x99 inspiring speech for 10 minutes gain 19 hit points . Temporary hit points can only be gained from this feature once per short rest. \n'b' Mobile . Achilles can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn\xe2\x80\x99t provoke opportunity attacks from that creature until the end of his turn. \n'b' Soldier Tactics . A creature hit by Achilles\xe2\x80\x99 opportunity attack reduces its Speed to 0 until the beginning of the next round and disengaging from Achilles still provokes opportunity attacks. In addition, Achilles can use his reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Achilles. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . Achilles attacks three times when he takes the Attack action. \n'b' Shortsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6+5) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d6+5) piercing damage, or 7 (1d8+3) piercing damage when thrown. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 6 (1d8+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Most people remember the legendary soldier from the Trojan War as an invincible warrior, made so by his mother Thetis dipping him into the River of Styx in his infancy. While this is definitely entertaining, it\xe2\x80\x99s debatable if that\xe2\x80\x99s the original story; some sources have his mother covering him with ambrosia then burning the mortal bits off, and in other parts of the epic poems he gets wounded elsewhere than his left heel. That\xe2\x80\x99s the one players are most likely to expect though and we\xe2\x80\x99ve got a feature to include to that effect. \n'b' Achilles was the greatest warrior of the Trojan War and leader of the Myrmidons. Achilles\xe2\x80\x99 rage was legendary, and when his companion Patroclus was killed by Hector the Trojan prince during one of that war\xe2\x80\x99s many battles, he rampaged, slaughtering many foes, before finally slaying Hector at the gates of Troy itself. His rage was such that even after Hector\xe2\x80\x99s death, the Greek demigod treated the prince\xe2\x80\x99s body with great disrespect, dragging it behind his chariot. Achilles also defeated the Amazon queen Penthesilea, and Memnon, king of Ethiopia, on the battlefield. \n'b' Background Soldier. Achilles commands respect from his time serving in the army. Soldiers loyal to the same forces view him as their superior, and Achilles can use his influence to temporarily requisition simple equipment or horses, possibly even gaining entrance to military fortresses and outposts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Larval Aboleth Swarm \n'b' Family: Aboleth \n'b'\n'b' Large swarm of tiny aberrations , neutral evil \n'b' Armor Class 13 (natural) Hit Points 105 (14d10+28) Speed swim 30 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 15 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., Passive Perception 12 Languages Aquan, Deep Speech, Undercommon Challenge 6 (2,300 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The larval aboleth swarm can breathe both air and water. \n'b' Alter appearance . A swarm of larval aboleth may generate an illusion around themselves to appear as a school of harmless fish or similar animals of the same size . Observation or physical interaction with the swarm allows a creature to attempt a DC 15 Intelligence ( Investigation ) check to discern the illusion for what it is. If a creature discerns the illusion for what it is, the illusion remains, but becomes faint for the creature. \n'b' Mucous Cloud . While underwater, the swarm is surrounded by transformative mucus. A creature within the swarm\xe2\x80\x99s space must make a DC 15 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. \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 insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +6 to hit, reach 0 ft., all targets in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' Larval aboleth swarms are found where ever large numbers of aboleth dwell. Once the aboleth spawn, they guard their larva haphazardly, allowing survival of the fittest to ensure that only the most powerful spawn grow to adulthood. \n'b' A swarm of larval aboleth is always hungry, and will attack any creature that is not an aboleth or known servant. They cloak themselves in the image of harmless fish, and are generally ignored by both predator and prey until it\xe2\x80\x99s too late. \n'b' A swarm of larval aboleth will remain together for several years before suddenly turning on each other with a violence that turns the water to ichor-stained froth. The two or three survivors of the massacre haul themselves out of the water to join the greater aboleth society. They only begin to exist as thinking beings to adult aboleth at this point.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte of Orcus \n'b' Family: NPC \n'b' Medium humanoid (any race), chaotic evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 9 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +2, Wisdom +4 Skills Medicine +4, Religion +1 Damage Resistances poison Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Abyssal Blessing of Orcus . The acolyte of Orcus gains 5 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Darksight . Initiates of Orcus are gifted with darkvision . \n'b' Unholy Strike . Once on each of the acolyte\xe2\x80\x99s turns when it hits a creature with a weapon attack, the acolyte can cause the attack to deal an extra 4 (1d8) necrotic damage to the target. \n'b' Spellcasting . The acolyte of Orcus is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , cure wounds , protection from evil and good \n'b' 2nd level (2 slots) : blindness/deafness , enhance ability \n'b'\n'b' Actions \n'b'\n'b' Warhammer . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage. \n'b' Light Crossbow . Ranged Weapon Attack : +2 to hit, range 80/320 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d3. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the acolyte\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The acolyte can have no more than two shadows under its control at one time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte of Tsathogga \n'b' Family: NPC \n'b' Medium humanoid (any race), chaotic evil \n'b' Armor Class 14 studded leather, shield) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 9 (-1) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3, Wisdom +4 Skills Perception +4, Survival +4 Senses passive Perception 14 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Breath of the Swamp . The blessed of Tsathogga can breathe air and water. \n'b' Fetid Shroud of the Frog God . The acolyte of Tsathogga is surrounded by a fetid, swirling shroud of foul corruption. At the start of each of the acolyte\xe2\x80\x99s turns, each creature within 5 feet of it takes 7 (2d6) acid damage. A creature that touches the acolyte or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. \n'b' Fetid Strike . Once on each of the acolyte\xe2\x80\x99s turns when it hits a creature with a weapon attack, the acolyte can cause the attack to deal an extra 4 (1d8) acid damage to the target. \n'b' Spellcasting . The acolyte of Tsathogga is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , cure wounds , jump , protection from evil and good \n'b' 2nd level (2 slots) : acid arrow , blindness/deafness , enhance ability , hold person \n'b'\n'b' Actions \n'b'\n'b' Sickle . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage plus 3 (1d6) acid damage. \n'b' Light Crossbow . Ranged Weapon Attack : +2 to hit, range 80/320 ft., one target. Hit : 4 (1d8) piercing damage plus 3 (1d6) acid damage. \n'b' Plague of Frogs (Recharges after a Short or Long Rest) . The acolyte magically calls 1d4 giant frogs, provided that the acolyte is within 100 feet of a body of water large enough to cover a Medium creature (GM discretion). The called creatures arrive within 1d4 rounds, acting as allies of the acolyte, and obeying its spoken commands. The beasts remain for 1 hour, until the acolyte dies, or until the acolyte dismisses them as a bonus action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Asaatthi \n'b' Family: NPC \n'b'\n'b' Medium humanoid (asaatthi), any alignment \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Religion +2 Perception +4 Damage Resistances poison Senses darkvision 30 ft., passive Perception 14 Languages Asaatth and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Asaatthi Resistance . The asaatthi has advantage on saving throws against poison. \n'b' Asaatthi Weapon Training . The asaatthi is proficient with the falchion, scimitar, and war fan. \n'b' Reptilian Mind . The asaatthi has advantage on saving throws against being charmed . \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : awareness ward\xe2\x80\xa0, bless , cure wounds \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) piercing damage. \n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' War fan . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Dwarf \n'b' Family: NPC \n'b'\n'b' Medium humanoid (dwarf), any alignment \n'b' Armor Class 10 Hit Points 13 (2d8+4) Speed 25 ft.\n'b' STATS STR: 11 (+0) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Religion +2 Damage Resistances poison Senses darkvision 60 ft., passive Perception 12 Languages Dwarvish and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Combat Training . The dwarf has proficiency with the light hammer, warhammer, war scepter, and spiked chain. \n'b' Dwarven Armor Training . The dwarf is proficient with light and medium armor. \n'b' Dwarven Resistance . The dwarf has advantage on saving throws against poison. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , animate undead minion\xe2\x80\xa0 \n'b'\n'b' Stonecunning . The dwarf has advantage on Intelligence ( History ), Intelligence ( Investigation ), or Wisdom ( Perception ) check made when examining stonework or trying to determine the origin of such construction. \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Warhammer . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 +2) bludgeoning damage if used two-handed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Elf \n'b' Family: NPC \n'b'\n'b' Medium humanoid (elf), any alignment \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Perception +4, Religion +2 Senses darkvision 60 ft., passive Perception 14 Languages Drendali and one other language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Fey Magic . The elf knows the mage hand and minor illusion cantrips (Save DC 10). \n'b' Elf Weapon Training . The elf has proficiency with the light crossbow, rapier, shortbow, and shortsword. \n'b' Fey Ancestry . The elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b' Meditation . Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom ( Perception ) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest . \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : awareness ward\xe2\x80\xa0, bless , cure wounds \n'b'\n'b' Tattoo Mystic . Elves have proficiency with tattooist\xe2\x80\x99s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest . \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Rapier . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8+1) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Forsaken Elf \n'b' Family: NPC \n'b'\n'b' Medium humanoid (Forsaken elf), any alignment \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+0) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Perception +4, Religion +2 Senses darkvision 30 ft.,Passive Perception 14 Languages Any two Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Mother\xe2\x80\x99s Curse . The elf has advantage on saving throws against disease. However, there is a 99 percent chance that they are infertile. If they can conceive, offspring are very likely to be born with some sort of birth defect, assuming they survive the pregnancy. \n'b' Elf Weapon Training . The elf has proficiency with the longsword, shortsword, shortbow, and longbow. \n'b' Fey Ancestry . The elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b' Meditation . Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom ( Perception ) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest . \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared: \n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , unseen cartographer\xe2\x80\xa0 \n'b'\n'b' Tattoo Mystic . Elves have proficiency with tattooist\xe2\x80\x99s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest . \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Shortsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Halfling \n'b' Family: NPC \n'b'\n'b' Medium humanoid (halfling), any alignment \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) 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 Medicine +4, Religion +2 Senses passive Perception 12 Languages Any four Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Brave . The halfling has advantage on saving throws against being frightened . \n'b' Halfling Combat Training . Halflings are proficient with blowgun, dart, sling, and spear. \n'b' Halfling Nimbleness . The halfling can move through the space of any creature that is Medium or larger. \n'b' Halfling Stealth . The halfling can attempt to hide even when obscured only by a creature that is at least Medium size . \n'b' Lucky . When the halfling rolls a 1 on an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , holy beacon\xe2\x80\xa0 \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Blowgun . Ranged Weapon Attack : +3 to hit, range 25/100 ft., one target. Hit : 2 (1 + 1) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Hollow Legionnaire \n'b' Family: NPC \n'b'\n'b' Medium humanoid (hollow legionnaire), any alignment \n'b' Armor Class 12 (stillsleeve armor) Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Religion +2 Damage Resistances poison Senses passive Perception 12 Languages Ledean and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Armor Bound . The legionnaire\xe2\x80\x99s soul is bound within a suit of armor, which makes up much of their physical form. \n'b' Construct Body . The legionnaire does not need to breathe, eat, drink, or sleep. During a long rest , they remain awake and can engage in light activity for the entire 8 hours while still benefiting from the rest. The legionnaire is susceptible to death, disease, exhaustion , and poison, but has advantage on saving throws against these threats, including death saving throws. \n'b' Construct Mind . The legionnaire has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. Other creatures have disadvantage on Wisdom ( Insight ) checks made to determine their emotions or intentions. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , holy beacon\xe2\x80\xa0 \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Human \n'b' Family: NPC \n'b'\n'b' Medium humanoid (human), any alignment \n'b' Armor Class 10 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 11 (+0) CON: 11 (+0) INT: 11 (+0) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Religion +2 Senses passive Perception 12 Languages any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , sanctuary \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Atoth \n'b' Large undead , chaotic evil \n'b' Armor Class 23 (natural armor) \n'b' Hit Points 290 (20d10 + 180) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 24 (+7) CON: 28 (+9) INT: 5 (-3) WIS: 13 (+1) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +16, Wis +8, Cha + 13 \n'b' Skills Perception +7, Stealth +14 \n'b' Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone \n'b' Senses truesight 120 ft., passive Perception 17 \n'b' Languages Ashtuul (can\xe2\x80\x99t speak), Belligren, (can\xe2\x80\x99t speak); Common (can\xe2\x80\x99t speak), Jagladine (can\xe2\x80\x99t speak), Ultari (can\xe2\x80\x99t speak); telepathy 60 ft. \n'b' Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dimensional Omniscience . Whenever a living mortal creature within 1 million miles uses a teleportation effect, or a necromancy effect that separates a creature\xe2\x80\x99s spirit from its body (such as astral projection or magic jar ), the atoth senses their transition and can use its dimensional rift ability to hunt them down. It cannot sense creatures shielded by mind blank unless they are within its line of sight. It can also sense the presence of creatures using effects like ethereal jaunt within 1 mile, regardless of the atoth\xe2\x80\x99s planar location, and can use its nightmare rift ability to intercept them. Effects used by outsiders or immortal creatures do not attract an atoth\xe2\x80\x99s attention when using effects such as these. \n'b' Feed on Fear . At the end of every turn in which an atoth is within 15 feet of a frightened creature or creature at 0 hit points , it regains 10 hit points for each creature that satisfies one or more of these conditions. \n'b' Incorporeal Movement . The atoth can move through other creatures and objects as if they were difficult terrain . It takes 5 force damage if it ends its turn inside an object. \n'b' Innate Spellcasting (Psionic) . The atoth\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components. \n'b'\n'b' At Will : detect thoughts , hideous laughter , telekinesis \n'b' 3/Day : confusion , fear \n'b' 1/Day : feeblemind \n'b' Nightmare Rift. An atoth can tear holes in the dimensions, allowing them to transport themselves across and between dimensions and planes to intercepting creatures between midst of dimensional travel. The atoth appears instantaneously adjacent to its targets, interrupting their journey and drawing them into an infinite null-space outside of normal space and time. Creatures can attempt a DC 19 Wisdom saving throw to resist being drawn into the nightmare rift; however, if one or more allies fail a saving throw and are drawn into it, allies who have successfully saved may choose to be drawn in. Creatures that succeed and are not drawn into the nightmare rift suffer from a monstrous visitor the next time they sleep as per the dream spell with a save DC of 19. If the save is failed, these nightmares continue to plague them every time they sleep . These nightmares continue until a creature successfully saves on three consecutive nights. They also can be ended by remove curse , miracle, or wish . \n'b' Turn Resistance . The atoth has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The atoth makes three incorporeal touch attacks. \n'b' Incorporeal Touch . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 33 (6d10) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or have its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. On each successful attack , the atoth gains 10 temporary hit points . Humanoids slain by an atoth become wraiths in 1d4 rounds. These wraiths are not under the control of the atoth but similarly hate all life and attack living creatures they encounter. If not destroyed, they will often stay with the atoth that created them for 1d4 days before departing. These wraiths share the atoth\xe2\x80\x99s channel resistance as long as they are within 30 feet of the atoth that spawned them. \n'b' Frightful Presence . Each creature of the atoth\xe2\x80\x99s choice that is within 120 feet of the atoth and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the atoth\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The atoth 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 atoth regains spent legendary actions at the start of its turn. \n'b'\n'b' Incorporeal Touch. The atoth makes an incorporeal touch attack . \n'b' Frightful Presence. The atoth uses its frightful presence attack . \n'b' Use a Psionic Ability (2 actions ). The atoth can use one of its innate psionic spells. \n'b'\n'b' ATOTH LAIR \n'b' The nightmare rift has no natural light. There is no solid matter within the rift nor any gravity, but all creatures gain a fly speed of 30 feet (hover). Conjuration and teleportation effects do not function within the rift, nor do effects that alter the flow of time or allow divination that reveals information about the past or future. \n'b' The rift is a dimension purely of mind, so mindless creatures cannot be drawn into it, nor can unconscious creatures; if either type of creature accompanies those who have failed their save, they are held in a null-border between moments at the edge of the rift while their fellows encounter the atoth. Creatures knocked unconscious within the rift disappear into this nullspace as well, as are the physical remains and gear of creatures killed within the rift. If the atoth is destroyed, the rift collapses and creatures within it continue on to their final destination, accompanied by any wraiths created within the nightmare rift. If all creatures other than the atoth and wraiths are killed or knocked unconscious , they and their remains return to their point of origin in the Material Plane while the atoth and its wraiths are shunted away 1d100 x 100 miles in a random direction. \n'b' On initiative count 20 (losing ties), the atoth takes a lair action to cause one of the following effects. \n'b'\n'b' The atoth can dispel any light source within 60 feet. Non-magical lights are automatically snuffed. Magical lights are affected as dispel magic . \n'b' The atoth gains a point of inspiration. \n'b' The atoth can prevent any extradimensional travel into or out of the nightmare rift for 1 round. The atoth is assumed to use this power each round by default unless it is pressed to use another option. \n'b'\n'b' ABOUT \n'b' Atoths are hideous undead parasites that exist outside of time within the void of space. When a ceroptor dies within its host body during extra-dimensional travel, the material essence associated with the corporeal body tears free and jettisons into the void. The essence of the material form then reforms creating the atoth. Lacking souls and therefore devoid of true consciousness, they cannot fully merge with the outer realms. As a result, their forms remain tragically addicted to the egoic consciousness of living things. This means that while atoth can potentially travel anywhere in the void, they remain inextricably bound to exist in the dimensions that surround the world upon which their old material form was fabricated. Atoths are singularly consumed with feeding off the psychic energies of living creatures, particularly emotional energies such as joy, love, fear , and anger. They are cursed to sense these energies radiating from the material worlds upon which they can no longer manifest, thus whenever a living being breaks from the material form and enter the dimension of non-being, the atoth explode into a frenzied rush to devour their mortal essence in its discorporate form. Cruelly, they can beget no true sustenance from the emotions of their victims. Following only a brief period of satiation that antecedes their feasting, their emptiness and disconnect returns a thousand-fold, driving them to become even more aggressive and ferocious in their hunts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Amphisbaena \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 20 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Split . The amphisbaena functions normally even if cut in half. If dealt a critical hit with a slashing weapon, the creature is cut in half and continues to function as two separate creatures, each with half of the original amphisbaena\xe2\x80\x99s current hit points . The split amphisbaena can rejoin its two halves after completing a short or long rest . If one of the split creatures is slain, the amphisbaena can regrow the lost portion over the course of 1d4 + 2 weeks. \n'b' Actions \n'b' Multiattack . The amphisbaena makes one bite attack with each of its two heads. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. \n'b' About \n'b' This creature appears as a huge snake with a head at each end of its body. Its scales are blackish-blue with bands of lighter blue fading into its coloration near the middle of its body. Its heads are glossy-black and its eyes are crimson. \n'b' The amphisbaena is a giant poisonous snake about 10 feet long. It is often found lairing near a water source or in dark, damp locations. An amphisbaena moves on land by grasping one of its necks with its other head and rolling across the ground like a hoop. \n'b' An amphisbaena is an aggressive and territorial creature, attacking any living creatures that wander near its lair. It attacks by biting with its poisonous fangs from both of its heads.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Ironbred \n'b' Family: NPC \n'b'\n'b' Medium humanoid (ironbred), any alignment \n'b' Armor Class 11 Hit Points 11 (2d8 +2) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) 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 Intimidation +2, Medicine +4, Religion +2 Damage Resistances Fire Senses darkvision 30 ft., passive Perception 12 Languages Sutak and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Fire Born . The ironbred has advantage on saving throws to avoid exhaustion due to extreme heat or thirst. \n'b' Ironbred Combat Training . The ironbred has proficiency with the cestus, flail, maul, and warhammer. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , resistance , spare the dying \n'b' 1st level (3 slots) : bless , cure wounds , unseen cartographer\xe2\x80\xa0 \n'b'\n'b' Tough Hide . The ironbred\xe2\x80\x99s hit point maximum increases by 1 per hit die \n'b'\n'b' Actions \n'b'\n'b' Flail . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Manticora \n'b' Family: NPC \n'b'\n'b' Medium humanoid (manticora), any alignment \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft., all fours 40 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Perception +4, Religion +2 Senses darkvision 60 ft., passive Perception 14 Languages Leonid and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Manticora Combat Training . The manticora has proficiency with claw gauntlets and shortbows. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , sacred flame \n'b' 1st level (3 slots) : awareness ward\xe2\x80\xa0, bless , cure wounds \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 +1) piercing damage. \n'b' Claw Gauntlet . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d6 +1) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Piteran \n'b' Family: NPC \n'b'\n'b' Medium humanoid (piterin), any alignment \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Perception +4, Religion +2 Senses darkvision 60 ft., passive Perception 14 Languages Piterin and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , sanctuary \n'b'\n'b' Actions \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Acolyte, Slitherin \n'b' Family: NPC \n'b'\n'b' Medium humanoid (slitherin), any alignment \n'b' Armor Class 10 Hit Points 11 (2d8 +2) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 12 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4, Religion +2 Senses darkvision 60 ft., passive Perception 12 Languages Slitherin and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Contortionist . The slitherin has advantage on Dexterity checks to escape from bonds or being grappled , as well as to squeeze through tight spaces. \n'b' Disease Resistance . The slitherin has advantage on saving throws against disease. \n'b' Rodent Empathy . The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts. \n'b' Slitherin Combat Training . The slitherin has proficiency with light crossbow, shortbow, and shortsword. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : awareness ward\xe2\x80\xa0, bless , cure wounds \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 (1d3) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +2 to hit, range 80/320 ft., one target. Hit : 3 (1d6) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Aladdin \n'b' Family: NPC \n'b' Medium humanoid ( human ), neutral good rogue (thief) 8 \n'b' Armor Class 14 (padded) Hit Points 52 (8d8+16) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +5 Skills Acrobatics +9, Athletics +6, Deception +5, Perception +4, Sleight of Hand +9, Stealth +9; thieves\xe2\x80\x99 tools +9 Senses passive Perception 14 Languages Arabic, Thieves\xe2\x80\x99 Cant Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action (1/turn) . Aladdin can take a bonus action to take the Dash , Disengage , Hide or Use Object action, Dexterity ( Sleight of Hand ) check, or to use thieves\xe2\x80\x99 tools to disarm a trap or open a lock. \n'b' Evasion . When Aladdin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Second-Story Work . Climbing does not cost Aladdin extra movement. When he makes a running jump, the distance he covers increases by 3 feet. \n'b' Sneak Attack (1/turn) . Aladdin deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Aladdin that isn\xe2\x80\x99t incapacitated and Aladdin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' FEATS \n'b'\n'b' Fortune Points (3/Long Rest) . Aladdin can spend 1 fortune point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him. \n'b' Stealther . Aladdin can attempt to hide even when he is only lightly obscured from a creature he\xe2\x80\x99s trying to hide from. In addition, Aladdin\xe2\x80\x99s position isn\xe2\x80\x99t revealed when he misses with a ranged weapon attack against a creature he\xe2\x80\x99s hidden from, and he does not have disadvantage on Wisdom ( Perception ) checks in dim light . \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' Stone . Ranged Weapon Attack : +6 to hit, range 20/40 ft., one target. Hit : 4 bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an attacker Aladdin can see hits him with an attack , Aladdin can use his reaction to halve the attack \xe2\x80\x99s damage against him. \n'b'\n'b' ABOUT \n'b' Background Urchin. Aladdin and his allies (while outside of combat) move at double their normal speed when traveling between two locations in the same city. \n'b' Aladdin is our first entry from the Middle East and an interesting example of what makes a myth just that\xe2\x80\x94for starters, despite being the most popular character from 1,001 Arabian Nights, he\xe2\x80\x99s a late addition to the book by a Frenchman translator (who heard it from a Syrian storyteller). Additionally, the character was originally Chinese. This amalgamation of misconceptions and changes (the much-changed narrative seen in modern renditions of the tale) is one of the defining traits of a myth and what makes it a wonderful cultural artifact. Aladdin was an urchin who falls in love with a princess, something which resulted in his arrest. In prison, the Grand Vizier, disguised as an old man, recruited Aladdin to sneak into a cave and recover a magic lamp\xe2\x80\x94a lamp which the young thief soon discovered contains a genie! With the help of the genie, Aladdin escaped the cave, becomes a prince, and won Princess Jasmine\xe2\x80\x99s heart. That\xe2\x80\x99s just the cartoon version, of course; older versions of the story portray some of the details differently, but the core is consistent. \n'b' That said you can use the standard spy NPC for a more \xe2\x80\x98authentic\xe2\x80\x99 version of the original character, upping his Intelligence to a 15. Those who are keen for something a little more exciting (and durable) should use the House-of-Maus version of Aladdin below\xe2\x80\x94complete with a feat for the gimmicky and sneaky throwing of things and skill bonuses to support plenty of fun rogue action. Regardless of which version of the character you use, be very wary of giving him a proper magic lamp (ie a ring of wishes) because nothing gets adventurers to instantly lose their valor like the prospect of wishes only one quick thief\xe2\x80\x99s death away.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Allan Quatermain \n'b' Family: NPC \n'b' Medium humanoid ( human ), lawful good fighter (sharpshooter) 12/ ranger 1 \n'b' Armor Class 16 (studded leather) Hit Points 96 (12d10+1d8+26) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +9, Con +7 Skills Animal Handling +7, Athletics +7, Perception +7, Survival +7 Senses passive Perception 17 Languages English Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (1/Short Rest) . On his turn, Allan can take an additional action on top of his regular action and a possible bonus action. Attentive Gaze. Allan can use a bonus action to take the Search action. \n'b' Excellent Aim (3/Short Rest) . Allan can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that Allan makes against the target deal an extra 5 damage. Favored Enemy. Allan has advantage on Wisdom ( Survival ) checks to track beasts, as well as on Intelligence checks to recall information about them. \n'b' Indomitable (1/Long Rest) . Allan can reroll a saving throw that he fails but must use the new roll. \n'b' Marksman Combatant . Allan doesn\xe2\x80\x99t have disadvantage from making ranged weapon attack rolls against targets within 5 feet of him. In addition, whenever he makes a ranged weapon attack against a creature on his turn, that creature is unable to take reactions until the end of his turn. \n'b' Natural Explorer: Grassland . When Allan makes an Intelligence or Wisdom check related to the grassland, his proficiency bonus (+5) is doubled if he is using a skill that he\xe2\x80\x99s proficient in. While traveling for an hour or more in his favored terrain, Allan gains the following benefits:\n'b'\n'b'\n'b' Difficult terrain doesn\xe2\x80\x99t slow his group\xe2\x80\x99s travel. \n'b' Allan\xe2\x80\x99s group can\xe2\x80\x99t become lost except by magical means. \n'b' Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Allan remains alert to danger. \n'b' If Allan is traveling alone, he can move stealthily at a normal pace. \n'b' When he forages, Allan finds twice as much food as he normally would. \n'b' While tracking other creatures, Allan also learns their exact number, their sizes, and how long ago they passed through the area. \n'b'\n'b' Second Wind (1/Short Rest) . On his turn, Allan can use a bonus action to regain 1d10+12 hit points . \n'b'\n'b' FEATS \n'b'\n'b' Resistant . Allan has proficiency with Dexterity saving throws (included above). \n'b' Superb Aim . Allan ignores half cover and three-quarters cover when making a ranged weapon attack , and he doesn\xe2\x80\x99t have disadvantage when attacking at long range. When Allan makes his first ranged weapon attack in a turn, he can choose to take a \xe2\x80\x935 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . Allan attacks three times when he takes the Attack action. \n'b' Cutlass . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) slashing damage. \n'b' Dagger . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) piercing damage. \n'b' Dagger . Ranged Weapon Attack : +11 to hit, range 20/60 ft., one target. Hit : 6 (1d4+4) piercing damage. \n'b' Revolver . Ranged Weapon Attack : +11 to hit, range 40/120 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b' Hunting Rifle . Ranged Weapon Attack : +11 to hit, range 80/240 ft., one target. Hit : 15 (2d10+4) piercing damage. \n'b'\n'b' ABOUT \n'b' Introduced in King Solomon\xe2\x80\x99s Mines, Allan Quatermain is a colonial gentleman, treasure seeker, and explorer of Africa. There\xe2\x80\x99s something like a score of books about this guy but chances are good that if you\xe2\x80\x99ve ever heard the name at all, it was in the League of Extraordinary Gentlemen. The real takeaway is that he\xe2\x80\x99s the 19th century\xe2\x80\x99s version of Indiana Jones. Plundering tombs, getting involved in tribal skirmishes, saving white women from danger\xe2\x80\x94you get the idea. He is described as small and unattractive (a trait which was clearly discarded when film stars like Sean Connery and Patrick Swayze played him!), but unequalled in marksmanship. It\xe2\x80\x99s said that King Solomon\xe2\x80\x99s Mines was the first novel in the \xe2\x80\x98lost world\xe2\x80\x99 genre of literature. In that book, Quatermain leads a search in a remote region of Africa to find the missing brother of one of his companions. Cue African warriors to whom the white explorers pretend to be gods, a treasure hoard inside a mountain, and a deathtrap. When he appears in The League of Extraordinary Gentlemen, Quatermain is portrayed as the team leader and a mentor, pulled out of retirement to join a group of Victorian \xe2\x80\x98superheroes\xe2\x80\x99 to save the world from a dastardly plot, eventually to be stabbed to death by Sherlock Holmes\xe2\x80\x99 old adversary Professor Moriarty! You\xe2\x80\x99ll find many of these characters in this book. \n'b' Background : Outlander. Allan never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anne Bonny \n'b' Family: NPC \n'b' Medium humanoid ( human ), chaotic neutral rogue (thief) 5/ fighter (sharpshooter) 5 \n'b' Armor Class 16 (studded leather) Hit Points 60 (5d8+5d10+10) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +5 Skills Athletics +5, Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +8; artisan\xe2\x80\x99s tools (pick one) +5, navigator\xe2\x80\x99s tools +5, thieves\xe2\x80\x99 tools +8, vehicles (water) +8 Senses passive Perception 15 Languages English, Gaelic, Thieves\xe2\x80\x99 Cant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (1/Short Rest) . On her turn, Anne can take an additional action on top of her regular action and a possible bonus action. \n'b' Cunning Action (1/turn) . Anne can use a bonus action to take the Dash , Disengage , Hide , Use Object action, to make a Dexterity ( Sleight of Hand ) check, or to use thieves\xe2\x80\x99 tools to disarm a trap or open a lock. \n'b' Excellent Aim (3/Short Rest) . Anne can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of her turn, ranged attacks that Anne makes against the target deal an extra 4 damage. Second-Story Work. Climbing does not cost Anne extra movement. When she makes a running jump, the distance she covers increases by 4 feet. \n'b' Second Wind (1/Short Rest) . On her turn, Anne can use a bonus action to regain 1d10+5 hit points . \n'b' Sneak Attack (1/turn) . Anne deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Anne\xe2\x80\x99s that isn\xe2\x80\x99t incapacitated and Anne doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' FEATS \n'b'\n'b' Mobility . Anne can Dash through difficult terrain without requiring additional movement. Whenever she makes an attack against a creature, she doesn\xe2\x80\x99t provoke opportunity attacks from that creature until the end of her turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . Anne attacks twice when she takes the Attack action. \n'b' Cutlass . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) slashing damage. \n'b' Pistol (4) . Ranged Weapon Attack : +8 to hit, range 30/90 ft., one target. Hit : 9 (1d10+4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an attacker Anne can see hits her with an attack , Anne can use her reaction to halve the attack \xe2\x80\x99s damage against her. \n'b'\n'b' ABOUT \n'b' Mythological Figures takes to the high seas in pursuit of the pirate that may be Ireland\xe2\x80\x99s fiercest, most notorious buccaneer: the one and only Anne Bonny! \n'b' Born as the illegitimate child of William Mccormac and one of his servant girls (Mary Brennan) sometime around 1700, Anne mostly grew up in London while disguised as a boy. Eventually her father\xe2\x80\x99s charade failed, he lost his allowance from his wife, and then they moved (along with Mary) to the Province of Carolina. Of note from this time: Anne\xe2\x80\x99s mother passed away when she was 12, the next year she used a knife to stab another girl, she met and married James Bonny, and her father disowned her because he disapproved of her husband. Sometime before 1718 the pair moved to Nassau, the Republic of Pirates, where James became an informant for the royally appointed governor. Anne was not a fan of her husband\xe2\x80\x99s snitching and soon fell in with John Rackham a.k.a. Calico Jack, becoming both his lover and (disguised as a man) a member of his crew. Together they had a child (for the pregnancy and birth she stayed in Cuba) and went about pirating for a couple of years aboard a ship they stole called William\xe2\x80\x94until Jonathan Barnet captured Calico Jack\xe2\x80\x99s (at the time very drunk) crew. Everyone else got the rope but Anne and Mary Read \xe2\x80\x9cpleaded their bellies\xe2\x80\x9d, using pregnancy to get a stay of execution until their babies were out. Nobody is certain what happened to Anne Bonny after that. Signs point to her not dying in prison, however where she ended up is a mystery. Did she head back to the colonies to remarry and raise a family? Take up a new identity for some piracy on the high seas? Spend decades incarcerated and perishing in Jamaica as an old woman? We might never know! \n'b' Background : Sailor. Anne is able to acquire passage on a sailing ship for her and her allies free of charge. She has no control over the ship\xe2\x80\x99s route, departure, or return, and although no coin is required she and her companions do have to help crew the vessel.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Antaeus \n'b' Family: NPC \n'b' Medium giant , neutral \n'b' Armor Class 14 (natural armor) Hit Points 57 (6d8+30) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Athletics +7, Perception +2 Senses passive Perception 12 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gaea\xe2\x80\x99s Strength . As long as Antaeus is in contact with the earth, his Strength is increased by 4 (included in his statistics), and he has advantage on Strength checks and saving throws. This feature functions if he stands on earth, stone, sand, or mud; even a wooden or stone floor of a building or street is sufficient as long as that is in contact with the actual ground. \n'b' Gaea\xe2\x80\x99s Vitality . If he is knocked unconscious or killed while in contact with the earth, Antaeus regains all of his hit points , ends any conditions other than prone that he is being affected by, and can take actions on his next turn. He can only be permanently killed while he is not in contact with the earth. To physically lift him up a creature must be grappling Antaeus and succeed on an opposed Strength ( Athletics ) check to pin, then has disadvantage on a second opposed Strength ( Athletics ) check to lift him into the air. \n'b' Power Attack . When Anteus makes his first melee weapon attack in a turn, he can choose to take a \xe2\x80\x945 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Anteus can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Anteus can only use this feature on his turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d4+5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This is the wrestler of all wrestlers, the man who can\xe2\x80\x99t be beat while he\xe2\x80\x99s still on his feet, the Hercules-grappling, earth-loving, skull-temple building Antaeus! The son of Gaia and Poseidon, Antaeus was a giant who really liked to wrestle. The wrestler had bested and killed countless opponents, so many that he built a temple to Poseidon out of their skulls. He wrestled anyone willing, challenging all who passed by\xe2\x80\x94even the mighty Hercules! Antaeus gained his incredible strength from the very earth, and while he remained in contact with the ground he was utterly invincible. His final wrestling match was with Hercules while the hero was on his way to steal the golden apples from the Garden of Hesperides. In order to defeat the giant, Hercules picked him up, held him aloft so that he was no longer in contact with the ground, and crushed him to death in a bear hug.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anz\xc3\xbb \n'b' Family: NPC \n'b' Huge celestial , neutral \n'b' Armor Class 18 (natural armor) Hit Points 230 (20d12+100) Speed 40 ft., fly 80 ft. (hover)\n'b' STATS STR: 23 (+6) DEX: 21 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +10, Arcana +9, History +9, Nature +14, Perception +14, Religion +9 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities lightning, necrotic, radiant, thunder Senses darkvision 120 ft., passive Perception 24 Languages Common, telepathy 200 ft. \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Anz\xc3\xbb\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : tongues \n'b' At will : detect evil and good , detect magic , fog cloud , gust of wind , thunderwave \n'b' 3/day each : lightning bolt , shatter \n'b' 1/day each : conjure elemental (air elemental only), control weather \n'b'\n'b' Magic Resistance . Anz\xc3\xbb has advantage on saving throws against magical effects and spells. \n'b' Shapechanger . Anz\xc3\xbb can use its action to polymorph into a humanoid it has seen, or back into his true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. Anz\xc3\xbb reverts to its true form if it dies. \n'b' Tornado Aura . Ranged weapon attacks against Anz\xc3\xbb have disadvantage. A creature can negate this trait for a single ranged weapon attack made immediately after using a bonus cation to aim. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Anz\xc3\xbb makes two claw attacks, two talon attacks, and one bite attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10+6) magical piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 13 (2d6+6) magical slashing damage. \n'b' Talon . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8+6) magical slashing damage. \n'b' Create Whirlwind . A 15-foot-radius, 50-foot-tall cylinder of swirling air magically forms on a point Anz\xc3\xbb can see within 200 feet of him. The whirlwind lasts until it is ended on Anz\xc3\xbb\xe2\x80\x99s turn or Anz\xc3\xbb makes a new whirlwind. Any creature but Anz\xc3\xbb that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. Anz\xc3\xbb can move the whirlwind up to 60 feet as a bonus action, and creatures restrained by the whirlwind move with it. The whirlwind ends if Anz\xc3\xbb loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including himself, by succeeding on a DC 17 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. \n'b' Tempest (Recharge 5-6) . Each creature within 15 feet of Anz\xc3\xbb must make a DC 18 Strength saving throw. On a failure, a target takes 19 (3d8+6) bludgeoning damage and is knocked prone . On a failure by 5 or more, a target is thrown 10 feet for every 5 points it failed the save. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for each 10 feet it is thrown (minimum 1d6). If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or it takes the same damage and is knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone . \n'b'\n'b' ABOUT \n'b' We are headed way, way back into Mesopotamian myth for this creature. The divine monster in this entry is known for soaring through the skies, keeping the company of goats, and appearing in many ancient religions. Anz\xc3\xbb is a lesser divinity, a great storm bird able to breathe fire and water. \n'b' In its oldest iteration Anz\xc3\xbb was a form of Abu, a god that was himself an amalgamation of thunderstorm entities. Originally it was depicted as an enormous, black, eagle-shaped thundercloud, but later on gained a lion\xe2\x80\x99s head to cement the association with thunder (or sometimes goats!) Later on down the line, the Sumerians and Akkadians personified Anz\xc3\xbb as the southern wind, a half-man and half-bird demon that stole the Tablet of Destinies from Enlil and angered the gods so much that he was killed for it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Arachne \n'b' Family: NPC \n'b' Medium monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d8+30) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +7, Investigation +4, Perception +7; weaver\xe2\x80\x99s tools +6 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 17 Languages Greek Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' 8-Limbed . Arachne has advantage on Strength ( Athletics ) and Dexterity ( Acrobatics ) checks. \n'b' Expert Grappler . Arachne has advantage on attack rolls against a creature she is grappling, and she can grapple creatures up to two sizes larger than her. In addition, she can use her bonus action to try to pin a creature she has grappled . To do so, she makes another grapple check. On a success, the creature is restrained until the grapple ends. While restraining a creature in this way, Arachne kicks two fewer times than normal. \n'b' Magic Resistance . Arachne has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . Arachne can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Standing Leap . Arachne\xe2\x80\x99s long jump is up to 30 feet and her high jump is up to 15 feet, with or without a running start. \n'b' Web Sense . While in contact with a web, Arachne knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . Arachne ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Arachne kicks six times, or she attacks once with her web and kicks four times. \n'b' Kick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) bludgeoning damage. \n'b' Web (Recharge 5\xe2\x80\x936) . Ranged Weapon Attack : +6 to hit, range 40/80 ft., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 11; hp 8; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' Once again we turn to Ancient Greece to delve into one of the world\xe2\x80\x99s most infamous arachnids: the boastful weaver-turned-spider Arachne! Though her story differs here and there depending on the exact source, pretty much all of them tell of Arachne boasting of her weaving skills. Her lack of humility was so great and so encompassing that Athena took notice and, disguised as an old woman, challenged Arachne to a weave-off. To Athena\xe2\x80\x99s dismay and frustration, the woman did a much finer job during the contest and even weaved a depiction of how divine beings have mistreated humans over the years. Athena was not amused by this insult and beat the weaver, transforming the poor Arachne into an eight-legged insect.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Curupira \n'b' Small fey , chaotic neutral \n'b' Armor Class 12 Hit Points 21 (6d4 + 6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5, Survival +4 Damage Resistances poison Senses darkvision 60 ft., passive Perception 14 Languages Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Backwards Gait . The curupira has backwards feet but can walk normally. This grants advantage on ability checks related to avoid being tracked in the wilderness. It also grants disadvantage on creatures making rolls related to tracking or investigating the curupira\xe2\x80\x99s whereabouts. \n'b' Peccary Pet . Curupira often have a peccary companion (use boarSRD statistics) that is loyal only to the curupira. This creature is considered a fey creature rather than a beast and is immune to the charmed condition. When the curupira casts pass without trace or tree stride , its peccary shares the effect of the spell as long as the curupira is riding it. \n'b' Innate Spellcasting . The curupira\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The curupira can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : animal friendship, pass without trace \n'b' 1/day each : tree stride \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 3) piercing damage and 10 (3d6) psychic damage. \n'b' Whistle (1/Day) . The curupira makes a deafening whistle. Non-fey creatures within 30 feet of the curupira must make a DC 12 Constitution saving throw. On a failure, the target rolls a 1d6, and gains an affliction based on the result, as follows (creatures can make a saving throw at the end of each of their turns to end the condition):\n'b'\n'b'\n'b' Deafened \n'b' Restrained \n'b' Charmed \n'b' Frightened \n'b' Stunned \n'b' Sleep \n'b'\n'b' ABOUT \n'b' The curupira is an enigmatic creature of the forest that enjoys tricking others and protecting animals from hunters. Though they are nominally humanoid, their backwards feet mark them as something other than natural. Many curupira use these unusual feet to confound those who would follow or track them through the forest. \n'b' Though they are not typically violent in their ways, they can be pushed to extremes when they must expel invaders or if they have to deal with stubborn poachers. Though the curupira are capable combatants, they far prefer to confuse outsiders, potentially leading them out of their territory in the best case or causing them to become hopelessly lost in the worst cases. Many stories of hunting parties getting lost and starving can be attributed to angry curupira who weren\xe2\x80\x99t content letting invaders leave with their lives.'}
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