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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Attercroppe \n'b' Tiny fey , chaotic evil \n'b' Armor Class 14 Hit Points 21 (6d4 + 6) Speed 20 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6, Perception +5, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poisonous Aura . The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour. \n'b' Water Invisibility . While fully immersed in water, the attercroppe is invisible . If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action. \n'b' Innate Spellcasting . The attercroppe\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : poison spray \n'b' 3/day each : create or destroy water , fog cloud \n'b' 1/day each : misty step , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes. \n'b' Ophidian Fey . While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world. \n'b' Poisonous Fey . Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water. \n'b' Fey Enemies . Water-dwelling fey, such as kappa and lorelei, and many forest-dwelling fey, such as dryads, hate attercroppes with a passion and seek to slay the horrid creatures whenever possible, even going so far as to team up to wipe out an attercroppe nest. Because of this, attercroppes are never encountered with other types of fey. Their only allies are evil monstrosities and aberrations with a tolerance for poison and a lust for destruction. \n'b' Egg-Laying Fey . Attercroppes are hermaphrodites and reproduce by laying eggs. They typically lay hundreds of eggs at a time, the eggs hatching after a few days, when the young attercroppes are abandoned by their parents. Young attercroppes resemble tiny green worms for their first year of life, until they develop their poisonous aura and magical abilities. Few attercroppes survive to adulthood, but those that do become a blight on the natural world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Atalanta \n'b' Family: NPC \n'b' Medium humanoid (any), neutral ranger (hunter) 8 \n'b' Armor Class 14 Hit Points 68 (8d10+16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +7 Skills Athletics +5, Nature +4, Perception +5, Stealth +7, Survival +5 Senses passive Perception 15 Languages Themysceran Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Defensive Tactics: Multiattack Defense . When a creature hits Atalanta with an attack , she gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. \n'b' Favored Enemy . Atalanta has advantage on Wisdom ( Survival ) checks to track beasts and monsters, as well as on Intelligence checks to recall information about them. \n'b' Hunter\xe2\x80\x99s Prey: Colossus Slayer (1d8, 1/turn) . When the Atalanta hits a creature with a weapon attack , the creature takes an extra 1d8 damage if it\xe2\x80\x99s below its hit point maximum. \n'b' Ranger Features . Atalanta has the Land\xe2\x80\x99s Stride, Natural Explorer (forest or grassland), and Primeval Awareness ranger class features. \n'b' Spellcasting . Atalanta is a 4th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 13; +5 to hit with spell attacks). She knows the following spells from the ranger \xe2\x80\x99s spell list:\n'b'\n'b'\n'b' 1st-level (4 slots) : detect poison and disease , jump , longstrider \n'b' 2nd-level (3 slots) : darkvision , pass without trace \n'b'\n'b' FEATS \n'b'\n'b' Superb Aim . Atalanta ignores half- cover and three-quarters cover when making a ranged weapon attack, and she doesn\xe2\x80\x99t have disadvantage when attacking at long range. When Atalanta makes her first ranged weapon attack in a turn, she can choose to take a \xe2\x80\x935 penalty to her 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 . Atalanta attacks twice when she takes the Attack action. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target. Hit : 8 (1d8+4) piercing damage. \n'b'\n'b' ABOUT \n'b' Atalanta is one of Ancient Greece\xe2\x80\x99s righteous ladies\xe2\x80\x94both because she was a devout follower of Artemis and because she was a supreme hunter and warrior. Atalanta survived in the wilds as a baby after her father, the King of Argos, angrily abandoned her on a mountaintop for not being a boy. She was also the first to bleed the Calydonian Boar, the slayer of the centaurs Hylaeus and Rhoecus, and the only woman to sail with the Argonauts \n'b' Atalanta rejected many suitors by beating them all in footraces (the losers were killed!) until Hippomenes distracted her with three enchanted golden apples given to him by the goddess Aphrodite. This subterfuge allowed Hippomenes, Poseidon\xe2\x80\x99s grandson, to win the race. \n'b' The couple had a son, but not long after were cursed by Zeus and transformed into lions for doing the dirty in one of his temples. The popular belief at the time was that lions could only mate with leopards, forever keeping them from being together. \n'b' Background Outlander. Atalanta never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, she can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beowulf \n'b' Family: NPC \n'b' Medium humanoid ( human ), lawful good barbarian (berserker) 20 \n'b' Armor Class 18 ( Constitution or scalemail, shield) Hit Points 250 (20d12+120) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 22 (+6) INT: 11 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +12 Skills Athletics +13, Insight +7, Perception +7, Survival +7 Damage Resistances bludgeoning, piercing, and slashing (while raging) Condition Immunities charmed , frightened (while raging) Senses passive Perception 17 Languages Olde English Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brutal Critical . Beowulf can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack . \n'b' Danger Sense . Beowulf has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can\xe2\x80\x99t be blinded , deafened , or incapacitated . \n'b' Feral Instinct . Beowulf has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn\xe2\x80\x99t incapacitated , he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn. \n'b' Indomitable Might . If Beowulf\xe2\x80\x99s total for a Strength check is less than 20, he can use 24 in place of the total. \n'b' Intimidating Presence . Beowulf can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Beowulf, it must succeed on a DC 15 Wisdom saving throw or be frightened of Beowulf until the end of his next turn. On subsequent turns, Beowulf can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Beowulf. If the creature succeeds on its saving throw, Beowulf can\xe2\x80\x99t use this feature on that creature again for 24 hours. \n'b' Mindless Rage . Beowulf can\xe2\x80\x99t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage. \n'b' Rage . On his turn, Beowulf can enter a rage as a bonus action. His rage lasts until Beowulf is knocked unconscious . Beowulf can also end his rage on his turn as a bonus action. Beowulf can go into a frenzy when he rages. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after his first turn raging. When his frenzied rage ends, he suffers one level of exhaustion . While raging, he gains the following benefits:\n'b'\n'b'\n'b' Advantage on Strength checks and Strength saving throws, ? when he makes a melee weapon attack using Strength he gains a +4 bonus to the damage roll, ? and he has resistance to bludgeoning, piercing, and slashing damage. \n'b' Reckless Attack . When Beowulf makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn. \n'b' Relentless Rage . If Beowulf drops to 0 hit points while he\xe2\x80\x99s raging and doesn\xe2\x80\x99t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10. \n'b'\n'b' FEATS \n'b'\n'b' Power Attack . When Beowulf makes his first melee weapon attack in a turn using a heavy weapon, he can choose to take a \xe2\x80\x935 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Beowulf 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. Beowulf can only use this feature on his turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . Beowulf attacks twice when he takes the Attack action (and can use a bonus action to attack a third time if both raging and frenzied). \n'b' Unarmed . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 8 bludgeoning damage. \n'b' Hrunting . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 12 (1d8+8) magical slashing damage or 13 (1d10+8) magical slashing damage if wielded in two hands. \n'b' Giant\xe2\x80\x99s Sword . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6+7) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Retaliation . When Beowulf takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature. \n'b'\n'b' ABOUT \n'b' Hrothgar, king of the Danes, makes the great hall Heorot for his warriors to drink and revel in, but when the monstrous Grendel (a descendant of Cain) overhears their joy he is so pained by it that he goes to wreck the place as the revelers sleep, eating the men that he kills. Hrothgar beseeches the aid of Beowulf who waits in the mead hall for Grendel\xe2\x80\x99s next attack and proceeds to beat the monster to death with his bare hands, ripping off one of the monster\xe2\x80\x99s arms. Grendel\xe2\x80\x99s mother is enraged that her son was killed in such a way and she comes the next night, killing Hrothgar\xe2\x80\x99s favorite warrior \xc3\x86schere while Beowulf is elsewhere. Upon Beowulf\xe2\x80\x99s return they track the monster to a lake and, armed with a magical sword called Hrunting, the hero jumps in after her, discovering her cave lair at the bottom. Unfortunately the weapon proves ineffective so he throws it away until after the fight, taking up a giant\xe2\x80\x99s sword and hacking the monster to death with that instead. Hrunting is used to decapitate Grendel but dissolves in the creature\xe2\x80\x99s toxic blood, and the hero returns to gain many gifts from Hrothgar\xe2\x80\x94including another magical sword, this one called N\xc3\xa6gling. Half a century later and Beowulf is the wise king of Geatland\xe2\x80\x94part of what modern Sweden is now \xe2\x80\x93 when a dragon starts burning and killing his subjects indiscriminately after somebody steals a golden cup from its hoard. Beowulf, of course, goes out to meet it in single combat but N\xc3\xa6gling shatters in his hands and he is only saved from defeat by the bravery of his ally Wiglaf. While victorious, Beowulf suffers mortal wounds and passes soon after, his remains burned away on a pyre. \n'b' It\xe2\x80\x99s of interest that this might be the earliest known depiction of an actual fire-breathing dragon (F\xc3\xa1fnir breathed poison); this tale influenced Tolkien, who felt European literature featured only two significant dragons: \xe2\x80\x9c\xe2\x80\xa6we have but the dragon of the V\xc3\xb6lsungs, F\xc3\xa1fnir, and Beowulf\xe2\x80\x99s bane.\xe2\x80\x9d \n'b' Background Folk Hero. Beowulf is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chearthra (Druid) \n'b' Family: NPC \n'b' Medium humanoid ( elf ), neutral evil \n'b' Armor Class 13 (16 with barkskin )\xc2\xa0 Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Druidic, Sylvan, Elvish Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Wild Shape (2/Day) . Chearthra can use her action to magically assume the shape of a beast that has a challenge rating of 1/2 or lower and doesn\xe2\x80\x99t have a flying speed. She can remain in this form for up to 2 hours. She can revert to her normal form by using a bonus action on her turn, and she automatically reverts if she drops to 0 hit points or dies. When she reverts, she returns to the number of hit points she had before she transformed. If she reverts as a result of dropping to 0 hit points , any excess damage carries over to her normal form. While transformed, her game statistics are replaced by those of the beast, but she retains her alignment, personality, and Intelligence , Wisdom , and Charisma scores. She can\xe2\x80\x99t cast spells while in beast form, but transforming doesn\xe2\x80\x99t break her concentration on a spell she has already cast. \n'b' Beast Speech . Chearthra can cast speak with animals at will. \n'b' Spellcasting . Chearthra is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +6 to hit with spell attacks). She has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, produce flame , shillelagh \n'b' 1st level (4 slots) : cure wounds , longstrider , thunderwave , healing word \n'b' 2nd level (3 slots) : barkskin , moonbeam , heat metal \n'b'\n'b' Special Equipment . Chearthra has a staff of claws, a ring of protection , and 10 sling bullets imbued with magic from the hag cauldron. \n'b'\n'b' ACTIONS \n'b'\n'b' Staff of Claws . Melee Weapon Attack : +2 to hit (+6 to hit with shillelagh ), reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Adept \n'b' Family: NPC \n'b' Medium humanoid (human), neutral adept (open hand, drunken master) 21 \n'b' Armor Class 23 ( Wisdom , bracers of defense , ring of protection ) Hit Points 136 (21d8+42) Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 15 (+2) WIS: 20 (+5) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +13, Con +12, Int +10, Wis +13, Cha +9 Skills Athletics +10, History +9, Insight +12, Investigation +9, Perception +12, Performance +8, Stealth +12 Damage Immunities poison Condition Immunities disease, poisoned Senses passive Perception 22 Languages Common Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cloak of Displacement . While the adept wears this cloak, it projects an illusion that makes them appear to be standing in a place near their actual location, causing any creature to have disadvantage on attack rolls against them. If adept takes damage, the property ceases to function until the start of their next turn. This property is suppressed while the adept is incapacitated , restrained , or otherwise unable to move. \n'b' Evasion . When the adept is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. \n'b' Focus (21 Points/Short Rest) . When the adept rolls for initiative and has no focus remaining, they regain 4 focus. \n'b' Diamond Soul . Whenever the adept makes a saving throw and fails, they can spend 1 focus to reroll it and take the second result. \n'b' Empty Body . The adept can use their action to spend 4 focus to become invisible for 1 minute. During that time, they also have resistance to all damage but force damage. Additionally, the adept can spend 8 focus to cast the astral projection spell, without needing material components. When they do so, they can\xe2\x80\x99t take any other creatures with them. \n'b' Quivering Palm . When the adept hits a creature with an unarmed strike, they can spend 3 focus to start imperceptible vibrations which last for 21 days. The vibrations are harmless unless the adept uses an action to end them. To do so, the adept and the target must be on the same plane of existence. When the adept uses this action, the creature must make a DC 19 Constitution saving throw. If it fails, it is reduced to 0 hit points . If it succeeds, it takes 55 (10d10) necrotic damage. The adept can have only one creature under the effect of this feature at a time. They can choose to end the vibrations harmlessly without using an action. \n'b' Step of the Wind . The adept can spend 1 focus to take the Disengage or Dash action as a bonus action. \n'b' Stunning Strike . The adept can spend 1 focus to attempt to stun a creature they hit with a melee weapon attack . The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the adept\xe2\x80\x99s next turn. \n'b' Goggles of Night . While wearing these dark lenses, the adept has darkvision out to a range of 60 feet. \n'b' Open Hand Technique . Whenever the adept hits a creature with one of the attacks granted by their Flurry of Blows, they can impose one of the following effects on that target: \n'b' It must succeed on a DC 19 Dexterity saving throw or be\xc2\xa0forced prone . \n'b' It must make a DC 19 Strength saving throw. If it fails, the adept can push it up to 15 feet away from them. \n'b' It can\xe2\x80\x99t take reactions until the end of the adept\xe2\x80\x99s next turn. \n'b' Prestige . Commoners and other NPCs recognize the adept or at the very least know their name, and the adept is treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The adept acquires students everywhere they go. These students remain in one central location of the adept\xe2\x80\x99s choosing and follow their edicts, sometimes acting as a vigilante police force to best enact the adept\xe2\x80\x99s societal beliefs in their absence. The adept has advantage on Wisdom ( Insight ) and Charisma checks made against their students. \n'b' Stillness of Mind . The adept can use an action to end one effect on themself that is causing them to be charmed or frightened . \n'b' Tempo . The adept regains 1 focus whenever they score a critical hit, a creature fails its saving throw against the adept\xe2\x80\x99s Stunning Fist by 10 or more, or the adept is targeted by an attack roll with a natural 1 result on the d20 roll. \n'b' Tranquility . At the end of a long rest, the adept gains the effect of a sanctuary spell (save DC 19) that lasts until the start of their next long rest (the spell can end early as normal). \n'b' Tongue of the Sun and Moon . The adept understands all spoken languages and a creature that understands a language can understand what they say. \n'b' Wholeness of Body (1/Long Rest) . The adept can use an action to regain 63 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . The adept attacks twice. \n'b' Flurry of Blows . When the adept takes the attack action, they can use a bonus action to attack a third time, or they can spend 1 focus and a bonus action to use Flurry of Blows to attack a third and fourth time. In addition, when the adept uses Flurry of Blows, until the end of their turn their Speed increases by 10 feet and their movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Unarmed . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 10 (1d10+5) magical bludgeoning damage. \n'b' +3 Shortswords . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 13 (1d10+8) magical piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflect Missile . The adept can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack . When they do so, the damage they take from the attack is reduced by 311d10+26). When the damage is reduced to 0, the adept can catch the missile if it is small enough for them to hold in one hand and they have at least one hand free. If they catch a missile in this way, the adept can spend 1 focus to make a ranged attack with the weapon or piece of ammunition they just caught, as part of the same reaction (+12 to hit, range 20/60 ft., 1d10+5 damage). \n'b' Slow Fall . The adept can use their reaction when they fall to reduce any falling damage they take by 105.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Bard \n'b' Family: NPC \n'b' Medium humanoid (half-elf), neutral good bard (lore, whispers) 21 \n'b' Armor Class 19 (+3 leather, ring of protection ) Hit Points 178 (21d8+84) Speed 30 ft., jump 30 ft. (vertical 15 ft.)\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 19 (+4) INT: 15 (+2) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +3, Dex +12, Con +5, Int +3, Wis +4, Cha +13 Skills Arcana +9, Athletics +9, Deception +19, Insight +17, Nature +9, Perception +10, Performance +19, Persuasion +19, Sleight of Hand +11, Stealth +11; instruments +12 Senses darkvision 60 ft., passive Perception 20 Languages Common, Elvish Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Epic Bardic Inspiration 1d12 (5/Short Rest) . Once on their turn (no action required) or as a bonus action, the bard can choose one other creature within 60 feet who can hear them. That creature gains one Bardic Inspiration die, a d12. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. When the bard rolls initiative and has no uses of Bardic Inspiration left, they regain one use. \n'b' Countercharm . As an action, the bard can start a performance that lasts until the end of their next turn. During that time, the bard and any friendly creatures within 30 feet of them have advantage on saving throws against being frightened or charmed . A creature must be able to hear the bard to gain this benefit. The performance ends early if the bard is incapacitated or silenced, or if they voluntarily end it (no action required). \n'b' Enchanted Items . The bard carries a potent magical golden lute and wears an amulet of health , boots of striding and springing , ring of evasion (3 charges; reaction to succeed on a failed Dexterity saving throw), ring of protection , and +3 leather armor. \n'b' Jack of All Trades . The bard adds +3 to any ability check they make that doesn\xe2\x80\x99t already include their proficiency bonus. \n'b' Peerless Skill . When the bard makes an ability check, they can expend one use of Bardic Inspiration to roll 1d12 and add the number rolled to their ability check. The bard can choose to do so after they roll the die for the ability check, but before the GM tells them whether they succeed or fail. \n'b' Prestige . Commoners and other NPCs recognize the bard or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Tavern owners want the bard to play, music halls vie for their attention, and royal courts are eager to have them visit. The bard gains advantage on Charisma checks made against lesser members and servants of royal courts, tavern owners and workers, and anyone else that hires performers. \n'b' Psionic Strike (1/Turn) . The bard expends one use of Bardic Inspiration when they hit a creature with a melee weapon attack to deal an extra 10 (3d6) psychic damage. \n'b' Spellcasting . The bard is a 21st-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 20; +12 to hit with spell attacks). They know the following bard spells:\n'b'\n'b'\n'b' Cantrips : light , mending , message , minor illusion , true strike , vicious mockery \n'b' 1st-level (4 slots) : charm person , cure wounds , disguise self , shield , sleep , thunderwave \n'b' 2nd-level (4 slots) : invisibility , suggestion \n'b' 3rd-level (3 slots) : fireball , major image , sending \n'b' 4th-level (3 slots) : confusion , polymorph \n'b' 5th-level (3 slots) : cone of cold , hold monster , scrying \n'b' 6th-level (2 slots) : chain lightning , mass suggestion \n'b' 7th-level (2 slots) : forcecage , teleport \n'b' 8th-level (1 slot) : glibness , power word stun \n'b' 9th-level (1 slot) : foresight , shapechange \n'b'\n'b' Song of Rest . At the end of a short rest, if the bard or any friendly creatures who can hear their performance regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d12 hit points . \n'b' Terrifying (1/Short Rest) . The bard can horrify a creature that can understand what they say during 1 minute of talking, forcing it to make a DC 20 Wisdom saving throw. On a failure, for the next hour the creature is frightened of the bard or a creature of their choosing. The effect ends when the creature is attacked, damaged, or witnesses an ally be attacked or damaged. On a successful save, the target doesn\xe2\x80\x99t recognize the bard\xe2\x80\x99s attempt to frighten it. \n'b'\n'b' ACTIONS \n'b'\n'b' Golden Lute . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (4d6+2) magical bludgeoning damage plus 18 (4d8) thunder damage. \n'b' Golden Note . Ranged Weapon Attack : +12 to hit, range 100/500 ft., one target. Hit : 27 (6d8) force damage and 27 (6d8) thunder damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Cutting Words . When a creature that the bard can see within 60 feet of them makes an attack roll, an ability check, or a damage roll, they can use their reaction to expend one of use of Bardic Inspiration, rolling 1d12 and subtracting the number rolled from the creature\xe2\x80\x99s roll. The bard can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can\xe2\x80\x99t hear the bard or if it\xe2\x80\x99s immune to being charmed .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Berserker \n'b' Family: NPC \n'b' Medium humanoid (human), neutral evil berserker (frenzied, totemic) 21 \n'b' Armor Class 22 ( Constitution , corrupted gauntlet) Hit Points 283 (21d12+147) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 24 (+7) 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 Str +14, Con +14 Skills Athletics +14, Insight +7, Intimidation +8, Perception +7 Senses passive Perception 17 Languages Common Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brutal Critical . The berserker can roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee attack . \n'b' Danger Sense . The berserker has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the berserker can\xe2\x80\x99t be blinded , deafened , or incapacitated . \n'b' Feral Instinct . The berserker has advantage on initiative rolls. Additionally, if they are surprised at the beginning of combat and isn\xe2\x80\x99t incapacitated , the berserker can act normally on their first turn, but only if they enters a rage before doing anything else on that turn. \n'b' Indomitable Might . If the berserker\xe2\x80\x99s total for a Strength check is less than 24, they can use that score in place of the total. \n'b' Intimidating Presence . The berserker can use an action to frighten someone with their menacing presence. When the berserker does so, they choose one creature within 30 feet that they can see. If the creature can see or hear the berserker, it must succeed on a DC 16 Wisdom saving throw or be frightened of the berserker until the end of the berserker\xe2\x80\x99s next turn. On subsequent turns, the berserker can use an action to extend the duration of this effect on the frightened creature until the end of the berserker\xe2\x80\x99s next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from the berserker. If the creature succeeds on its saving throw, the berserker can\xe2\x80\x99t use this feature on that creature again for 24 hours. \n'b' Mindless Rage . The berserker can\xe2\x80\x99t be charmed or frightened while raging. If they are charmed or frightened when they enter their rage, the effect is suspended for the duration of the rage. \n'b' Nature Speaker . The berserker can cast speak with animals as a ritual. They can also spend 10 minutes performing a ritual on one willing beast they touch. For as long as the berserker concentrates, up to 1 hour, they can see through the beast\xe2\x80\x99s eyes and hear what it hears, gaining the benefits of any special senses that the beast has. During this time, the berserker is deaf and blind with regard to their own senses. \n'b' Prestige . Commoners and other NPCs recognize the berserker or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. When the berserker enters into a tavern or other social gathering, they can loudly declare that they are looking for something or someone. Most of the people there look at and otherwise point out whoever they believe is the person the berserker is looking for or the person most likely to know about what they are seeking. In addition, when the berserker fails a Charisma ( Deception ) check against a creature, it makes a DC 21 Wisdom saving throw. On a failure, it thinks twice about the berserker\xe2\x80\x99s dishonesty and their Charisma ( Deception ) check becomes a success. \n'b' Rage . On their turn, the berserker can enter a rage as a bonus action. While raging, they gain the following benefits if they aren\xe2\x80\x99t wearing heavy armor: advantage on Strength checks and Strength saving throws, when the berserker makes a melee weapon attack using Strength they gain a +4 bonus to the damage roll, resistance to all damage except psychic damage. The berserker\xe2\x80\x99s rage lasts for 1 minute. It ends early if they are knocked unconscious . The berserker can also end their rage on their turn as a bonus action. The berserker can go into a frenzy when they rage. If they do so, for the duration of their rage they can make a single melee weapon attack as a bonus action on each of their turns after this one. When the berserker\xe2\x80\x99s rage ends, they suffer one level of exhaustion . \n'b' Reckless Attack . When the berserker makes their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against the berserker have advantage until their next turn. \n'b' Relentless Rage . If the berserker drops to 0 hit points while they\xe2\x80\x99re raging and don\xe2\x80\x99t die outright, they can make a DC 10 Constitution saving throw. If the berserker succeeds, they drop to 1 hit point instead. Each time they use this feature after the first, the DC increases by 5. When the berserker finishes a short or long rest, the DC resets to 10. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . The berserker attacks three times. \n'b' Corrupted Gauntlet . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 12 (1d8+8) magical slashing damage. Instead of dealing damage, the berserker can grapple the target (escape DC 22). +3 Greatsword. Melee or Ranged Weapon Attack : +17 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 17 (2d6+10) magical slashing damage. When thrown, the greatsword returns to the berserker\xe2\x80\x99s hands immediately after it hits or misses the target. \n'b'\n'b' REACTIONS \n'b'\n'b' Retaliation . When the berserker takes damage from a creature that is within 5 feet of them, they can use their reaction to make a melee weapon attack against that creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Cleric \n'b' Family: NPC \n'b' Medium humanoid (hill dwarf ), neutral good cleric (life, war) 23 \n'b' Armor Class 22 (+3 plate) Hit Points 255 (23d8+138) Speed 25 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 20 (+5) INT: 15 (+2) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +11, Cha +9; Proficiency +7 Skills History +8, Insight +11, Perception +11, Religion +8 Damage Resistances poison Senses darkvision 60 ft., passive Perception 21 Languages Celestial, Common, Dwarvish \n'b' ACTIONS \n'b'\n'b' Blessed Healer . When the epic cleric casts a spell of 1st-level or higher that restores hit points to a creature other than himself, the epic cleric regains hit points equal to 2 + the spell\xe2\x80\x99s level. \n'b' Channel Divinity (3/Short Rest) . Choose one of the following effects: Guided by the Gods. The epic cleric can use their Channel Divinity to gain a +10 bonus when making an attack roll (they can choose after seeing the roll and before the GM declares whether it is a hit or a miss). \n'b' Preserve Life . As an action, the epic cleric presents their holy symbol and evokes healing energy that restore 105 hit points. The epic cleric chooses any creatures within 30 feet and divides those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. The epic cleric can\xe2\x80\x99t use this feature on an undead or a construct. \n'b' Turn Undead . As an action, the epic cleric presents their holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear the epic cleric must make a DC 20 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 5 or below. A turned creature must spend its turns trying to move as far away from the epic cleric as it can, and it can\xe2\x80\x99t willingly move to a space within 30 feet of them. It also can\xe2\x80\x99t take reactions . For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\xe2\x80\x99s nowhere to move, the creature can use the Dodge action. Disciple of Life. Whenever the epic cleric uses a spell of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell\xe2\x80\x99s level. \n'b' Divine Intervention (1/Week) . Using an action, the epic cleric asks deities to intervene. The GM chooses the nature of the intervention; the effect of any epic cleric spell or epic cleric domain spell would be appropriate. \n'b' Divine Strike (1/Turn) . When the epic cleric hits a creature with a weapon attack, they can cause the attack to deal an extra 9 (2d8) radiant damage to the target. \n'b' Dwarven Resilience . The epic cleric has advantage on saving throws against poison. \n'b' Make War (5/Long Rest) . The epic cleric can use a bonus action to make one weapon attack when they take the Attack action. \n'b' Otherworldly Ally (1/Long Rest) . The epic cleric can use an action to innately cast conjure celestial without the need for concentration, summoning a celestial of a challenge rating 7 or less. \n'b' Prestige . Commoners and other NPCs recognize the epic cleric or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Even rival religions seek the epic cleric out for sermons or important observances. They have access to everything but the most sacred relics and texts kept by religious orders that are not hostile to them, and advantage on Charisma checks made against their clergy members. \n'b' Spellcasting . The epic cleric is a 23rd-level spellcaster that uses Wisdom as their spellcasting ability (spell save DC 20; +12 to hit with spell attacks). They have the following spells prepared:\n'b'\n'b'\n'b' Cantrips : guidance , mending , resistance , sacred flame (extra damage die), spare the dying, thaumaturgy \n'b' 1st-level (4 slots) : bless , cure wounds , detect magic , divine favor , guiding bolt , healing word , protection from evil and good , shield of faith \n'b' 2nd-level (4 slots) : aid , augury , enhance ability , lesser restoration , magic weapon , silence , spiritual weapon \n'b' 3rd-level (4 slots) : beacon of hope , dispel magic , mass healing word , protection from energy , revivify , sending , spirit guardians , tongues \n'b' 4th-level (4 slots) : death ward , divination , freedom of movement , greater restoration , guardian of faith, locate creature , stoneskin \n'b' 5th-level (3 slots) : commune, dispel evil and good , flame strike , greater restoration , hold monster , mass cure wounds , planar blinding, raise dead \n'b' 6th-level (2 slots) : blade barrier , heal , true seeing \n'b' 7th-level (2 slots) : divine word , fire storm , regenerate \n'b' 8th-level (2 slots) : antimagic field , holy aura \n'b' 9th-level (1 slot) : true resurrection \n'b'\n'b' Stonecunning . The epic cleric has an extra +7 bonus on Intelligence ( History ) checks related to stonework. \n'b' Supreme Healing . When the epic cleric would normally roll one or more dice to restore hit points with a spell, they instead use the highest number possible for each die (for example, instead of restoring 2d6 hit points to a creature, the epic cleric restores 12.) \n'b'\n'b' ACTIONS \n'b'\n'b' Holy Staff . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) magical bludgeoning damage plus 5 (2d4) radiant damage. \n'b'\n'b' ABOUT \n'b' The only thing keeping the epic cleric from having as much impact on the world as the god they worship is their humility-they are wielders of magic of the highest order, able to bring mortals back from the dead and sunder the very firmament with fire. Reaching such dizzying heights of divine power has strongly reaffirmed epic cleric\xe2\x80\x99s faith, instilling greater devotion and recognition from the god they worship. Indeed reverence is integral to their life and they never fail to show obeisance, make prayers, and bless their deity whenever they triumph. The cleric\xe2\x80\x99s victories have certainly inspired many adherents to their religion and they know that no amount of proselytizing can hope to convert so many believers. More legendary deeds are what the epic cleric knows will bring the most worshippers to the faith. \n'b' New Duties . There are few if any worshipers of an epic cleric\xe2\x80\x99s god that are as powerful as they are, and with that great power comes great responsibility. The deity that empowers the epic cleric puts more excessive demands upon their servant-as an emissary to other gods, to oversee the implementation of divine works, to retrieve sacred relics protected by enemies of the most terrible nature. \n'b' New Miracles . The business of divine entities requires faith to be rewarded-and that is often the work of the epic cleric to realize. Other deities have agents at work upon the world and that must be opposed, and even if their god intends to intervene directly the epic cleric is oft called upon as a reserve measure lest godly trickery interfere. New Revelations. While all the answers to life\xe2\x80\x99s questions may ultimately reside in the doctrine of their faith, the epic cleric knows that it is through the interpretation of sacred dogma and experience of living that the mysteries of existence are revealed. It is imperative for the epic cleric to seek out these truths, refining the meaning of each by testing each in realms far from the reach of most mortals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Druid \n'b' Family: NPC \n'b' Small humanoid (deep gnome), chaotic good druid (moon, land: underground) 23 \n'b' Armor Class 17 (+3 hide) Hit Points 232 (23d8+115) Speed 25 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 20 (+5) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +12; Proficiency +7 Skills Insight +12, Nature +7, Perception +12, Stealth +9 Senses darkvision 120 ft., passive Perception 22 Languages Common, Druidic, Gnomish, Undercommon \n'b' ACTIONS \n'b'\n'b' Archdruid . The epic druid can ignore the verbal and somatic components of epic druid spells, as well as any material components that lack a cost and aren\xe2\x80\x99t consumed by a spell. They gain this benefit in both their normal shape and their beast shape from Wild Shape. \n'b' Gnome Cunning . The epic druid has advantage on all Intelligence , Wisdom , and Charisma saving throws against magic. \n'b' Improved Wild Shape (21 Hours/Long Rest) . The epic druid can use a bonus action or action to magically assume the shape of a beast that they have seen before of challenge rating 7 or lower, or into an air elemental , an earth elemental , a fire elemental , or a water elemental . The epic druid reverts to their normal form by using a bonus action on their turn, or when they fall unconscious , drop to 0 hit points , or die. The druid\xe2\x80\x99s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence , Wisdom , and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the epic druid and the bonus in its stat block is higher than the druid\xe2\x80\x99s, use the creature\xe2\x80\x99s bonus. If the creature has any legendary or lair actions, the epic druid can\xe2\x80\x99t use them. When the epic druid transforms, they assume the beast\xe2\x80\x99s hit points and Hit Dice. When they revert to their normal form, the epic druid returns to the number of hit points they had before they transformed. However, if the epic druid reverts as a result of dropping to 0 hit points, any excess damage carries over to their normal form. As long as the excess damage doesn\xe2\x80\x99t reduce the druid\xe2\x80\x99s normal form to 0 hit points, they aren\xe2\x80\x99t knocked unconscious . The druid\xe2\x80\x99s ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn\xe2\x80\x99t break the druid\xe2\x80\x99s concentration on a spell they\xe2\x80\x99ve already cast, however, or prevent them from taking actions that are part of a spell that they\xe2\x80\x99ve already cast. The epic druid retains the benefit of any features from their class, race, or other source and can use them if the new form is physically capable of doing so. However, the epic druid can\xe2\x80\x99t use any of their special senses, such as darkvision, unless their new form also has that sense. While using Wild Shape, the epic druid can use a bonus action to expend a spell slot to regain hit points (1d8 per spell slot level). In addition, their attacks while using Wild Shape the druid\xe2\x80\x99s natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The epic druid chooses whether their equipment falls to the ground in their space, merges into their new form, or is worn by it. Worn equipment functions as normal so long as it is practical based on the creature\xe2\x80\x99s shape and size . The druid\xe2\x80\x99s equipment doesn\xe2\x80\x99t change size or shape to match the new form, and any equipment that the new form can\xe2\x80\x99t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the epic druid leaves the form. \n'b' Land\xe2\x80\x99s Stride . Moving through nonmagical difficult terrain costs the epic druid no extra movement. They can also pass through nonmagical plants without being slowed and without taking damage from thorns, spines, or a similar hazard. In addition, the epic druid has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. \n'b' One With Nature . The epic druid can expend 4 hours of Wild Shape to meld into any natural terrain for 1 minute. For the duration, they become one with nature. The epic druid retains their alignment, hit points , proficiency bonus, skill proficiencies, saving throws, and their Intelligence , Wisdom , and Charisma scores, but otherwise they use one with nature\xe2\x80\x99s statistics. In addition, the epic druid learns everything that has happened in the past week in the immediate area their body changes into. At the GM\xe2\x80\x99s discretion, the druid\xe2\x80\x99s one with nature form may have different features and attacks determined by the terrain. For example, when using this feature in a jungle the epic druid may gain a vine attack with greater reach, or deal extra fire damage with their slam if transformed into a volcano. \n'b' Prestige . Commoners and other NPCs recognize the epic druid or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic druid knows of all the world\xe2\x80\x99s druidic circles, and instantly knows the names of other druids when met. In addition, the epic druid is known to animals like a storm or the winter\xe2\x80\x99s thaw. The epic druid is under the constant effects of the speak with animals and plants spell and they have advantage on Charisma checks made against beasts and plants. \n'b' Ring of Spell Turning . While wearing this ring, the epic druid has advantage on saving throws against any spell that targets only them (not in an area of effect). In addition, if the epic druid rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on the epic druid and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. \n'b' Shapechanging . The epic druid can cast alter self at will. \n'b' Spellcasting . The epic druid is a 23rd level spellcaster that uses Wisdom as their spellcasting ability (spell save DC 20; +12 to hit with spell attacks). The epic druid has the following spells prepared:\n'b'\n'b'\n'b' Cantrips : druidcraft, guidance , mending , produce flame (extra damage die), resistance , shillelagh \n'b' 1st-level (4 slots) : cure wounds , detect magic , faerie fire , healing word , spider climb , thunderwave , web \n'b' 2nd-level (4 slots) : barkskin , enhance ability , gaseous form , lesser restoration , pass without trace , spike growth , stinking cloud \n'b' 3rd-level (4 slots) : dispel magic , plant growth \n'b' 4th-level (4 slots) : blight , freedom of movement , greater invisibility , ice storm , locate creature , stone shape , stoneskin \n'b' 5th-level (3 slots) : cloudkill , contagion , greater restoration , insect plague , reincarnate \n'b' 6th-level (2 slots) : find the path , heal \n'b' 7th-level (2 slots) : fire storm , plane shift , regenerate \n'b' 8th-level (2 slots) : feeblemind , sunburst \n'b' 9th-level (1 slot) : foresight \n'b'\n'b' Timeless Body . For every 10 years that pass, the druid\xe2\x80\x99s body ages only 1 year. \n'b' Underground Stealth . While the epic druid is in rocky terrain, they have advantage on Dexterity ( Stealth ) checks made to hide . \n'b'\n'b' ACTIONS \n'b'\n'b' +1 Scimitar . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : reach 0 ft., one target in your space. Hit : 3d8+7 bludgeoning damage and the target is grappled (escape DC equal to your epic druid spell save DC). \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing all initiative ties), you can use one of your lair action options. You can\xe2\x80\x99t do so while incapacitated or otherwise unable to take actions . If surprised, you can\xe2\x80\x99t use one until after your first turn in the combat. \n'b'\n'b' An intense tremor rips through the ground in a 20-foot-radius circle centered on a point you choose within 200 feet. The ground in the area becomes difficult terrain until the end of the round. Each creature on the ground that is concentrating must make a DC 20 Constitution saving throw. On a failed save, the creature\xe2\x80\x99s concentration is broken. \n'b' Choose a point within 100 feet. Until the start of your next turn, the ground in a 20-foot radius of that point is difficult terrain . A creature in the area when you use this lair action makes a Strength saving throw against your epic druid spell save DC or is restrained for the duration. A creature can use its action to make a Strength check against your spell save DC, freeing itself on a success. \n'b' You change the location of a Swallowing Pit. A creature standing on a square that a pit moves to can use its reaction to make a Strength ( Athletics ) or Dexterity ( Acrobatics ) check against your epic druid spell save DC, jumping away to solid ground in an unoccupied square on a success. On a failure a creature falls down into the pit, taking 7 (2d6) bludgeoning damage and landing prone . \n'b'\n'b' ABOUT \n'b' The epic epic druid never quite fits in no matter what town or village they try to settle in. Abandoned not long after they could walk and far from their homeland, as an adolescent they did not find shelter, solace, or kindness from others like them-it was the animals who took care of them instead, and so it is that over time the favor has been paid back in kind. This kinship with beasts has played a major role in the druid\xe2\x80\x99s adventuring career and drives them to achieve great things to protect nature. Though they have not completely succumbed to the power of the natural world like an archdruid has, the epic druid has learned how to truly embody the land around them and wields primal forces as easily as a warrior handles a sword. \n'b' New Discoveries . New understandings were once quite common to the epic druid but as time passes they are frustratingly struck by fewer and fewer revelations about nature. In their younger days it was exploring that taught them so much about existence-though little challenges them now, surely a spot of adventuring can cure their unique predicament. \n'b' New Environments . With the newfound ability to become one with nature itself the epic druid yearns to have intrinsic experiences in many different places. They have already traversed much of the world and known what it is like to be a remote jungle, dizzying mountain peak, ancient deep cavern, and much more, and each time their urge to find new locales grows. \n'b' New Scales . The epic druid has always worked to maintain the balance of nature but now their grove is so much greater-their domain might well encompass the whole world. They are the foremost protection against things that might disrupt the very fabric of the natural order and whenever a terrible threat surfaces the epic druid is called upon to face it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Fighter \n'b' Family: NPC \n'b' Medium humanoid ( half-orc ), lawful neutral fighter (champion, battlemaster) 23 \n'b' Armor Class 22 (+3 plate) Hit Points 256 (23d10+1155) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +12; Proficiency +7 Skills Athletics +13, History +6, Insight +9, Intimidation +8, Perception +9, Survival +9 Senses darkvision 60 ft., passive Perception 19 Languages Common, Orcish \n'b' ACTIONS \n'b'\n'b' Action Surge (2/Short Rest) . Once on their turn, the epic fighter can take an additional action on top of their regular action and a possible bonus action. Armament Specialization. The epic fighter gains a +1 bonus to attack and damage rolls with greataxes, and while wearing plate their Armor Class increases by +1 (these are included in their statistics). \n'b' Boots of Speed . The epic fighter can use a bonus action and click the boots\xe2\x80\x99 heels together. Until the epic fighter clicks their heels together again to end the effect, the boots double their walking speed, and creatures have disadvantage on opportunity attacks against them. When the boots\xe2\x80\x99 property has been used for a total of 10 minutes, the magic ceases to function until the epic fighter finishesa long rest. \n'b' Indomitable (4/Long Rest) . The epic fighter can reroll a saving throw that they fail but must use the new roll. \n'b' Maneuver Master 1d8 (5/Short Rest) . The epic fighter can expend a maneuver dice to perform a single maneuver with an attack .\n'b'\n'b'\n'b' Disarm . A creature the epic fighter has hit with an attack takes 1d8 additional damage and makes a DC 21 Strength saving throw or drops one held item of the fighter\xe2\x80\x99s choice. \n'b' Feint . The epic fighter can use their bonus action to feint against one creature within 5 feet. They have advantage on their next attack roll against that creature as long as it before the end of their turn. On a hit the epic fighter deals 1d8 additional damage. \n'b' Menace . On a successful hit with a melee weapon, the epic fighter deals 1d8 additional damage and the target makes a DC 21 Wisdom saving throw or it is frightened of them until the end of the fighter\xe2\x80\x99s next turn. \n'b' Sweep . The epic fighter chooses a creature adjacent to their target and within their reach and on a hit, the adjacent creature takes 1d8 damage (of the same type as the weapon attack ). \n'b' Trip . The epic fighter deals 1d8 additional damage and if the target is a creature of Large size or smaller, it makes a DC 21 Strength saving throw or is knocked prone . \n'b'\n'b' Prestige . Commoners and other NPCs recognize the epic fighter or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. There is no major army or mercenary company on the planet that the epic fighter does not know about, along with all the commanders of note within those forces. Any defensive forces or mercenaries that are not hostile towards the epic fighter treat the epic fighter with esteem, giving the epic fighter access to all of their fortifications, and the epic fighter has advantage on Charisma checks made against them. \n'b' Relentless Endurance (1/Long Rest) . When the epic fighter is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. \n'b' Remarkable Athlete . The epic fighter adds +3 to any Strength , Dexterity , or Constitution check they make that doesn\xe2\x80\x99t already use their proficiency bonus. In addition, when the epic fighter makes a running long jump , the distance they can cover increases by 6 feet. \n'b' Ring of Telekinesis . While wearing this ring, the epic fighter can cast the telekinesis spell at will, but they can target only objects that aren\xe2\x80\x99t being worn or carried. \n'b' Savage Attacks . When the epic fighter scores a critical hit with a melee weapon attack , they can roll one of the weapon\xe2\x80\x99s damage dice one additional time and add it to the extra damage of the critical hit. \n'b' Second Wind (1/Short Rest) . On the fighter\xe2\x80\x99s turn, they can use a bonus action to regain 28 (1d10+23) hit points . \n'b' Superior Critical . The fighter\xe2\x80\x99s weapon attacks score a critical hit on a roll of 18-20. \n'b' Survivor . At the start of each of their turns, the epic fighter regains 10 hit points if they have no more than 128 hit points left. The epic fighter doesn\xe2\x80\x99t gain this benefit if they have 0 hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . The epic fighter attacks four times. +3 Greataxe. Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 16 (1d12+10) magical slashing damage. When the epic fighter rolls a 1 or 2 on a damage die, they can reroll the die and must use the new roll. \n'b' +1 Handaxe . Ranged Weapon Attack : +14 to hit, range 20/60 ft., one target. Hit : 10 (1d6+7) magical slashing damage. When thrown, the handaxe returns to the fighter\xe2\x80\x99s hands immediately after it hits or misses the target. \n'b' +1 Longbow . Ranged Weapon Attack : +10 to hit, range 150/600 ft., one target. Hit : 8 (1d8+3) magical piercing damage. \n'b'\n'b' ABOUT \n'b' Warriors across the globe speak the epic fighter\xe2\x80\x99s name in reverence or fear, all knowing that their own skills at combat pale in comparison. Discipline, training, and no small amount of luck have made the epic fighter into the peerless combatant they are now-and more is required lest they lose their edge. Although they\xe2\x80\x99ve certainly reached a climax in their life, the epic fighter knows that to do anything but return to adventuring would mean losing the mettle they\xe2\x80\x99ve fought so hard to achieve. \n'b' New Opponents . Whatever reprieve they\xe2\x80\x99ve had has left a yearning in the epic fighter to face off against foes able to defend against and withstand their assault. Whether combatants are mortals or gods matters not, only that they provide the challenge the epic fighter requires to maintain and advance their martial talents. \n'b' New Tactics . Not every obstacle in the fighter\xe2\x80\x99s path can be dealt with by sword. Attaining greater might and learning the true limits of their physical capabilities means appreciating different approaches to defense and offense. At the end of the battle however, no matter their enemy the epic fighter will be the last one standing (or damn near it). \n'b' New Victories . The fighter\xe2\x80\x99s legendary prowess has traveled further than just one world and they are spoken of in fey courts, the halls of the elemental planes, and places they\xe2\x80\x99ve never heard of-yet. Many powerful entities do not care about the precise nature of an implement, concerned only with its effectiveness, and the fighter\xe2\x80\x99s reliable methodology and approach to problem-solving make them effective indeed. Nary a week passes where they aren\xe2\x80\x99t visited by an otherworldly emissary, find a strange message, or get an unusual request in some other manner.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cuttenclip \n'b' Tiny construct (cuttenclip, ozian), neutral \n'b' Armor Class 10 \n'b' Hit Points 2 (2d4 \xe2\x80\x93 2) \n'b' Speed 10 ft. (20 ft. moving sideways)\n'b' STATS STR: 6 (-2) DEX: 11 (+0) CON: 8 (-1) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Immunities necrotic, poison \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Skills Perception +2, Stealth +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The cuttenclip is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the cuttenclip must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the cuttenclip is motionless, it is indistinguishable from a paper doll. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Flat . The cuttenclip can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in. \n'b' Fragile . If a critical hit is scored against the cuttenclip with a slashing attack , it tears and is destroyed. \n'b' Repairable . As long as it has at least 1 hit point remaining, the cuttenclip regains 1 hit point when a mending spell is cast on it but permanently loses 1 point of Charisma each time the spell is cast on it. \n'b' Unsteady . Cuttenclips have disadvantage against effects that would knock them prone . \n'b' Water Susceptibility . For every 5 feet the cuttenclip moves in water, or for every gallon of water splashed on it, it takes 1 acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Papercut . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. \n'b'\n'b' ABOUT \n'b' These paper dolls are nearly all the same height, but are cut into various shapes, some being fat and some lean. The girl dolls wear many beautiful costumes of tissue paper, making them quite fluffy; but their heads and hands are no thicker than the paper of which they are made. \n'b' Cuttenclips are the work of Miss Cuttenclip, who was given the magical ability to create her people by Glinda the Good. A wall surrounds the village to keep blundering creatures out. Fortunately it doesn\xe2\x80\x99t rain in the village, or that would be the end of the cuttenclips. As a result of their many vulnerabilities, the cuttenclips don\xe2\x80\x99t dare venture beyond their walls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Herald \n'b' Family: NPC \n'b' Medium humanoid (elated aasimar), lawful good paladin (oath of devotion, oath of glory) 23 \n'b' Armor Class 22 (+2 half-plate, +1 shield) Hit Points 187 (23d10+46) Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +7, Con +7, Int +5, Wis +12, Cha +17; Proficiency +7 Skills Athletics +10, Perception +7, Persuasion +12, Religion +7 Damage Resistances necrotic, radiant Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 17 Languages Celestial, Common \n'b' ACTIONS \n'b'\n'b' Aura of Speed . When the herald is not incapacitated , any ally that starts its turn within 5 feet of the herald increases their speed by 10 feet until the end of their turn. \n'b' Channel Divinity (2/Short Rest) . Choose one of the following effects: Divine Prowess. As a bonus action, the herald receives a divine blessing to be more agile and mightier. For the next 10 minutes the herald doubles their Carrying Capacity and they gain advantage on Strength ( Athletics ) and Dexterity ( Acrobatics ) checks. \n'b' Divine Rigor . When the herald uses Divine Smite, they can use a bonus action to create a pool of 32 (2d8+23) temporary hit points , dividing them between any number of creatures within 30 feet (including the herald). \n'b' Sacred Weapon . As an action, the herald imbues one weapon they are holding with positive energy. For 1 minute, they add +5 to attack rolls made with that weapon and it emits bright light in a 20-foot radius (dim light 20 feet beyond that). If the weapon is not already magical, it becomes magical for the duration. The herald can end this effect on their turn as part of any other action. If they are no longer holding or carrying this weapon, or if the herald falls unconscious , this effect ends. \n'b' Turn the Unholy . As an action, the herald presents their holy symbol and speaks a prayer. Each fiend or undead within 30 feet that can see or hear the herald must make a DC 20 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from the herald as it can, and it can\xe2\x80\x99t willingly move to a space within 30 feet of the herald. It also can\xe2\x80\x99t take reactions . For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\xe2\x80\x99s nowhere to move, the creature can use the Dodge action. \n'b' Cleansing Touch (5/Long Rest) . The herald can use their action to end one spell on themself or on one willing creature that they touch. \n'b' Divine Harness . The herald\xe2\x80\x99s +2 half-plate gives them a fly speed of 40 feet and the ability to hover. \n'b' Divine Sense (6/Long Rest) . As an action, the herald can open their divine awareness. Until the end of their next turn, the herald knows the location of any celestial, fiend, or undead within 60 feet of them that is not behind total cover . They know the type (celestial, fiend, or undead) of any being whose presence they sense, but not its identity. Within the same radius, the herald also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. \n'b' Divine Smite . When the herald hits a creature with a melee weapon attack , they can expend one spell slot to deal radiant damage to the target, in addition to the weapon\xe2\x80\x99s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. \n'b' Float . The herald is immune to the prone condition unless grappled , incapacitated , or restrained , and they can use their reaction when they fall to reduce any falling damage they take by 46. The herald is not able to float on any surface that wouldn\xe2\x80\x99t normally support their weight. Creatures following the herald\xe2\x80\x99s tracks do so with disadvantage unless tracking by scent. \n'b' Herald Auras . While the herald is conscious, friendly creatures within 30 feet of the herald can\xe2\x80\x99t be charmed or frightened , and they gain a +5 bonus to saving throws. \n'b' Holy Nimbus (1/Long Rest) . As an action, the herald can emanate an aura of sunlight. For 1 minute, bright light shines from them in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, the herald has advantage on saving throws against spells cast by fiends or undead. \n'b' Lay on Hands (115 Points/Long Rest) . As an action, the herald can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, they can cure the target of diseases or neutralize poisons affecting it (expending 5 hit points separately for each one). This feature has no effect on undead and constructs. \n'b' Prestige . Commoners and other NPCs recognize the herald or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Churches everywhere have spoken about the herald-perhaps negatively, perhaps positively-and the people at large know to fear or trust the herald. The herald either has advantage on Charisma ( Intimidation ) checks they make against a commoner, or they have advantage on Charisma ( Persuasion ) checks they make against a commoner. Which of these checks the herald benefits from is determined for each NPC by the GM. \n'b' Purity of Spirit . The herald is under the constant effects of the protection from evil and good spell. \n'b' Spellcasting . The herald is a 23rd-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 19; +12 to hit with spell attacks). The herald has the following spells prepared:\n'b'\n'b'\n'b' Cantrip : light \n'b' 1st-level (4 slots) : command , cure wounds , detect magic , divine favor , guiding bolt , heroism , protection from evil and good , sanctuary , shield of faith \n'b' 2nd-level (3 slots) : enhance ability , lesser restoration , locate object , magic weapon , zone of truth \n'b' 3rd-level (3 slots) : beacon of hope , daylight , dispel magic , haste , magic circle , protection from energy , revivify \n'b' 4th-level (3 slots) : banishment , death ward , freedom of movement , guardian of faith, locate creature \n'b' 5th-level (2 slots) : commune, dispel evil and good , flame strike , raise dead \n'b' 6th-level (2 slots) : heal , true seeing \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . The herald attacks twice. \n'b' +3 Longsword . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 12 (1d8+8) magical slashing damage plus 7 (2d6) radiant damage. \n'b'\n'b' ABOUT \n'b' The epic herald has achieved a great deal on behalf of the forces of good but to what end? The glorification of a god of incredible power that so often sends agents and followers to suffer in their stead. Now that the herald has experienced so much of existence they are driven to closely examine their deific relationship, chafing at the nature of serving a being that could-and perhaps should-do so much more. \n'b' New Glories . What the herald knows for certain is that to do good things is a boon to the world and an endeavor they should still pursue regardless of the gods. Indeed, their dissatisfaction with divine beings gives the herald all the more reason to continue to seek out and vanquish evil. \n'b' New Realization . With so much of their life dictated by distant deities, after reaching the apex of divine warriorhood the herald is distraught as to what they should pursue next. When they topple a terrible tyrant what\xe2\x80\x99s to stop a replacement from rising to enact new terrors? The herald has to not only defeat evil, they must inspire all to fight against it. \n'b' New Responsibilities . The herald\xe2\x80\x99s desire for justice and a better world have grown to beyond the borders of one kingdom or continent-they are now a beacon of hope for all mortals. Whenever a great threat looms it is their name that will be called upon by the bereaved, desperate, and tyrannized.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Attic Whisperer \n'b' Small undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 132 (24d6+48) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +7, Dex +7 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Skills Deception +7, Perception +6, Stealth +7 Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Abandonment . Every voice that the attic whisperer steals lingers around it in an invisible but audible aura of childlike whimpers, songs, and sobs. Any creature that gets within 30 feet of an attic whisperer must succeed on a DC 15 Wisdom saving throw or become frightened . A frightened creature can attempt a new saving throw at the beginning of each of its turns. A creature that succeeds on its saving throw cannot be affected by that attic whisperer\xe2\x80\x99s aura of abandonment for 24 hours. \n'b' Debris Spirit . An attic whisperer is a tortured soul that takes form by combining dust and trash into a corporeal form. So long as an attic whisperer remains with 20 feet of a cluttered or dusty environment it gains 5 hit points at the start of each of its turns up to its hit point maximum. Once reduced to 0 hit points , this ability no longer functions. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The attic whisperer makes two isolating touch attacks. \n'b' Isolating Touch . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 17 (2d12 + 4) necrotic damage. The creature must succeed a DC 15 Wisdom saving throw or start feeling mentally and physically isolated from others and cannot be the beneficiary of a friendly creature\xe2\x80\x99s spells or abilities for 1 minute. An affected creature can attempt a new saving throw at the end of each of its turns to negate this effect. \n'b' Steal Breath (3/day) . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : The target creature must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion . \n'b' Steal Voice (1/day) . A creature within 30 feet of the attic whisperer must attempt a DC 15 Charisma saving throw or lose its ability to speak for 1 hour. During that time, the creature cannot talk, cast spells with verbal components, or use any other ability that requires speech. Once an attic whisperer steals a creature\xe2\x80\x99s voice, it can perfectly mimic that voice even after the creature regains the ability to speak. While speaking in a stolen voice, it can speak in any languages that the creature it stole the voice from knew. \n'b'\n'b' ABOUT \n'b' An attic whisperer spawns as the result of a lonely or neglected child\xe2\x80\x99s death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed-icons of the child\xe2\x80\x99s neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors\xe2\x80\x99 prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull-this does not impact the creature\xe2\x80\x99s abilities in any way, but it usually seeks out a small animal\xe2\x80\x99s skull as a form of decoration soon after it manifests. \n'b' Empty Homes . An attic whisperer haunts shadowy, forgotten places like old buildings and dilapidated institutions, places that were once homes to both young children and subtle evils. Hiding in drafty attics and moldy basements, an attic whisperer might lie dormant for decades while the quick go about their lives-often a scant floor away. The coming of a new child, though, rekindles some hope in the creature, its animating spirits motivated by loneliness, and ever seeking comfort and companionship. Once an attic whisperer finds a potential playmate, it does all it can to ensure it will never be lonely again by attempting to lure its friend to it, singing nursery rhymes, leaving trails of old toys, or calling out in the stolen voices of other children. \n'b' What Gets Left Behind. Destroying an attic whisperer reduces it to its component parts, usually consisting of dusty junk left to molder in the attics of old houses, though a few items, such as china dolls, small lockets, music boxes, precious marbles, fine teacups, sculpted metal soldiers, or the like, may have some value.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Ranger \n'b' Family: NPC \n'b' Small humanoid (rock gnome), neutral ranger (hunter, monster slayer) 23 \n'b' Armor Class 21 (+3 studded leather, ring of protection ) Hit Points 233 (23d10+92) Speed 25 ft. (while mounted 30 ft., fly 60 ft.)\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +13, Con +5, Int +1, Wis +4, Cha +2; Proficiency +7 Skills Athletics +6, Insight +10, Investigation +7, Nature +7, Perception +10, Stealth +12, Survival +10 Senses darkvision 60 ft., passive Perception 20 Languages Celestial, Common, Elvish, Gnomish \n'b' ACTIONS \n'b'\n'b' Artificer\xe2\x80\x99s Lore . The epic ranger adds +14 to any Intelligence ( History ) check related to magic items, alchemical objects, or technological devices. \n'b' Declare Prey . The epic ranger can use a bonus action to choose one creature within 60 feet, marking it as prey. On each of the epic ranger\xe2\x80\x99s turns, their first weapon attack against their prey deals an additional 1d6 damage. Once marked, a creature remains the epic ranger\xe2\x80\x99s prey until the epic ranger marks a different creature as prey, or finishes a short or long rest. In addition, the epic ranger gains +1d6 on checks to escape their prey\xe2\x80\x99s grapple and on saving throws against it. Defensive Tactics: Multiattack Defense. When a creature hits the epic ranger with an attack , the epic ranger gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. \n'b' Favored Enemy . The epic ranger has advantage on Wisdom ( Survival ) checks to track elves, humans, halflings (or another 3 types of humanoids of the GM\xe2\x80\x99s choice), and dragons, as well as on Intelligence checks to recall information about them. Feral Senses. When the epic ranger attacks a creature they can\xe2\x80\x99t see, their inability to see it doesn\xe2\x80\x99t impose disadvantage on their attack rolls against it. The epic ranger is also aware of the location of any invisible creature within 30 feet of them, provided that the creature isn\xe2\x80\x99t hidden from them and the epic ranger isn\xe2\x80\x99t blinded or deafened . \n'b' Foe Slayer (1/Turn) . The epic ranger adds +3 to the attack roll or the damage roll of an attack they make against one of their favored enemies. \n'b' Gnome Cunning . The epic ranger has advantage on Intelligence , Wisdom , and Charisma saving throws made against magic. \n'b' Hide in Plain Sight . The epic ranger can spend 1 minute creating camouflage for themself. They must have access to fresh naturally occurring materials with which to create their camouflage. Once the epic ranger is camouflaged in this way, they can try to hide by pressing themself up against a solid surface, such as a tree or wall, that is at least as tall and wide as they are. The epic ranger gains a +10 bonus to Dexterity ( Stealth ) checks as long as they remain there without moving or taking actions . Once the epic ranger moves or takes an action or a reaction , they must camouflage themself again to gain this benefit. \n'b' Hunter\xe2\x80\x99s Prey: Colossus Slayer (1/Turn) . When the epic ranger hits a creature with a weapon attack , the creature takes an extra 1d8 damage if it\xe2\x80\x99s below its hit point maximum. \n'b' Land\xe2\x80\x99s Stride . Moving through nonmagical difficult terrain costs the epic ranger no extra movement. The epic ranger can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, the epic ranger has advantage on saving throws against plants that are magically created or manipulated to impede movement. \n'b' Natural Explorer . When the epic ranger makes an Intelligence or Wisdom check related to the forest, grasslands, swamp, or underground, their proficiency bonus (+7) is doubled if they are using a skill that they\xe2\x80\x99re proficient in. While traveling for an hour or more in their favored terrain, the epic ranger gains the following benefits:\n'b'\n'b'\n'b' Difficult terrain doesn\xe2\x80\x99t slow their group\xe2\x80\x99s travel. \n'b' The epic ranger\xe2\x80\x99s group can\xe2\x80\x99t become lost except by magical means. \n'b' Even when the epic ranger is engaged in another activity while traveling (such as foraging, navigating, or tracking), they remain alert to danger. \n'b' If the epic ranger is traveling alone, they can move stealthily at a normal pace. \n'b' The epic ranger finds twice as much food as normal when foraging. \n'b' While tracking other creatures, the epic ranger also learns their exact number, their sizes, and how long ago they passed through the area. \n'b'\n'b' Pet Companion . The epic ranger has trained a chimera they use as a mount. The chimera is friendly to the epic ranger and their allies. Unless commanded not to, the chimera remains adjacent to the epic ranger. Otherwise it obeys any verbal commands that they issue to it (no action required). If the epic ranger doesn\xe2\x80\x99t issue any commands to their pet companion, it defends itself from hostile creatures, but otherwise takes no actions. The epic ranger\xe2\x80\x99s pet remains with them and under their command until it dies, they dismiss it, the epic ranger is unable to feed it, or they designate a new pet. \n'b' Prestige . Commoners and other NPCs recognize the epic ranger or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Campfires, hunting lodges, and taverns the world over are rife with legends of the epic ranger\xe2\x80\x99s exploits. Parties of other adventurers, druids, and other rangers know who the epic ranger is and about some of their greatest hunts. Lesser adventurers come to the epic ranger with quests or perils beyond their own abilities, and rulers frequently send offers promising gold for the slaying or capture of dangerous creatures within their lands. \n'b' Primeval Awareness . The epic ranger can use an action and expend one epic ranger spell slot to focus their awareness on the region around them. For 1 minute per level of the expended spell slot, the epic ranger can sense whether the following types of creatures are present within 1 mile (or within up to 6 miles if in their favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn\xe2\x80\x99t reveal the creatures\xe2\x80\x99 location or number. \n'b' Spellcasting . The epic ranger is a 23rd-level spellcaster that uses Wisdom as their spellcasting ability (spell save DC 18; +10 to hit with spell attacks). The epic ranger knows the following spells:\n'b'\n'b'\n'b' 1st-level (4 slots) : cure wounds , longstrider , protection from evil and good , speak with animals \n'b' 2nd-level (3 slots) : silence , spike growth , zone of truth \n'b' 3rd-level (3 slots) : magic circle , nondetection , speak with plants \n'b' 4th-level (3 slots) : banishment , freedom of movement , locate creature , stoneskin \n'b' 5th-level (2 slots) : hold monster , tree stride \n'b' 6th-level (2 slots) : find the path , wind walk \n'b'\n'b' Vanish . The epic ranger can use the Hide action as a bonus action on their turn. Also, they can\xe2\x80\x99t be tracked by nonmagical means, unless the epic ranger chooses to leave a trail. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . The epic ranger attacks three times. \n'b' Volley . The epic ranger can use their action to make a ranged attack against any number of creatures within 10 feet of a point they can see within their weapon\xe2\x80\x99s range, making a separate attack roll for each target. \n'b' +1 Shortsword . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 9 (1d6+6) magical piercing damage. \n'b' +3 Pistol of Endless Shot . Ranged Weapon Attack : +17 to hit, range 30/90 ft., one target. Hit : 13 (1d10+8) piercing damage. \n'b' +3 Longbow . Ranged Weapon Attack : +17 to hit, range 150/600 ft., one target. Hit : 12 (1d8+8) magical piercing damage. \n'b' Sense Foe (3/Long Rest) . The epic ranger immediately learns any damage immunities, resistances, or vulnerabilities that a creature within 60 feet has. Nondetection negates this feature. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an attacker that the epic ranger can see hits them with an attack , they can use their reaction to halve the attack\xe2\x80\x99s damage against them. \n'b'\n'b' ABOUT \n'b' No matter where they might find themselves, there\xe2\x80\x99s a good chance the epic epic ranger is master of the world around them. There is no trail too rigorous, no locale too remote, or river too far for the epic ranger to traverse it and they\xe2\x80\x99ve got the worn boots to prove it, having traveled around the world and back. Each journey has yielded great progress, testing their skills and teaching new ways to spot a foe\xe2\x80\x99s tracks. \n'b' New Hunts . The world\xe2\x80\x99s greatest fireside tales involve the epic ranger hunting down a legendary quarry, but there are monsters yet that will make for a more mythical deed. The epic ranger knows that their finest hunt is yet to come. New Lands. Having traveled the world over has left the epic ranger without any means to satisfy their wanderlust for exploring-to realize their true potential they must venture beyond the realms material, tracking never before seen prey across landscapes not meant for mortals to tread. \n'b' New Trophies . The epic ranger seeks a proper hunt once more and for the thrill of the kill, but they also long for a token more unique than any other, the sort of memento that will foster envy from gods and mortals alike.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Rogue \n'b' Family: NPC \n'b' Small humanoid (lightfoot halfling ), chaotic evil rogue (thief, assassin) 23 \n'b' Armor Class 21 (+3 studded leather armor, ring of protection ) Hit Points 209 (23d8+92) Speed 25 ft., fly 25 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) 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 Str +1, Dex +13, Con +5, Int +9, Wis +8, Cha +5; Proficiency +7 Skills Athletics +7, Deception +18, Investigation +15, Perception +14, Sleight of Hand +12, Stealth +19; disguise kit +8, poisoner\xe2\x80\x99s kit +8, thieves\xe2\x80\x99 tools +12 Senses blindsense 10 ft., passive Perception 24 Languages Common, Halfling, Thieves\xe2\x80\x99 Cant \n'b' ACTIONS \n'b'\n'b' Bags of Holding . The epic rogue carries 2 bags of holding (one of which no one else knows about). \n'b' Blindsense . If the epic rogue is able to hear, they are aware of the location of any hidden or invisible creature within 10 feet of them. \n'b' Bravery . The epic rogue has advantage on saving throws against fear . \n'b' Cunning Action (1/Turn) . The epic rogue can use a bonus action to take the Dash , Disengage , Hide , or Use Object action, or make a Dexterity ( Sleight of Hand ) check, or use thieves\xe2\x80\x99 tools to disarm a trap or open a lock. \n'b' Elusive . No attack roll has advantage against the epic rogue while they aren\xe2\x80\x99t incapacitated . \n'b' Evasion . When the epic rogue is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. \n'b' Expert Impersonator . With 25 gold and 7 days the epic rogue can create a complete false identity for themself. \n'b' Halfling Nimbleness . The epic rogue can move through the space of any creature that is of a size larger than them. \n'b' Lucky . When the epic rogue rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll. \n'b' Naturally Stealthy . The epic rogue can attempt to hide even when they are obscured only by a creature that is at least one size larger than them. \n'b' Prestige . Commoners and other NPCs recognize the epic rogue or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic rogue is the leader of a criminal organization or spy network with 7 lieutenants in settlements or locations throughout the world. The rogue\xe2\x80\x99s agents communicate through Thieves\xe2\x80\x99 Cant and couriers, though when there is a dire concern they can pay spellcasters to provide magical communication. Each settlement with one of the rogue\xe2\x80\x99s agents produces 100 gold each month. \n'b' Reliable Talent . Whenever the epic rogue makes an ability check that lets them add their proficiency bonus, they can treat a d20 roll of 9 or lower as a 10. \n'b' Ring of Invisibility . The epic rogue can turn invisible as an action. Anything they are wearing or carrying is invisible with them. The epic rogue remains invisible until the ring is removed, until they attack or cast a spell , or until they use a bonus action to become visible again. \n'b' Second-Story Work . Climbing does not cost the epic rogue extra movement, and when they make a running jump, the distance they cover increases by 5 feet. \n'b' Slay . When the epic rogue attacks a creature that hasn\xe2\x80\x99t yet taken a turn, they have advantage, and when they hit a surprised creature the epic rogue scores a critical hit. \n'b' Sneak Attack (1/Turn) . The epic rogue deals an extra 41 (12d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue\xe2\x80\x99s that isn\xe2\x80\x99t incapacitated and the epic rogue doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Stroke of Luck (1/Short Rest) . If the rogue\xe2\x80\x99s attack misses a target within range, they can turn the miss into a hit. Alternatively, if the epic rogue fails an ability check, they can treat the d20 roll as a 20. \n'b' Supreme Sneak . The epic rogue has advantage on a Dexterity ( Stealth ) check if they move no more than half their speed on the same turn. \n'b' Thief\xe2\x80\x99s Reflexes . The epic rogue can take two turns during the first round of any combat. They take their first turn at their normal initiative and their second turn at their initiative minus 10. The epic rogue can\xe2\x80\x99t use this feature when they are surprised. \n'b' Use Magic Device . The epic rogue ignores all class, race, and level requirements on the use of magic items. \n'b' Vanish in Plain Sight . When the epic rogue sees a creature look in their direction, they can use their reaction to hide even if they have nothing to hide behind as long as they remain in the same square without moving or taking actions. Until the epic rogue moves or takes an action or a reaction, they are invisible to that creature. If the epic rogue is targeted by an effect that requires a Dexterity saving throw, they may choose to fail it to remain invisible to the creature. \n'b' Winged Boots . While the epic rogue wears these boots, they have a flying speed equal to their walking speed. They can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If the epic rogue is flying when the duration expires, they descend at a rate of 30 feet per round until they land. The boots regain 2 hours of flying capability for every 12 hours they aren\xe2\x80\x99t in use. \n'b'\n'b' ACTIONS \n'b'\n'b' Two-Weapon Fighting . The epic rogue attacks once and may spend their bonus action to make an additional attack with their +3 dagger (which does not gain their +5 Dexterity bonus to damage). \n'b' +3 Shortsword . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 11 (1d6+8) magical piercing damage. \n'b' +3 Dagger . Melee or Ranged Weapon Attack : +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (1d4+8) magical piercing damage. When thrown, the dagger returns to the rogue\xe2\x80\x99s hands immediately after it hits or misses the target. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an attacker the epic rogue can see hits them with an attack , they can use their reaction to halve the attack\xe2\x80\x99s damage against them. \n'b'\n'b' ABOUT \n'b' There is no safety from the epic epic rogue. They can get anywhere, likely undetected, do as they will, and then escape with nary anyone being the wiser. The most dangerous dungeons, well-guarded castles, and holiest shrines have all proven insufficient at rebuffing them, and the epic rogue has had riches aplenty to show for their troubles. The world is there for the rogue\xe2\x80\x99s taking-yet the taking is getting easy and where\xe2\x80\x99s the thrill in that? \n'b' New Riches . The epic rogue has stolen whatever\xe2\x80\x99s been worth stealing and traded it off to gain favors from acquaintances, make good on old debts, and for a few months of reckless abandon here or there. At this point pocket change pilfered from a few kingdom vaults won\xe2\x80\x99t satisfy their greed, and the epic rogue instead seeks to thieve the finest treasures of distant realms instead. \n'b' New Schemes . Gold is good but the jealousy and awe of a crowd can be even more satisfying, and even the best told tall tale fails in comparison to the harrowing details of a truthful account. The epic rogue knows that to achieve their greatest exploits yet they\xe2\x80\x99ll need commensurate challenges, and they\xe2\x80\x99ll go wherever they might be. \n'b' New Secrets . Trading in high valued goods and sacred relics have taught the epic rogue that knowledge is what\xe2\x80\x99s really worth having. The spellwork of mages is one thing-which the epic rogue recognizes the usefulness of-but secrets are more valuable. The more powerful the entity, organization, or government, the more power those have.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Sorcerer \n'b' Family: NPC \n'b' Medium humanoid ( tiefling ), neutral evil sorcerer (draconic bloodline, shadow ) 23 \n'b' Armor Class 21 (Draconic Resilience, bracers of defense , ring of protection ) Hit Points 161 (23d6+68) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +1, Dex +6, Con +10, Int +1, Wis +1, Cha +13; Proficiency +7 Skills Arcana +7, Deception +12, Perception +7, Persuasion +12 Damage Resistances fire Condition Immunities blinded Senses darkvision 120 ft. (including magical darkness), passive Perception 17 Languages Common, Draconic, Infernal \n'b' ACTIONS \n'b'\n'b' Arcane Sight . The epic sorcerer can sense the presence of magic within 120 feet of them. If the epic sorcerer senses magic in this way, they see a faint aura around any visible creature or object in the area that bears magic, and they learn its school of magic, if any. The sorcerer\xe2\x80\x99s Arcane Sight can penetrate most barriers, but it is blocked by 5 feet of stone, 6 inches of common metal, a 1 inch thick sheet of lead, or 10 feet of wood or dirt. \n'b' Dragon Ancestor . Whenever the epic sorcerer makes a Charisma check when interacting with dragons, their proficiency bonus is doubled if it applies to the check. \n'b' Dragon Wings . The epic sorcerer can use a bonus action to sprout a pair of dragon wings from their back, gaining a flying speed of 30 feet. The wings last until the epic sorcerer uses a bonus action to dismiss them. \n'b' Elemental Affinity . When the epic sorcerer casts a spell that deals lightning damage, they add +5 to one damage roll of that spell. At the same time, the epic sorcerer can spend 1 sorcery point to gain lightning resistance for 1 hour. \n'b' Prestige . Commoners and other NPCs recognize the epic sorcerer or know their name, and they are treated as an equal by empresses, monarchs, and other heads of state. All throughout the planes the sorcerer\xe2\x80\x99s name is recognized and known, feared or respected by outsiders as a growing force of creation or destruction. An outsider is a celestial, elemental, fey, or fiend. The epic sorcerer either has advantage on Charisma ( Intimidation ) checks they make against an outsider, or they have advantage on Charisma ( Persuasion ) checks they make against an outsider (which is determined for each NPC by the GM). \n'b' Shadowy Fortitude (1/Long Rest) . If damage reduces the epic sorcerer 0 hit points , they must make a Charisma saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the epic sorcerer drops to 1 hit point instead. \n'b' Shadow Hound (3/Short Rest) . The epic sorcerer can use a bonus action to summon a shadow beast. The shadow beast targets one creature they can see within 120 feet. The epic sorcerer conjures the shadow beast in an unoccupied space within 30 feet of the target and it rolls its own initiative . In addition, the target has disadvantage when making saving throws against the sorcerer\xe2\x80\x99s spells if the shadow beast is within 5 feet of it. When 5 minutes have passed, it is reduced to 0 hit points , or its target is reduced to 0 hit points , the shadow beast disappears. Once you have used this feature, you can\xe2\x80\x99t do so again until you finish a short or long rest. You can use this feature twice between rests starting at 13th level and three times between long rests starting at 19th level. \n'b' Sorcerous Restoration . The epic sorcerer regains 4 expended sorcery points whenever they finish a short rest. \n'b' Sorcery Points (23/Long Rest) . As a bonus action, the epic sorcerer can expend one spell slot and either gain a number of sorcery points equal to the slot\xe2\x80\x99s level or create a spell slot by expending sorcery points (1stlevel-2 points, 2nd-level-3 points, 3rd-level-5 points, 4th-level-6 points, 5th-level-7 points). \n'b' Draconic Presence . As an action, the epic sorcerer can spend 5 sorcery points to exude an aura of awe or fear (their choice) to a distance of 60 feet. For 1 minute or until the epic sorcerer loses their concentration (as if concentrating on a spell), each hostile creature that starts its turn in this aura must succeed on a DC 20 Wisdom saving throw or be charmed (for awe) or frightened (for fear ) until the aura ends. A creature that succeeds on this saving throw is immune to the sorcerer\xe2\x80\x99s Draconic Presence for 24 hours. \n'b' Extended Spell . When the epic sorcerer casts a spell that has a duration of 1 minute or longer, they can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. \n'b' Quickened Spell . When the epic sorcerer casts a spell that has a casting time of 1 action, they can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. \n'b' Subtle Spell . When the epic sorcerer casts a spell, they can spend 1 sorcery point to cast it without any somatic or verbal components. \n'b' Twinned Spell . When the epic sorcerer casts a spell that targets only one creature and doesn\xe2\x80\x99t have a range of self, they can spend a number of sorcery points equal to the spell\xe2\x80\x99s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell\xe2\x80\x99s current level. \n'b' Spellcasting . The epic sorcerer is a 23rd-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 20; +15 to hit with spell attacks). The epic sorcerer knows the following spells:\n'b'\n'b'\n'b' Cantrips : acid splash *, eldritch blast*, mage hand , minor illusion , ray of frost *, shocking grasp *, thaumaturgy , true strike * extra damage die \n'b' 1/day each : hellish rebuke (2nd-level), darkness \n'b' 1st-level (4 slots) : magic missile , shield \n'b' 2nd-level (4 slots) : darkness , detect thoughts , invisibility , misty step \n'b' 3rd-level (4 slots) : dispel magic , lightning bolt , major image \n'b' 4th-level (4 slots) : dimension door , greater invisibility \n'b' 5th-level (3 slots) : cone of cold , telekinesis \n'b' 6th-level (2 slots) : chain lightning , eyebite \n'b' 7th-level (2 slots) : prismatic spray \n'b' 8th-level (2 slots) : dominate monster \n'b' 9th-level (1 slot) : wish \n'b'\n'b' Wand of the War Mage . The epic sorcerer ignores half cover when making a spell attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4+5) magical piercing damage. \n'b' Eldritch Blast . Ranged Spell Attack : +15 to hit, range 120 ft., four beams at up to four targets. Hit : 11 (2d10) force damage. \n'b'\n'b' ABOUT \n'b' The epic sorcerer is a conduit of truly incredible energies and able to shape the world with magic channeled through their very fingertips. Every challenge and obstacle put in their way has served to enhance the sorcerer\xe2\x80\x99s unique control over reality, yet for their ilk this is not enough-they demand more, and they will have it. There are plenty of mortal servants that aid the epic sorcerer in this endless pursuit of power, and in their lack of sufficiency the epic sorcerer has realized that true satisfaction lay beyond the realm material. For the epic sorcerer to know the ultimate supremacy they feel is their right, they must learn to weave an existence all of their own making. \n'b' New Limits . As they\xe2\x80\x99ve grown in power the constraints put upon the epic sorcerer by their flesh have been stretched and expanded, blurring the line between their mortality and the beyond. With every triumph the sorcerer\xe2\x80\x99s potential grows ever greater and they know from experience that adventure offers victories aplenty, though they\xe2\x80\x99ve realized that only the furthest reaches of the globe can offer them any challenge. \n'b' New Origins . The epic sorcerer has fully unlocked the power bestowed by one ancestor and reached through themselves to discover another, deeper ancestry from which to draw upon. This revelation offers greater magical ability of course but insight into who they are as well, the sorcerer\xe2\x80\x99s birthright made all the clearer. \n'b' New Reality . With the ability to naturally see magic itself, the epic sorcerer yearns to explore other planes-to reveal the secrets behind how to best shape an existence for themselves. With casual study of other dimensions the epic sorcerer is certain that they\xe2\x80\x99ll be able to better craft a new realm suitable for someone of their unique nature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Warlock \n'b' Family: NPC \n'b' Medium humanoid ( elf ), chaotic neutral warlock (fiend, archfey) 23 \n'b' Armor Class 20 ( mage armor , bracers of defense , ring of protection ) Hit Points 182 (23d8+69) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +1, Dex +5, Con +4, Int +2, Wis +8, Cha +13; Proficiency +7 Skills Deception +12, Insight +7, Investigation +8, Perception +7, Stealth +11 Senses darkvision 120 ft. (including magical darkness ), passive Perception 17 Languages Common, Elvish, Infernal \n'b' ACTIONS \n'b'\n'b' Dark One\xe2\x80\x99s Blessing . When the epic warlock reduces a hostile creature to 0 hit points , they gain 28 temporary hit points . \n'b' Dark One\xe2\x80\x99s Own Luck (1/Short Rest) . When the epic warlock makes an ability check or a saving throw, they can add a d10 to the roll. The epic warlock can do so after seeing the initial roll but before any of the roll\xe2\x80\x99s effects occur. \n'b' Eldritch Master (1/Long Rest) . The epic warlock can spend 1 minute entreating to regain all their expended spell slots from their Pact Magic feature. \n'b' Fey Ancestry . The epic warlock has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep . \n'b' Fiendish Resilience . The epic warlock can choose one damage type when they finish a short or long rest. The epic warlock gains resistance to that damage type until they choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance . \n'b' Hurl Through Hell (1/Long Rest) . When the epic warlock hits a creature with an attack , they can instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of the warlock\xe2\x80\x99s next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 55 (10d10) psychic damage as it reels from its horrific experience. \n'b' Eldritch Invocation: Lifedrinker . When the epic warlock hits a creature with their pact weapon, the creature takes 5 extra necrotic damage (included below). \n'b' Mystic Arcanum (Recharges on a Long Rest) . The epic warlock can cast the following spells once each without expending a spell slot: dominate monster , finger of death , foresight , true polymorph . The epic warlock is also able to cast conjure fey twice without expending a spell slot. \n'b' Otherworldly Aura (1/Short Rest) . The epic warlock can use an action to summon a piece of the fey\xe2\x80\x99s realm to occupy a 10-foot cube originating from them. Each creature in the area must make a DC 20 Wisdom saving throw. On a failure, until the end of the warlock\xe2\x80\x99s next turn a creature is either charmed by or frightened of the epic warlock (chosen by the epic warlock when the feature is used). \n'b' Pact Magic (Recharge on Short Rest) . The epic warlock is a 23rd-level spellcaster that uses Charisma as their spellcasting ability (spell save DC 20; +15 to hit with spell attacks). They know the following spells: At will: alter self , arcane eye , detect magic \n'b'\n'b' Cantrips : chill touch *, eldritch blast*, mage hand , minor illusion , prestidigitation * extra damage die \n'b' 5th-level (5 spell slots) : blindness/deafness , counterspell, darkness , dimension door , dispel magic , fireball , fire shield , flame strike , greater invisibility , hellish rebuke, hold monster , major image , mirror image , misty step , scorching ray , suggestion , telekinesis \n'b'\n'b' Prestige . Commoners and other NPCs recognize the epic warlock or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic warlock chooses one of the following Prestige benefits: berserker, cleric , fighter , herald, or sorcerer . \n'b' Quarterstaff of the War Mage . The epic warlock ignores half cover when making a spell attack . \n'b' Winged Boots . While the epic warlock wears these boots, they have a flying speed equal to their walking speed. They can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If the epic warlock is flying when the duration expires, they descend at a rate of 30 feet per round until they land. The boots regain 2 hours of flying capability for every 12 hours they aren\xe2\x80\x99t in use. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack and Thirsting Blade . The epic warlock attacks three times with their +3 war mage quarterstaff. \n'b' +3 War Mage Quarterstaff . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) magical bludgeoning damage plus 5 necrotic damage. \n'b' Eldritch Blast . Ranged Weapon Attack : +15 to hit, range 300 ft., four beams at up to four targets. Hit : 16 (2d10+5) force damage, and if the target is a creature it is pushed up to 10 feet away from the epic warlock in a straight line. \n'b'\n'b' REACTIONS \n'b'\n'b' Fleeing Mist (1/Short Rest) . The epic warlock can use their reaction when they take damage, turning invisible and teleporting to an unoccupied space they can see within 60 feet (the invisibility ends at the start of their next turn, when they attack , or when they cast a spell ). \n'b'\n'b' ABOUT \n'b' The epic warlock is starting to eclipse the role they bargained for with their patron-yet their thirst for ever more power has not ended, and so they beseech another entity from which to siphon. Indeed the epic warlock has become exceptionally talented at manipulating more potent beings and delights in the deception, eager to prove their trickster talents are capable of fooling whatever gods happen their way and pitting so called deities against each other whenever possible. The ego of the epic warlock has reached the same heights as their arcane prowess-and maybe that\xe2\x80\x99s just right. New Control. Having surmounted an apex in the power they\xe2\x80\x99ve so shrewdly acquired, the epic warlock now means to truly make the abilities bestowed upon them their own. Having spent so long yoked to a master has instilled in the epic warlock a desire to exert their authority over others and they are imperious in demeanor, expecting lesser mortals to do as they are bid or contemptuously lying to them to achieve whatever is needed. New Demands. Satisfying the requests and duties put upon them by their patrons is a simpler task now than before, but the epic warlock has twice the workload and keeping each pleased means staying busy. Perhaps they don\xe2\x80\x99t answer them all, but the epic warlock is called upon daily to perform various rites, minor sacrifices, and other tasks far stranger. \n'b' New Goals . Now that the epic warlock has coaxed a second patron to supplant their arcane gifts, why not a third? What can be acquired to make that easier-simply more power or something else altogether? The epic warlock seeks out artifacts and allies, amassing power in many places for when the time to confront (and overcome) their \xe2\x80\x98masters\xe2\x80\x99 is finally at hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Epic Wizard \n'b' Family: NPC \n'b' Medium humanoid (high elf), lawful evil wizard (evocation, divination ) 23 \n'b' Armor Class 23 ( mage armor , bracers of defense , ring of protection , staff of power ) Hit Points 162 (23d6+69) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 20 (+5) CON: 16 (+3) INT: 20 (+5) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +3, Dex +8, Con +6, Int +15, Wis +10, Cha +3; Proficiency +7 Skills Arcana +12, History +12, Investigation +12, Nature +12, Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Common, Draconic, Elvish, Undercommon \n'b' ACTIONS \n'b'\n'b' Arcana Identificus . The epic wizard can see the presence of non-illusion magic within 30 feet of them. The epic wizard automatically sees the aura around any visible creature or object in the area that bears magic, and learns its school of magic, if any. In addition, they can use an action to cast identify without expending a spell slot, and when they can see a creature use Spellcasting to cast a spell the epic wizard instinctively knows what spell is being cast before the casting is complete. This does not reveal what level spell slot is being used to cast the spell. \n'b' Arcane Recovery (1/Day) . When the epic wizard finishes a short rest, they can choose to recover expended spell slots of a combined level that is equal to or less than 9th-level (although no single recovered spell may be higher than 6th-level). \n'b' Divining Foresight . Roll two d20 when the epic wizard completes a long rest. These are their foresight rolls. Once per turn the epic wizard may choose to replace an ability check, saving throw, or attack roll with the recorded number from one of their foresight rolls. The epic wizard must choose to use a foresight roll before seeing the initial roll and before any of the roll\xe2\x80\x99s effects occur. They may only use an individual foresight roll once. At the end of a long rest, unused foresight rolls are lost and the epic wizard rolls two new d20s for their foresight rolls. \n'b' Empowered Evocation . The epic wizard adds +5 to one damage roll of any wizard evocation spells they cast. \n'b' Fey Ancestry . The epic wizard has advantage on saving throws against being charmed and magic can\xe2\x80\x99t put them to sleep . \n'b' Masterful Memorization . The time the epic wizard must spend to copy a wizard spell into their spellbook is reduced to 1 minute per spell level. This has no effect on the gold cost in materials to copy the spell. \n'b' Overchannel . When the epic wizard casts a wizard spell of 1st- through 5th-level that deals damage, they can deal maximum damage with that spell. The first time they do so, the epic wizard suffers no adverse effect. If the epic wizard uses this feature again before they finish a long rest, they take 13 (2d12) necrotic damage for each level of the spell immediately after they cast it. Each time the epic wizard uses this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. \n'b' Potent Cantrip . When a creature succeeds on a saving throw against one of the wizard\xe2\x80\x99s cantrips, the creature takes half the cantrip\xe2\x80\x99s damage (if any) but suffers no additional effect from the cantrip. \n'b' Prestige . Commoners and other NPCs recognize the epic wizard or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Academies and universities offer the epic wizard tenure, ask them to lecture, and otherwise stumble over each other to gain their favor. The epic wizard has access to everything but the forbidden or most secret artifacts and tomes kept by mage orders that are not hostile to the epic wizard, and the epic wizard has advantage on Charisma checks against their members. \n'b' Sculpt Spells . When the epic wizard casts an evocation spell that affects other creatures that they can see, the epic wizard can choose a number of them equal to 1 + the spell\xe2\x80\x99s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. \n'b' Seer Cycle . Whenever the epic wizard uses a spell slot to cast a 2nd-level or higher divination spell, they regain a spell slot (maximum 5th-level) of a lower level than the cast divination spell. \n'b' Signature Spells (Short Rest) . Rankir can cast blink and fly once each at 3rd-level without expending a spell slot. If the epic wizard wants to cast either spell at a higher level, they must expend a spell slot as normal. \n'b' Spellcasting . The epic wizard is a 23rd-level spellcaster that uses Intelligence as their spellcasting ability (spell save DC 20; +14 to hit with spell attacks). The epic wizard has the following spells prepared:\n'b'\n'b'\n'b' Cantrips : acid splash *, fire bolt*, mage hand , message , prestidigitation , ray of frost * * extra damage die \n'b' 1st-level (4 slots) : mage armor , magic missile , protection from evil and good , thunderwave \n'b' 2nd-level (4 slots) : arcane lock , locate object , misty step \n'b' 3rd-level (3 slots) : counterspell, dispel magic , fireball , lightning bolt , protection from energy , sending \n'b' 4th-level (4 slots) : arcane eye , confusion , dimension door , stoneskin \n'b' 5th-level (3 slots) : hold monster , scrying , telekinesis \n'b' 6th-level (2 slots) : chain lightning , contingency , true seeing \n'b' 7th-level (2 slots) : forcecage , teleport \n'b' 8th-level (1 slot) : power word stun \n'b' 9th-level (1 slot) : meteor swarm , true polymorph \n'b'\n'b' Spell Mastery . The epic wizard can cast detect magic and shield without expending a spell slot. \n'b'\n'b' ACTIONS \n'b'\n'b' Staff of Power (20 Charges) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) magical bludgeoning damage. On a hit, the epic wizard can expend 1 charge to deal an extra 1d6 force damage to the target. The epic wizard can use an action to expend 1 or more of its charges to cast one of the following spells from it (spell save DC 20, +14 to hit with spell attacks): cone of cold (5 charges), fireball (5thlevel version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). The staff regains 2d8+4 expended charges daily at dawn. If the epic wizard expends the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. \n'b' Retributive Strike . The epic wizard uses an action to break the staff of power , releasing its remaining magic in an explosion that fills a 30-foot-radius sphere centered on it. There\xe2\x80\x99s a 50 percent chance the epic wizard instantly travels to a random plane (avoiding the explosion) otherwise they take force damage equal to 16 \xc3\x97 the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of force damage based on how far away it is from the point of origin (8 \xc3\x97 charges if within 10 feet, 6 \xc3\x97 charges if within 10-20 feet, 4 \xc3\x97 charges if within 20-30 feet). On a successful save, a creature takes half as much damage. \n'b'\n'b' ABOUT \n'b' The epic wizard has reached heights of arcane mastery that most mages only dream of-and now they intend to utterly dissect magic itself, gaining an understanding perhaps greater even than that possessed by gods. With the power already at their disposal there is little if anything able to stand in the wizard\xe2\x80\x99s way, and the greatest impediment to their goal is determining which path they ought to pursue. No matter their choice however, they must venture beyond their study if they desire to further their incredible expertise. \n'b' New Arcana . Distant dimensions and dangerous planes offer the epic wizard new magics to capture, study, and ultimately control. Much of their time is spent tracking down such possibilities, endlessly reading through esoteric tomes and rifling through ancient libraries. \n'b' New Relics . Artifacts are fine repositories of magic that the epic wizard seeks out, as well as information on the defenses intended to protect them. The acquisition of artifacts are when the epic wizard relies upon allies the most. \n'b' New Studies . With the fabric of reality laid bare to them it is no wonder that the epic wizard engages in all kinds of experimentation, oftentimes upon subjects that would rather not and against the laws of the land. However there is nothing-absolutely nothing-that will stop the epic wizard from furthering their arcane knowledge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'King Arthur \n'b' Family: NPC \n'b' Medium humanoid ( human ), neutral good fighter (warlord) 4/ paladin (oath of the crown) 15 \n'b' Armor Class 19 (scale mail, shield, fighting style) Hit Points 142 (19d10+38) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Dex +6, Con +12, Int +5, Wis +5, Cha +8 Skills Athletics +9, History +7, Insight +7, Persuasion +10 Condition Immunities disease Senses passive Perception 11 Languages Anglo-Saxon, Cymric (Celtic-Welsh) Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (1/Short Rest) . On his turn, King Arthur can take an additional action on top of his regular action and a possible bonus action. Aura of Courage. King Arthur and friendly creatures within 10 feet of him can\xe2\x80\x99t be frightened while he is conscious. Aura of Protection. Whenever King Arthur or a friendly creature within 10 feet of him must make a saving throw, the creature gains a +4 bonus to the saving throw as long as the King Arthur is conscious (included in his statistics). \n'b' Channel Divinity (1/Short Rest) . King Arthur can channel his divinity through the two following features. \n'b' Royal Challenge . King Arthur calls out a provocation to creatures he selects that are able to see him and with 30 feet. A challenged creature makes a DC 18 Wisdom saving throw or can\xe2\x80\x99t choose to move further than 30 feet away from King Arthur until he dies, is incapacitated , or a creature is moved more than 30 feet away from him by another effect. \n'b' Warrior Rally . King Arthur can use a bonus action to call out a rallying cry to creatures he selects that are able to see him and within 30 feet. If a selected creature has no more than half of its hit points , it regains 1d6+4 hit points . \n'b' Cleansing Touch (4/Long Rest) . King Arthur can use his action to end one spell on himself or on one willing creature that he touches. \n'b' Divine Sense (5/Long Rest) . As the paladin class feature. \n'b' Divine Smite . When King Arthur hits a creature with a melee weapon attack , he can expend one spell slot to deal radiant damage to the target, in addition to the weapon\xe2\x80\x99s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. \n'b' Lay on Hands (75 points) . As an action, King Arthur can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. Royal Fortitude. King Arthur has advantage on saving throws made to resist the paralyzed and stunned conditions. \n'b' Second Wind (1/Short Rest) . On his turn, King Arthur can use a bonus action to regain 1d10+4 hit points . \n'b' Spellcasting . King Arthur is a 7th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 18; +10 to hit with spell attacks). He has the following spells prepared from the paladin \xe2\x80\x99s spell list:\n'b'\n'b'\n'b' 1st-level (4 slots) : bless , command , compelled duel, detect evil and good , detect magic , divine favor , shield of faith \n'b' 2nd-level (3 slots) : aid , find steed , lesser restoration , warding bond , zone of truth \n'b' 3rd-level (3 slots) : aura of vitality, magic circle , remove curse , spirit guardians \n'b' 4th-level (2 slots) : banishment , death ward , guardian of faith \n'b'\n'b' Tactical Focal Point . Arthur selects a 10-foot square to be his tactical focal point as a bonus action or as part of the attack action, choosing a Tactic to apply to it (see page 8). This lasts until he cannot take actions or uses this feature again. Each time Arthur completes a long rest, he can swap one of these benefits for a different one: Area Clear, Cover the Flank, Run Away! \n'b' Tactical Mastery (3/Long Rest) . King Arthur uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of King Arthur\xe2\x80\x99s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points ) or use it to deal an extra 2d10 damage with an attack . \n'b' Holy Avenger . While King Arthur is wielding his sword Excalibur, he and all creatures friendly to him and within a 10-foot radius have advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Extra Attack . King Arthur attacks twice whenever he takes the Attack action on his turn. \n'b' Excalibur . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (1d8+8) magical slashing damage plus 4 (1d8) radiant damage. If the target is a fiend or undead, it takes 11 (2d10) radiant damage. \n'b' Shortbow . Ranged Weapon Attack : +8 to hit, range 80/320 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Loyalty to the Crown . King Arthur can use his reaction to take the damage from an attack that would otherwise damage a creature within 5 feet of him. He is unable to reduce or prevent the damage he takes from this attack. \n'b'\n'b' ABOUT \n'b' Arthur Pendragon, the Once and Future King, King of the Britons. Wielder of Excalibur, Lord of Camelot. Britain\xe2\x80\x99s greatest hero. Arthur\xe2\x80\x99s story is well known\xe2\x80\x94he drew the sword from the stone, thus proving his right to rule, formed the legendary Knights of the Round Table, instigated the Quest for the Holy Grail, was advised by Merlin, betrayed by Lancelot and Guinevere, victor in battle at Badon Hill, and finally killed in battle at Camlann. Legend says he sleeps on the Isle of Avalon, ready to return when Britain needs him most. It is fair to say that Arthur exemplifies the British traditions of chivalry and knightly courage, tempered with wise and benevolent rulership. \xe2\x80\x9cWhoso pulleth out this sword of this stone is the rightwise born king of all England.\xe2\x80\x9d \n'b' King Arthur is easily one of the most enduring popular mythological figures in human history. What we do know is that there likely was some fellow named Arthur going about fighting Saxons in the late 400s and early 500s but there is a tremendous amount of folklore that\xe2\x80\x99s come in his wake in the millenium and a half since then. Whether or not he made as big an impact as some schools of thought claim (killing 960 men by his own in the Battle of Badon, for instance) is still a matter of academic debate. \n'b' Background : Noble. Due to his lordship King Arthur receives a measure of respect wherever he goes. He is treated as royalty (or as closely as possible) by most peasants and traders, and as an equal when meeting other authority figures (who make time in their schedule to see him if requested to do so). \n'b' Equipment \n'b' To truly instill the power of the ages into King Arthur, give him this version of Excalibur (and the accompanying scabbard). \n'b' Excalibur \n'b' Weapon (longsword), legendary (requires attunement) \n'b' This legendary weapon is said to grant powerful magic to its wielder and that only the rightful ruler of the land is suitable to carry it into battle. While attuned to it, Excalibur grants the following benefits: \n'b' If you are the rightful wielder of Excalibur, it instantly attunes to you and does not take up an attunement slot. \n'b' You gain a +4 bonus to attack and damage rolls made with this weapon. When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. \n'b' When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target\xe2\x80\x99s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. \n'b' You can speak the sword\xe2\x80\x99s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. \n'b' When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can\xe2\x80\x99t use this feature again until you finish a long rest. You have advantage on Wisdom ( Insight ) and Charisma ( Persuasion ) checks made against anyone but creatures you consider to be your close allies and companions. \n'b' Excalibur\xe2\x80\x99s Scabbard \n'b' Wondrous item , legendary (requires attunement) While wearing this longsword scabbard, you have resistance to piercing and slashing damage from nonmagical weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Apostle \n'b' Family: NPC \n'b' Medium humanoid (any), any \n'b' Armor Class 15 (breastplate) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +5 Skills Insight +7, Persuasion +5, Religion +3 Senses passive Perception 10 Languages any two languages Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Weapons . When the apostle hits with any weapon, the weapon deals an extra 2d8 necrotic or radiant damage (included in the attack ), the apostle\xe2\x80\x99s choice. \n'b' Faith\xe2\x80\x99s Reward . When the apostle casts the bless spell, it gains the benefit of the spell even if it doesn\xe2\x80\x99t include itself as a target. In addition, when the apostle restores hp to another creature, it regains hp equal to half that amount. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The apostle makes three Mace or Divine Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) necrotic or radiant damage (the apostle\xe2\x80\x99s choice). \n'b' Divine Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 13 (2d8 + 4) necrotic or radiant damage (the apostle\xe2\x80\x99s choice). \n'b' Destroy Undead (2/Day) . The apostle presents its holy symbol and intones a prayer. Each undead within 30 feet of the apostle that can see or hear it must make a DC 15 Wisdom saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The apostle casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : guidance , spare the dying, thaumaturgy \n'b' 3/day each : bless , cure wounds (as a 3rd-level spell), hold person , lesser restoration \n'b' 1/day each : bestow curse , daylight , freedom of movement , mass cure wounds , revivify \n'b'\n'b' ABOUT \n'b' Apostles are powerful clerics who serve as both the defenders and healers of their flock. In metropolitan areas where larger temples and churches are found, several apostles might represent a given faith. In rural areas, an apostle is often the only representative of a faith and might oversee multiple small temples and shrines.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Atavist \n'b' Family: NPC \n'b' Medium humanoid (any), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 13 (+1) WIS: 7 (\xe2\x80\x932) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Skills Arcana +3, Athletics +6, Medicine +2 Damage Resistances necrotic, poison Senses passive Perception 8 Languages any two languages Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Malleable Physiology . At the start of its turn, the atavist gains one of the following benefits until it ends the effect (no action required) or the start of its next turn:\n'b'\n'b'\n'b' Darkvision out to a range of 30 feet. \n'b' A climbing, flying, or swimming speed of 30 feet. \n'b' Advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Bony spikes sprout along its skin, and a creature that touches the atavist or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The atavist makes two Keratin Blade or Bone Shard attacks. If both attacks hit one target, the target takes an extra 7 (2d6) piercing damage as bits of bone dig deeper into the target. \n'b' Keratin Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bone Shard . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Atavists are cultists who believe the secrets of the universe reside within the body. With fell rites of blood magic, they tap into the legacies of their forgotten ancestors and turned their bodies into living weapons. Atavists turn their fingernails into blades, their bones into lethal projectiles, and their bodies into forms perfectly suited to their environments. \n'b' Tied to the Blood . While rarely spellcasters, atavists rely on blood mages to unlock their powers. The least stable atavists are functionally thralls, unable to survive in their altered state without regular transfusions of blood or arcane stabilization. The most stable don\xe2\x80\x99t need these transfusions but still find themselves indebted to blood mages, alchemists, or other atavists, who are often the only ones willing to accept them in a society that considers them monstrous.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catamount \n'b' Large monstrosity , unaligned \n'b' Armor Class 12 Hit Points 117 (18d10 + 18) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Athletics +6, Perception +2, Stealth +4 Senses tremorsense 30 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Well-Grounded . The catamount has advantage on ability checks and saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catamount makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Control Earth . The catamount molds the ground near it, causing one of the following effects: \n'b'\n'b' Stone Wall . The catamount causes a wall of rock to rise from the ground at a point it can see within 30 feet of it. The wall is up to 30 feet long, 5 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature\xe2\x80\x99s space when it appears, the creature is pushed to one side (the catamount\xe2\x80\x99s choice). If a creature would be surrounded on all sides by the wall, it can make a DC 14 Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall lasts 1 minute or until the catamount creates a new wall. \n'b' Fissure . The catamount causes a rift to form in the ground at a point it can see within 30 feet of it. The rift can be up to 15 feet wide, up to 30 feet long and up to 10 feet deep, and it can be any shape. Each creature standing on a spot where the fissure opens must succeed on a DC 14 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure\xe2\x80\x99s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The catamount can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface. \n'b' Tremors . The catamount causes the earth beneath its feet to shake and shift. Each creature within 30 feet of the catamount must succeed on a DC 14 Strength saving throw or take 3 (1d6) bludgeoning damage and be knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catonoctrix makes one Bite attack and two Claw attacks, or it makes three Psychic Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 7 (2d6) psychic damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Psychic Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 18 (4d6 + 4) psychic damage. \n'b' Mind Ravage (Recharge 5\xe2\x80\x936) . The catonoctrix unleashes a torrent of psychic energy. Each creature within 20 feet of the catonoctrix must make a DC 16 Intelligence saving throw. On a failure, a creature takes 45 (10d8) psychic damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spellcasting (Psionics) . The catonoctrix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): \n'b'\n'b' At will : detect thoughts , divination \n'b' 1/day each : confusion , scrying , suggestion \n'b'\n'b' REACTIONS \n'b'\n'b' Precognitive Dodge . The catonoctrix adds 4 to its AC against one attack that would hit it. To do so, the catonoctrix must see the attacker and be within 30 feet of it. \n'b'\n'b' ABOUT \n'b' A large, broad-shouldered cat stalks its prey through a narrow canyon. A wall of stone erupts suddenly from the ground, cutting off the prey\xe2\x80\x99s only escape. \n'b' Typically found in areas with rocky terrain, such as mountains, canyons, and badlands, the catamount is a large hunting cat with an innate control over rocks and earth. The catamount uses its ability to shape stone to aid in hunting, causing minor earthquakes or changes in terrain to confuse or redirect its prey. While catamounts prefer to hunt game like deer and goats, a hungry catamount happily feasts on whatever prey is available. \n'b' Cavern Carvers . Catamounts use their ability to manipulate the earth to carve out complex cavern systems as dens for rearing young. It is not unusual for kobolds, goblins, or even small giants to claim abandoned catamount dens as their own, for the caverns make defensible homes. \n'b' Territorial . The catamount is a solitary creature and can claim an area of up to 20 square miles as its hunting grounds. A catamount tolerates another catamount only long enough to mate, and the product of such a union is typically one to two kits. Once the kits are old enough to hunt on their own, they leave the den to find their own territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyberphrenic Tadpole \n'b' Diminutive construct , neutral \n'b' Armor Class 14 Hit Points 10 (3d4+3) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +0 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Internalization . A cyberphrenic tadpole that begins its turn grappling can make a grapple check to burrow inside its host rather than simply maintaining its grapple. If the grapple check succeeds, the cyberphrenic tadpole implants itself along the host\xe2\x80\x99s brain stem or spine, entwining its filaments into the target\xe2\x80\x99s neural fibers. While internalized, the cyberphrenic tadpole has total cover against any attacks coming from outside the host\xe2\x80\x99s body; however, if the target takes 10 or more points of lightning damage in a single round, the cyberphrenic tadpole is incapacitated for 1d10 x 10 minutes. \n'b' Removing an internalized cyberphrenic tadpole is difficult, though as long as it remains helpless it can be extracted using normal chirurgery, requiring 1 hour of work and DC 14 Dexterity (thieves\xe2\x80\x99 tools) and Wisdom ( Medicine ) checks. \n'b' Removing the cyberphrenic tadpole causes a creature to permanently 1 lower one ability score by 1 (roll 1d6 to randomly determine which) unless the result of the check is 18 or higher (in which case no permanent damage is done). \n'b' If the cyberphrenic tadpole is not rendered inert first it can be removed with emergency surgery, though it squirms and slithers through its host\xe2\x80\x99s innards to avoid removal. \n'b' Performing emergency surgery requires an action, bonus action , movement, and reaction that provokes opportunity attacks and can be performed only on a willing or incapacitated host. The host takes 1d4 points damage per round and is poisoned for 1 hour per round of surgery undertaken. \n'b' Even after the surgery is complete, the host takes 1 point of Constitution bleed. Each round of emergency surgery, the creature trying to remove the cyberphrenic tadpole makes a Dexterity (thieves\xe2\x80\x99 tools) and Wisdom ( Medicine ) check with an initial DC of 15, but each time a check is failed both DCs increase by 1. After making 1d4 successful checks, the cyberphrenic tadpole is isolated and a single ally of the surgeon can attack the cyberphrenic tadpole with a ready action. The cyberphrenic tadpole has three-quarters cover (+5 bonus to AC and Dexterity saving throws) against this attack , and a missed attack strikes the host instead. If the cyberphrenic tadpole is destroyed, it can be removed as if it were inert (see above). \n'b' Alternatively, the surgeon can attempt to tear the cyberphrenic tadpole free with an opposed Strength ( Athletics ) check. This traumatic removal from the host\xe2\x80\x99s nervous system deals 3d6 damage and permanently reduces all of the host\xe2\x80\x99s ability scores by 1, but also leaves the cyberphrenic tadpole stunned for 1d4 rounds (after which it attempts to attach itself to the nearest living creature). \n'b' If the attack fails to destroy the cyberphrenic tadpole or the grappling fails to dislodge it, the cyberphrenic tadpole slips away and 1d4 additional successful Dexterity (thieves\xe2\x80\x99 tools) and Wisdom ( Medicine ) checks are required to make another attempt to remove it. Only one attack or attempt to grapple is allowed, though allies may use the Help action or otherwise assist the attacker or the surgeon in their attempt. \n'b' Telepathic Relay . A cyberphrenic tadpole emits a telepathic homing impulse that connects it with its creator and its host. Its creator can sense the cyberphrenic tadpole\xe2\x80\x99s (and the host\xe2\x80\x99s) location once between long rest s as if using the locate creature spell. \n'b' In addition, once between long rest s the creator can spend 1 minute attuning their mind to the cyberphernic tadpole in order to transmit one of the following effects to the host: detect thoughts , dream , modify memory , phantasmal killer , sending , or suggestion . These spell save DCs are based on the creator\xe2\x80\x99s proficiency bonus and the cyberphrenic tadpole\xe2\x80\x99s Wisdom score. Because of the creator\xe2\x80\x99s attunement with the host\xe2\x80\x99s mental processes through the cyberphrenic tadpole\xe2\x80\x99s neural grafting, the host has disadvantage on saving throws against effects used by the creator that would cause the charmed or frightened condition. \n'b' Actions \n'b'\n'b' Attach . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage, and the cyberphenic tadpole attaches to the target, its barbed filaments boring into the target in search of solid attachment points and anchoring it in place. The cyberphrenic tadpole gains the grappled condition (moving to the squares its target moves to) but its target does not. Its AC becomes 10 as it begins burrowing into the target\xe2\x80\x99s flesh at the start of each of the cyberphrenic tadpole\xe2\x80\x99s turns, causing the target to take 4 (1d8) piercing damage as it bores a hole through which to invade its host. The cyberphrenic tadpole has advantage on Strength ( Athletics ) checks to maintain its grapple on a foe once it is attached. An attached tadpole can be struck with a weapon or removed by grappling. The cyberphrenic tadpole can detach itself by spending 5 feet of its movement. \n'b'\n'b' About \n'b' A tiny segmented terror, a mechanical mix of insect and crustacean yet trailing filamentous strands almost like a jellyfish, skitters and crawls while thrashing its many limbs and whirring menacingly. Its narrow body is covered by thin protective plates while its underside is a mass of pinprick diodes and backlit wiring. \n'b' Cyberphrenic tadpoles are created by mad scientists to implant into their victims, rendering them more pliable to later mental influence and control and allowing the scientist to monitor the host\xe2\x80\x99s activities. A host may be unaware that a cyberphrenic tadpole has been introduced, as they may be implanted while a victim is unconscious, unaware, or otherwise helpless and the wound left behind by its entry into the host healed and memory of this invasion of the flesh erased by a concomitant invasion of the mind. Grafting itself onto the host\xe2\x80\x99s nervous system, a cyberphrenic tadpole is very difficult to remove and subsists parasitically on the bioelectrical and biothermal processes within the host\xe2\x80\x99s body. \n'b' A cyberphrenic tadpole\xe2\x80\x99s body is usually only a few inches long and an inch wide, though its tentacular filaments can be up to a foot long. The creature as a whole weighs only a few ounces. \n'b' Crafting a Cyberphrenic Tadpole . A mad scientist may craft a number of these constructs equal to half their proficiency bonus, replacing 2 prototype drones for every cyberphrenic tadpole they posses.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Breathstealer \n'b' Family: NPC \n'b' Medium humanoid (any), any non-good \n'b' Armor Class 15 (leather armor) Hit Points 99 (18d8 + 18) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +3 Skills Deception +5, Insight +3, Perception +3, Stealth +10 Senses passive Perception 13 Languages any two languages Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Phrenic Weapons . The breathstealer\xe2\x80\x99s weapon attacks are magical. When the breathstealer hits with any weapon, the weapon deals an extra 3d6 psychic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The breathstealer makes two Shortsword attacks and one Dagger attack or three Psychic Blast attacks. It can replace one attack with a use of Gasp to Survive, if available. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 10 (3d6) psychic damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic damage. \n'b' Psychic Blast . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 16 (4d6 + 2) psychic damage. If the target is currently suffocating from the breathstealer\xe2\x80\x99s Gasp to Survive, the breathstealer can choose to deal 1 psychic damage to the target instead. \n'b' Gasp to Survive (Recharge 4\xe2\x80\x936) . The breathstealer chooses a creature it dealt psychic damage to within the last minute. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 14 (4d6) psychic damage and believes it is suffocating, including choking and being unable to speak. On a success, the target takes half the damage and doesn\xe2\x80\x99t believe it is suffocating. At the start of each of the suffocating creature\xe2\x80\x99s turns, it must make a DC 15 Wisdom saving throw. It has disadvantage on this saving throw if it took psychic damage since the start of its prior turn. If it fails three such saving throws before succeeding on three such saving throws, it falls unconscious for 1 hour, returns to breathing normally, and stops making this saving throw. On its third successful save, the effect ends for the creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The breathstealer takes the Dash , Disengage , or Hide action. \n'b'\n'b' ABOUT \n'b' A breathstealer\xe2\x80\x99s minor psychic abilities make a victim believe it is out of breath. As bounty hunters, their technique is most effective when an elusive target must be brought in alive and unharmed. Their cloaks are always filled with daggers, shortswords, rope, manacles, and other tools commonly found among bounty hunters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Field Commander \n'b' Family: NPC \n'b' Medium humanoid (any), any \n'b' Armor Class 19 (breastplate, shield) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +7 Skills Athletics +8, Investigation +5, Perception +5, Persuasion +8 Condition Immunities frightened Senses passive Perception 15 Languages Common and one other language Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Courage and Protection . As long as the field commander is conscious, all friendly creatures within 10 feet of it are immune to being frightened and have advantage on all saving throws. \n'b' Divine Weapons . The field commander\xe2\x80\x99s weapon attacks are magical. When the commander hits with any weapon, the weapon deals an extra 3d8 necrotic or radiant damage (included in the attack ), the commander\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The field commander uses Battle Cry, if available. It then makes three Longsword attacks, or it makes two Longsword attacks and uses Spellcasting. If the commander hits one creature with two Longsword attacks, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) necrotic or radiant damage (the commander\xe2\x80\x99s choice). \n'b' Battle Cry (Recharge 5\xe2\x80\x936) . The field commander shouts a frightful and rallying battle cry. Each hostile creature within 30 of it that can hear the cry must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each friendly creature within 30 feet of the commander and that can hear the cry has advantage on the next attack roll it makes before the start of the commander\xe2\x80\x99s next turn. \n'b' Spellcasting . The field commander casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : command , protection from evil and good \n'b' 3/day each : cure wounds (as a 3rd-level spell), find steed (as an action) \n'b' 1/day : revivify \n'b'\n'b' REACTIONS \n'b'\n'b' Bolster Soldier . When a friendly creature the field commander can see is hit with a weapon attack, the commander calls out encouragement, and the creature gains 5 (1d10) temporary hp. \n'b'\n'b' ABOUT \n'b' Field commanders lead their forces from the front; with astonishing bravery, they become assuring bastions of victory in even the most chaotic melee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Atuikakura \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 247 (15d20+90) Speed 10 ft., swim 120 ft.\n'b' STATS STR: 28 (+9) DEX: 25 (+7) CON: 22 (+6) INT: 3 (-4) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Str +14 Damage Immunities bludgeoning Damage Vulnerabilities lightning Skills Athletics +14, Perception +9 Senses darkvision 60 ft., tremorsense 120 ft. passive Perception 19 Languages Aquan Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The atuikakura regains 10 hit points at the start of its turn. If the atuikakura takes lightning or slashing damage, this trait doesn\xe2\x80\x99t function at the start of the atuikakura\xe2\x80\x99s next turn. The atuikakura dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Water Breathing . The atuikakura can only breathe underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The atuikakura makes one bite attack and two tentacle attacks. \n'b' Bite . Melee Weapon Attack : +14 to hit, 20 ft. reach, one target. Hit : 31 (4d10 + 9) piercing damage plus 27 (6d8) poison damage. If the target is a creature, it must succeed a DC 18 Constitution saving throw or become poisoned and blinded as they hallucinate from the atuikakura\xe2\x80\x99s poison. A creature can repeat the Constitution saving throw at the end of each of their turns to end these effects. \n'b' Tentacles . Melee Weapon Attack : +14 to hit, 20 ft. reach, one target. Hit : 14 (1d10 + 9) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Self-Evisceration (3/Day) . When an atuikakura takes damage, it can reflexively expel extraneous respiratory organs from its body, poisoning and entangling a nearby foe. A creature up to 20 feet away (or up to 10 feet away if the atuikakura or the other creature is not underwater) must succeed a DC 18 Dexterity saving throw or become restrained and a DC 18 Constitution saving throw or become poisoned for 1 minute. A restrained creature can attempt a DC 18 Strength saving throw at the end of each of its turns to end the condition. \n'b'\n'b' ABOUT \n'b' Atuikakuras are typically content to dwell placidly at the bottom of deep bays or oceans. They are easily startled by large objects and creatures and enjoy entwining themselves around driftwood and other solid objects and resting there beneath the waterline, which can lead to rare attacks on ships or other surface dwellers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, First Servant \n'b' Family: NPC \n'b' Medium humanoid (any), any \n'b' Armor Class 17 (armor of foresight) Hit Points 162 (25d8 + 50) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +9, Cha +8 Skills History +6, Insight +9, Perception +9, Religion +6 Senses passive Perception 19 Languages any three languages Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Armor of Foresight . While the first servant is wearing no armor and wielding no shield, its AC includes its Dexterity and Wisdom modifiers (included above). \n'b' Divine Weapons . The first servant\xe2\x80\x99s weapon attacks are magical. When the first servant hits with any weapon, the weapon deals an extra 3d8 necrotic or radiant damage (included in the attack ), the first servant\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The first servant uses its Awe-Inspiring Presence. It then makes three Divine Burst attacks or one Blinding Rod attack and two Divine Burst attacks. It can replace one attack with a use of Spellcasting. \n'b' Blinding Rod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage plus 13 (3d8) necrotic or radiant damage (the first servant\xe2\x80\x99s choice), and the target must succeed on a DC 17 Constitution saving throw or be blinded and deafened until the end of its next turn. \n'b' Divine Burst . Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 120 ft., one target. Hit : 23 (4d8 + 5) necrotic or radiant damage (the first servant\xe2\x80\x99s choice). \n'b' Awe-Inspiring Presence . Each creature of the first servant\xe2\x80\x99s choice that is within 30 feet of the first servant and aware of it must succeed on a DC 17 Wisdom saving throw or be unable to use bonus actions or reactions until the start of the first servant\xe2\x80\x99s next turn. \n'b' Spellcasting . The first servant casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : bane , protection from evil and good , spare the dying, thaumaturgy \n'b' 3/day each : cure wounds (as a 5th-level spell), dispel evil and good , divination , speak with dead \n'b' 1/day each : commune (as an action), holy aura , resurrection \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Healing Hands (Recharge 5\xe2\x80\x936) . The first servant touches a creature within 5 feet of it, and the creature regains 14 (4d6) hp . \n'b'\n'b' ABOUT \n'b' A first servant is one of its deity\xe2\x80\x99s most powerful mortal allies on the Material Plane. First servants hold positions of prominence as oracles and prophets of their faith, or as the direct harbingers of their gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Fixer \n'b' Family: NPC \n'b' Medium humanoid (any), lawful neutral \n'b' Armor Class 13 (leather armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +4, Persuasion +4, Sleight of Hand +4, Stealth +4 Senses passive Perception 14 Languages any two languages Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Ritual Cleansing . The fixer can take 10 minutes to perform a cleansing ritual on a creature, object, or an area within 30 feet that is no larger than a 20-foot cube. For the next 8 hours, the affected creature or object is hidden from divination magic, as if it was under the effects of the nondetection spell. In an area that is ritually cleansed, divination spells of 4th level or lower don\xe2\x80\x99t function, and creatures within the area can\xe2\x80\x99t be scried. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fixer makes two Shortsword or Sling attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. \n'b' Cleaner . The fixer can cast the prestidigitation and unseen servant spells at will, requiring no material components and using Wisdom as the spellcasting ability. \n'b'\n'b' ABOUT \n'b' A fixer is a cleaner or a facilitator, called in to clean up messes, cover up mistakes, and ensure that information and events a group wants to keep hidden do stay hidden; this often includes removing evidence of the group\xe2\x80\x99s presence. A fixer may operate alone, may team up with an assassin, or may work with a small team of scouts or spies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Frost-Afflicted \n'b' Family: NPC \n'b' Medium humanoid (any), chaotic neutral \n'b' Armor Class 13 (leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Condition Immunities exhaustion , petrified Senses passive Perception 13 Languages any one language (usually Common) Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Cold . A creature with resistance to cold damage doesn\xe2\x80\x99t have resistance to the cold damage dealt by the frost-afflicted. A creature with immunity to cold damage is unaffected by this trait. \n'b' Icy Nature . The frost-afflicted is infused with minor elemental power, and it requires only half the amount of food and drink that a typical humanoid of its size needs. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The frost-afflicted makes two Frigid Punch or Frost Bolt attacks. \n'b' Frigid Punch . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage and 5 (2d4) cold damage. \n'b' Frost Bolt . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 8 (2d4 + 3) cold damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Frigid Flare . When a creature hits the frost-afflicted with a weapon attack , ice bursts from the frost-afflicted. Each creature within 5 feet of the frost-afflicted must make a DC 13 Constitution saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Tales of those driven mad in the vast wastelands of the arctic are enough to make even the foolhardiest explorer shudder. Those few who survive and return to safety babble incoherently about a form in the snow that saved them, marked them, changed them. These frost-afflicted humanoids find they have an affinity with ice and cold climes, able to create small bolts of frost in their permanently frostbitten hands and able to survive on less food and drink than before. Some devote themselves to striking down those who would harm the tundra, others use their new affinity to lead expeditions safely through cold and snowy lands, and still others feel suddenly removed from their warmer brethren and choose lives of solitude in the coldest reaches of the world.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Infested Duelist \n'b' Family: NPC \n'b' Medium humanoid (any), chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 144 (32d8) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 11 (+0) DEX: 20 (+6) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +7, Cha +6 Skills Acrobatics +10, Stealth +10 Damage Resistances acid Damage Immunities poison Condition Immunities exhaustion , restrained , poisoned Senses passive Perception 13 Languages any one language (usually Common) Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the infested duelist is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duelist instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails. \n'b' Parasite Sense . The infested duelist has advantage on attack rolls against poisoned creatures. \n'b' Plant-Powered Mobility . Opportunity attacks made against an infested duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The infested duelist makes one Slam attack and two Shortsword attacks, or it makes two Thorn Shot attacks. \n'b' Shortsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t poisoned . The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Thorn Shot . Melee Weapon Attack : +10 to hit, range 30/120 ft., one target. Hit : 10 (2d4 + 5) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Spore Cloud . When the duelist takes damage from a ranged attack , it emits a burst of thick, yellow spores. The spores surround the infested duelist and heavily obscure the area within 5 feet of it. The spores dissipate at the start of the duelist\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The ivory bloom fungus infects dinosaurs, causing mild illness in such beasts. In humanoids, however, it is much more dangerous. It progresses from a simple growth into a bodycovering horror, where it greatly enhances the physicality of its victim as it slowly turns the body into a massive, sporing fruit. \n'b' With magical treatment, this stage can last a year or more. An infested duelist has purposefully nurtured the fungus into this terminal stage, accepting a curtailed lifespan in exchange for raw physical power. \n'b' Driven Fighters . Most infested duelists are pursuing a goal, hunting down a hated enemy, or attempting one last stand against an overwhelming force. Few, if any, expect to live long enough to regret their decision. As a result, infested duelists are committed, uncompromising foes who never surrender, having already made peace with their impending deaths.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Infiltrator \n'b' Family: NPC \n'b' Medium humanoid (any), neutral \n'b' Armor Class 13 (studded leather) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Investigation +5, Perception +4 Senses passive Perception 14 Languages any three languages Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Quip . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 14 (3d6 + 4) psychic damage. \n'b' Fast Talk . The merchant captain baffles a creature it can see within 30 feet of it with a barrage of jargon, quick speech, and big words. The target must succeed on a DC 15 Charisma saving throw or have disadvantage on the next Wisdom saving throw it makes before the end of the merchant captain\xe2\x80\x99s next turn. \n'b' Spellcasting . The merchant captain casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : comprehend languages , mage hand , mending \n'b' 3/day each : calm emotions , enthrall , heroism \n'b' 1/day each : confusion , freedom of movement \n'b'\n'b' REACTIONS \n'b'\n'b' Inspiration (4/Day) . When a creature within 30 feet of the merchant captain fails an attack roll, ability check, or saving throw, the captain can force it to reroll the die. The target must use the new roll. \n'b' Knowledge Charm . The infiltrator carries a minor magical charm gifted to it by the organization. While wearing or carrying the charm, the infiltrator has proficiency in any two skills and is fluent in any one language (not included above). This proficiency and fluency last until the charm is lost or destroyed or until the infiltrator performs a 10-minute ritual to change the proficiency and fluency provided by the charm. If the infiltrator dies, the charm becomes nonmagical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The infiltrator makes two Shortsword attacks and one Dagger attack . It can replace one attack with a use of Spellcasting. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing 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' Spellcasting . The infiltrator casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : mage hand , message , minor illusion \n'b' 3/day each : charm person , sleep \n'b' 1/day : invisibility \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The infiltrator takes the Dash , Disengage , or Hide action. \n'b'\n'b' ABOUT \n'b' An infiltrator has the ability to fit in anywhere, filling whatever role necessary in order to get close to those its organization has interest in. Once an infiltrator has insinuated itself into a position of trust, it uses that position to influence its target and spread the organization\xe2\x80\x99s influence. Bargaining, bribery, blackmail, or threats, the method matters little so long as it succeeds and furthers the organization\xe2\x80\x99s goals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Merchant Captain \n'b' Family: NPC \n'b' Medium humanoid (any), any \n'b' Armor Class 15 (studded leather) Hit Points 104 (19d8 + 19) Speed 30 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +7 Skills Deception +7, Perception +4, Performance +7, Persuasion +7, Sleight of Hand +6 Senses passive Perception 14 Languages Common plus any two languages Challenge 6 (5,900 XP) Proficiency Bonus +3 \n'b' ACTIONS \n'b'\n'b' Multiattack . The merchant captain uses Fast Talk. It then makes three Rapier or Quip attacks. It can replace one attack with a use of Spellcasting. \n'b'\n'b' ABOUT \n'b' Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. While often dismissed as glib-tongued shysters, merchant captains come from many walks of life and are just as likely to be scrupulously honest merchants as they are to be silver-tongued devils. When merchant captains retire from active travel, some they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Psychophant Cultist \n'b' Family: NPC \n'b' Medium humanoid (any), any non-good \n'b' Armor Class 15 (Impenetrable Ego) Hit Points 149 (23d8 + 46) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Intimidation +8, Performance +8, Persuasion +8 Senses passive Perception 12 Damage Resistances psychic Languages any two languages Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Impenetrable Ego . While the psychophant is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, it has advantage on saving throws against being charmed or frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The psychophant makes three Psychic Strike attacks. If the psychophant hits one creature with two Psychic Strike attacks, the target must succeed on a DC 16 Intelligence saving throw or be stunned until the end of its next turn. \n'b' Psychic Strike . Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 60 ft., one target. Hit : 18 (4d6 + 4) psychic damage. \n'b' Brain Storm (Recharge 6) . The psychophant lashes out with a brutal manifestation of psychic force, wracking its foes\xe2\x80\x99 psyches. Each creature within 30 feet of the psychophant must make a DC 16 Intelligence saving throw. On a failure, a creature takes 31 (9d6) psychic damage and is poisoned for 1 minute as it suffers a debilitating headache. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spellcasting (Psionics) . The pyschophant casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : detect thoughts , mage hand (the hand is invisible ), thaumaturgy \n'b' 3/day each : charm person , suggestion \n'b' 1/day each : levitate , telekinesis \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Bend the Spoon . The psychophant chooses one nonmagical weapon it can see within 30 feet of it and magically warps the weapon. If the weapon is being worn or carried, the creature wearing or carrying it can prevent the warping by succeeding on a DC 16 Wisdom saving throw. A warped weapon deals only half its normal damage on a hit, and a creature wielding a warped weapon has disadvantage on attack rolls with it. A creature can repair a warped weapon with the mending spell or by spending a short rest repairing the weapon with the appropriate tools. \n'b'\n'b' REACTIONS \n'b'\n'b' Appeal to the Fervent . When a creature the psychophant can see targets it with an attack, the psychophant calls for aid from its followers, switching places with a friendly creature within 5 feet of it. The friendly creature becomes the target of the attack instead. \n'b'\n'b' ABOUT \n'b' Whether by profane pacts, experiments gone awry, or awoken inner potential, psychophants have expanded their minds far beyond the mundane. Their commanding presences and indomitable personalities coupled with great psychic prowess can influence and control others, completely indifferent to the effect on those individuals. Their magnetic personalities draw followers to their sides, and many psychophants become leaders of cults, thieves\xe2\x80\x99 guilds, or other illicit organizations, while others dabble in politics. In battle, they compel others to their defense while they launch mental onslaughts against their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyborg Hulk \n'b' Family: Cyborg \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 150 (20d10+40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 5 Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Glaive . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 13 (2d8+ 4) piercing damage. \n'b'\n'b' ABOUT \n'b' These techno-organic creatures were soldiers and spies in life, cautious stalkers and cunning warriors sent on wide-ranging missions in service of their masters. At some point in the past, the first cyborgs encountered a lost alien technology that despite their skill captured them and assimilated them into its collective self, preserving a spark of the consciousness and vital soul they possessed in life even as it remade their bodies into semi-mechanical hybrids of flesh and wire, blood and gears. \n'b' Some cyborgs still serve their recreator, while in others their original consciousness has gradually returned and they have managed to break free of their coded reprogramming. These lonely hybrid beings may seek to fulfill their original missions, reconnect with former family and associates, or may lurk in the desolate places of the world hoping to guard and warn away others from the hazards that consumed their bodies and nearly consumed their souls. \n'b' Hulks . These cyborgs were formed from captives already of large size or from ordinary humanoids fortified with stored flesh and metal and built up into nearly mindless war machines. \n'b' Ninjas . These masters of stealth were captured on missions of secrecy and stealth and usually retain more of their wits and instincts than their hulking brethren, though only some have truly broken free of their cybernetic creator\xe2\x80\x99s programming. \n'b' Processor . The masterminds of cybernetic assimilation, processor units are massive machines that are not obviously sentient upon close observation, though magic like detect thoughts can discern that they are aware. They are not precisely malevolent, but their programming to capture and replicate cybernetic servants is inimical to the survival of living creatures who venture too close to their domains, which are typically in lost ancient or alien cities or crashed spacecraft.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Warlock of the Genie Lord \n'b' Family: NPC \n'b' Medium humanoid (any), any \n'b' Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +7 Skills Acrobatics +6, Intimidation +7, Nature +4 Damage Resistances acid, cold, fire, lightning, thunder Senses passive Perception 11 Languages Common, Primordial Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Weapons . When the warlock hits with any weapon, the weapon deals an extra 3d6 acid, cold, fire, lightning, or thunder damage (included in the attack ), the warlock\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warlock of the genie lord makes two Elemental Burst or Dagger attacks. It can replace one attack with a use of Spellcasting. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the warlock\xe2\x80\x99s choice). \n'b' Elemental Burst . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 120 ft., one target. Hit : 14 (3d6 + 4) acid, cold, fire, lightning, or thunder damage (the warlock\xe2\x80\x99s choice). \n'b' Spellcasting . The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15).\n'b'\n'b'\n'b' At will : levitate , water breathing \n'b' 3/day each : fire shield , fly , gust of wind \n'b' 1/day each : conjure minor elementals (as an action), wall of stone \n'b'\n'b' REACTIONS \n'b'\n'b' Genie Lord\xe2\x80\x99s Favor . When the warlock takes acid, cold, fire, lightning, or thunder damage, the warlock has advantage on the next Elemental Burst attack it makes before the end of its next turn, provided the Elemental Burst deals the same damage as the damage the warlock took. \n'b'\n'b' ABOUT \n'b' Warlocks of the genie lord gain their power through magical pacts forged with powerful djinni and efreeti lords. These warlocks often summon lesser elementals to do their bidding, and regardless of their alignment, they exude a commanding presence and an air of superiority.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Wind Acolyte \n'b' Family: NPC \n'b' Medium humanoid (any), neutral \n'b' Armor Class 15 Hit Points 105 (14d8 + 42) Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +7 Skills Acrobatics +8, Perception +7, Survival +7 (+10 to predict weather) Damage Resistances cold, lightning Senses blindsight 60 ft., passive Perception 17 Languages Auran, plus any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Air Senses . The wind acolyte can\xe2\x80\x99t use its blindsight while underwater or in an area without air. \n'b' Air Weapons . When the acolyte attacks, it conjures a weapon out of the air itself, the weapon appearing and disappearing in the blink of an eye. An air weapon is a swirl of wind in the shape of a simple or martial weapon, but it always deals 2d6 damage of the same type as that weapon. An air weapon shaped like a ranged weapon uses the range of that weapon, except the acolyte doesn\xe2\x80\x99t have disadvantage on ranged attack rolls when attacking a target beyond the weapon\xe2\x80\x99s normal range. Air weapons don\xe2\x80\x99t use any other weapon properties of the weapons they mimic. Air weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wind acolyte makes three Air Weapon attacks. If the wind acolyte hits one creature with two Air Weapon attacks, the target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from the acolyte. \n'b' Air Weapon . Melee or Ranged Weapon Attack : +8 to hit, reach 10 ft. or range defined by the chosen weapon, one target. Hit : 12 (2d6 + 5) bludgeoning, slashing, or piercing damage, as defined by the chosen weapon. \n'b' Wind\xe2\x80\x99s Rebuke (Recharge 6) . The wind acolyte draws the breath out of one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, all of the breath is drawn from the target\xe2\x80\x99s lungs, and it immediately begins suffocating for 1 minute or until it falls unconscious . It can repeat the saving at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Buoying Wind . The acolyte summons winds to break the fall of up to five falling creatures it can see within 60 feet of it. A falling creature\xe2\x80\x99s rate of descent slows to 60 feet per round for 1 minute. If a falling creature lands before the effect ends, it takes no falling damage and can land on its feet. \n'b' Drift . When a creature moves to within 15 feet of the wind acolyte, the acolyte can fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Wind acolytes have a close attachment to the element of air. \n'b' Some have been blessed by an elemental being, exposed to the elemental plane of air, or even have elemental air magic in their bloodlines that is not quite strong enough for them to manifest as a sorcerer . They are keenly attuned to the wind, able to feel minute changes and movements of the air around them. \n'b' Wind acolytes feel connected to birds and other creatures that share the sky, and their kinship is reflected in their clothing. The acolytes wear masks resembling bird\xe2\x80\x99s heads, incorporate feathers into clothing or jewelry, or sew avian motifs into their clothing. Many wind acolytes live in floating monasteries, high above the clouds where only creatures of the sky disturb them. \n'b' Others roam the world, choosing their paths as the wind changes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Aristocrat \n'b' Medium humanoid , ( human ), any \n'b' Armor Class 15 (breastplate) Hit Points 13 (3d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +5 Skills Deception +5, Insight +4, Persuasion +5 Tool Proficiencies Land Vehicles Senses passive Perception 12 Languages Aigyptian, Common (Greek) Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Khopesh (Longsword) . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 5 (1d8+1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d4+2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +3 to hit, range 150/600 ft., one creature. Hit : 6 (1d8+2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . An Aristocrat adds 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' As members of the upper class, possessing wealth and connections that grant them power, Aristocrats wield great authority and influence. They are often accompanied by guards, servants who are generally Commoners or Villagers, and advisors who might be Acolytes or Priests.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'August Rooster \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 7 (-2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic Condition Immunities charmed Senses passive Perception 8 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Subservience . A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed . If the august rooster requests that a charmed creature do more than tend to the creature\xe2\x80\x99s own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the august rooster\xe2\x80\x99s Aura of Subservience for 24 hours. \n'b' Dive Bomb . If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage. \n'b' Jumper . The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. \n'b' Innate Spellcasting . The august rooster\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , mage hand , message , vicious mockery \n'b' 3/day each : bane , charm person , hideous laughter \n'b' 1/day each : healing word , hold person \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The august rooster makes two talon attacks. \n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' An amalgam of various bird species crows proudly as it hops forward. \n'b' Chimeric Avian . The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months. \n'b' Selfish and Self-serving . August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Bard \n'b' Medium humanoid (any), chaotic good \n'b' Armor Class 13 (leather) Hit Points 18 (4d8) Speed 35 feet\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +5, Perception +4 Condition Immunities Advantage against being charmed , immune to magical sleep effects Senses darkvision 30 ft., passive Perception 14 Languages Thieves\xe2\x80\x99 Cant, Sylvan Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Rapier . Melee Weapon Attack : +2 to hit, reach 5 ft. Hit : 4 (1d8) piercing damage. \n'b' Vicious Mockery . Range 60 ft., Spell DC 12, 2 (1d4) psychic damage. \n'b' Pike . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) piercing. If the bear rider is mounted and moves at least 10 feet in a straight line immediately before attacking they gain a +5 bonus to the attack\xe2\x80\x99s damage roll. \n'b' Bear Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Dismount . As a bonus action the bear rider can dismount their bear . While dismounted, the bear acts as a normal combatant, sharing initiative with the bear rider, and using the stats for a brown bear . The bear rider may mount up again as an action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Craftsman \n'b' Medium humanoid ( human ), any alignment (usually lawful neutral) \n'b' Armor Class 10 Hit Points 13 (3d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 11 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Investigation +3, Persuasion +2, Religion +3 Tool Proficiencies One type of Artisan\xe2\x80\x99s Tools (e.g., Boatwright\xe2\x80\x99s, Brewer\xe2\x80\x99s, Carpenter\xe2\x80\x99s, Cartwright\xe2\x80\x99s, Mason\xe2\x80\x99s, Potter\xe2\x80\x99s, Sculptor\xe2\x80\x99s, Smith\xe2\x80\x99s) Senses passive Perception 12 Languages Aigyptian, Common (Greek) Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Local Familiarity . A Craftsman has advantage on Insight , Perception , and Stealth skill checks made in or around the immediate vicinity of its community, including any affiliated workshops, quarries, or other areas where people might work on a daily basis. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4+1) bludgeoning damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 3 (1d4+1) piercing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d6+1) slashing damage. \n'b' Light Hammer . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 3 (1d4+1) bludgeoning damage. \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Craftsmen are skilled workers who create the material things use by the peoples of Aigyptos, including religious edifices like tombs, temples, and monuments; river vessels used for fishing and transporting materials like stone building blocks; beer and the ceramic jars that hold it; and ironwork like agricultural tools, horseshoes, and chariot hardware. \n'b' Craftsmen can generally be found in the villages or temple compounds where they dwell, in workshops or worksites of various sorts, or travelling to or from the places where their skills are needed. A group of Craftsmen might be of either gender or a mix of both. They can be of any alignments but the majority in any particular community will be some variety of lawful. \n'b' A Craftsman will generally have one or more appropriate tools that can be used as weapons (e.g., a light hammer for a blacksmith, a handaxe for a carpenter), and might also have a quarterstaff or walking stick/club if on the road. Such characters are not trained as combatants, however, do not wear armor, and will avoid conflict to the great extent possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Cutpurse \n'b' Small humanoid (any), chaotic neutral \n'b' Armor Class 14 (leather armor) \n'b' Hit Points 29 (8d6) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +7, Stealth +7, Perception +6 \n'b' Senses passive Perception 16 \n'b' Languages Thieve\xe2\x80\x99s Cant, Olardian \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . On each of its turns, the cutpurse can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Pilfer (1/Turn) . If the cutpurse has advantage on an attack roll or has an ally within 5 ft. that isn\xe2\x80\x99t incapacitated , and hits their target with a weapon attack they can take a single item from that target\xe2\x80\x99s carried belongings. The target can make a Wisdom saving throw with a DC of 10 or half the cutpurse\xe2\x80\x99s attack roll, whichever is higher, to notice the item being taken. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cutpurse makes two melee attacks . \n'b' Sling . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Sidestep . As reaction to being attacked the cutpurse adds +2 to their AC. If the attack misses, they can move 10 feet without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' There are few peoples in the world that understand the chaos of life as well as the hairfeet, and few that can capitalize on it so well. Even the smallest hairfoot communities boast large numbers, partially because they are a boisterous and loving people, and also because hairfeet tend to have twins and triplets with unexpected regularity. Nearly every hairfoot is born to a large family, with more siblings than they know what to do with. These huge households create environments where natural leaders and diplomats will be discovered just as quickly as troublemakers and rogues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Dwarf Stoneworker \n'b' Medium humanoid ( dwarf ), lawful good \n'b' Armor Class 10 (leather armor) Hit Points 25 (3d8+9+3) Speed 25 ft.\n'b' STATS STR: 15 (+2) DEX: 8 (-1) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +4, Wisdom +4 Skills Animal Handling +4, Athletics +4, Investigation +3, Religion +3 Tool Proficiencies Mason\xe2\x80\x99s Tools, Miner\xe2\x80\x99s Tools Senses darkvision 60 ft., passive Perception 12 Languages Aigyptian, Dwarvish Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dwarven Stoneworker Training . A Dwarf Stoneworker is proficient with the light hammer, maul, warhammer, and war pick. \n'b' Dwarven Resilience . A Dwarf Stoneworker has advantage on saving throws against poison and resistance against poison damage. \n'b' Dwarven Toughness . A Dwarf Stoneworker\xe2\x80\x99s hit point maximum increases by 1, and it increases by an additional 1 each time it gains a level. \n'b' Stonecunning . When making Intelligence ( History ) checks related to the origin of stonework, a Dwarf Stoneworker is considered proficient in the History skill and adds double its proficiency bonus to checks. \n'b' Local Knowledge . A Dwarf Stoneworker has in-depth knowledge about A\xc3\xadgyptos and its communities, history, inhabitants, religion, lore, laws, mores, and traditions. It knows two secrets or obscure facts about quarries, mines, or structures it has worked at or the area around them. \n'b' Magic of the Land . A Dwarf Stoneworker has a close connection with the land of its birth and can channel some of its abundant divine magic. It can choose any one Cleric or Druid cantrip \xe2\x80\x93 usually resistance \xe2\x80\x93 and cast it four times a day. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). \n'b'\n'b' ACTIONS \n'b'\n'b' Maul . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6+2) bludgeoning damage. \n'b' Light Hammer . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d4+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Groups of Dwarf Stoneworkers encountered on the road are generally travelling to or from worksites and tend to be two-thirds male and one-third female on average. \n'b' Unlike Dwarves in cooler areas, males of those native to Aigyptos generally have very close-cropped hair or are shaved bald and have very short beards. \n'b' Dwarf Stoneworkers are natives of Aigyptos who use their special skills, proficiencies, and racial traits on behalf of projects like quarrying for limestone, marble, and other construction materials; mining for gold, lapis lazuli, and other precious minerals; and laboring on large stone works like temples, tombs, and fortresses. \n'b' They tend to wear protective work garb that is the equivalent of leather armor and to be armed with weapons that serve primarily as the tools of their trade. \n'b' Dwarf Stoneworkers typically live in villages or subterranean complexes in the rocky hills that flank the Nile River valley or the rugged mountains that run along the coast of the Red Sea. Their people have dwelled in Aigyptos as long as anyone can remember, at least as long as Humans have, and a number of Dwarven gods and goddesses are among those that can be found in the Aigyptian pantheon. Bes is the most prominent of these Dwarven deities who is also revered by Humans and serves as a patron of mothers, children, and childbirth, and a defender for all that is good and orderly and against all that is evil and chaotic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Elite Archer \n'b' Medium humanoid ( human ), any alignment (usually lawful neutral) \n'b' Armor Class 16 (scale mail) Hit Points 19 (3d8+6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+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' Saving Throws Strength +3, Constitution +4 Skills Athletics +3, Intimidation +2, Perception +2 Tool Proficiencies Land Vehicles Senses passive Perception 12 Languages Aigyptian Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (Short or Long Rest) . On its turn, an Elite Archer can take an additional action on top of its regular action and a possible bonus action. \n'b' Archer . An Elite Archer gains a +2 bonus to attacks rolls with ranged weapons. \n'b' Improved Critical . An Elite Archer scores a critical hit on a roll of 19 or 20. \n'b' Second Wind (Short or Long Rest) . On its turn, an Elite Archer can use a bonus action to regain 1d10+3 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one creature. Hit : 6 (1d8+2) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d4+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Elite Archers and Guardsmen are experienced and highly-trained soldiers who serve as troops for nobles, priests, and other important people or places. If encountered on the road they will usually be accompanying such people on some official business and alert for danger to them. \n'b' Elite troops of this sort will generally wear the livery of whatever temple, aristocrat, or other entity they serve, and will typically be equipped with the heaviest armor they can manage and that their employers can afford, scale mail being the norm. They might be armed with any sort of weapons, the classic Aigyptian khopesh sword or a heavy warbow being typical, but might also carry other appropriate arms (e.g., picks by those dedicated to service of the earth deity Geb, as shown here). \n'b' While elite soldiers are not fanatics, they are almost always very steady in their loyalty to those they serve and are not easily swayed from it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Elite Guardsman \n'b' Medium humanoid ( human ), any alignment (usually lawful neutral) \n'b' Armor Class 17 (scale mail, shield) Hit Points 19 (3d8+6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +4, Constitution +4 Skills Athletics +4, Intimidation +2, Perception +2 Tool Proficiencies Land Vehicles Senses passive Perception 12 Languages Aigyptian Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (Short or Long Rest) . On its turn, an Elite Guardsman can take an additional action on top of its regular action and a possible bonus action. \n'b' Duelist . When an Elite Guardsman is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon. \n'b' Improved Critical . An Elite Guardsman scores a critical hit on a roll of 19 or 20. \n'b' Second Wind (Short or Long Rest) . On its turn, an Elite Guardsman can use a bonus action to regain 1d10+3 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Khopesh (Longsword) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8+2) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 4 (1d4+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Elite Archers and Guardsmen are experienced and highly-trained soldiers who serve as troops for nobles, priests, and other important people or places. If encountered on the road they will usually be accompanying such people on some official business and alert for danger to them. \n'b' Elite troops of this sort will generally wear the livery of whatever temple, aristocrat, or other entity they serve, and will typically be equipped with the heaviest armor they can manage and that their employers can afford, scale mail being the norm. They might be armed with any sort of weapons, the classic Aigyptian khopesh sword or a heavy warbow being typical, but might also carry other appropriate arms (e.g., picks by those dedicated to service of the earth deity Geb, as shown here). \n'b' While elite soldiers are not fanatics, they are almost always very steady in their loyalty to those they serve and are not easily swayed from it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyborg Ninja \n'b' Family: Cyborg \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 19 (+4) INT: 8 (-1) WIS: 18 (+4) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, poison; slashing, piercing, and bludgeoning from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified Senses darkvision 60 ft., passive Perception 14 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Jagged Machinery . A creature that touches the cyborg ninja or hits them with a melee attack while within 5 feet of her takes 4 (1d8) slashing damage. \n'b' Light Steps . A cyborg ninja has advantage on Strength ( Athletics ) and Dexterity ( Acrobatics ) checks, ignores difficult terrain , and jumps twice as far as normal. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cyborg ninja makes three kusarigama attacks, each of which she can replace with a shuriken attack . \n'b' Kusarigama . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) slashing damage. \n'b' Shuriken . Ranged Weapon Attack : +10 to hit, range 30 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b'\n'b' ABOUT \n'b' These techno-organic creatures were soldiers and spies in life, cautious stalkers and cunning warriors sent on wide-ranging missions in service of their masters. At some point in the past, the first cyborgs encountered a lost alien technology that despite their skill captured them and assimilated them into its collective self, preserving a spark of the consciousness and vital soul they possessed in life even as it remade their bodies into semi-mechanical hybrids of flesh and wire, blood and gears. \n'b' Some cyborgs still serve their recreator, while in others their original consciousness has gradually returned and they have managed to break free of their coded reprogramming. These lonely hybrid beings may seek to fulfill their original missions, reconnect with former family and associates, or may lurk in the desolate places of the world hoping to guard and warn away others from the hazards that consumed their bodies and nearly consumed their souls. \n'b' Hulks . These cyborgs were formed from captives already of large size or from ordinary humanoids fortified with stored flesh and metal and built up into nearly mindless war machines. \n'b' Ninjas . These masters of stealth were captured on missions of secrecy and stealth and usually retain more of their wits and instincts than their hulking brethren, though only some have truly broken free of their cybernetic creator\xe2\x80\x99s programming. \n'b' Processor . The masterminds of cybernetic assimilation, processor units are massive machines that are not obviously sentient upon close observation, though magic like detect thoughts can discern that they are aware. They are not precisely malevolent, but their programming to capture and replicate cybernetic servants is inimical to the survival of living creatures who venture too close to their domains, which are typically in lost ancient or alien cities or crashed spacecraft.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Engineer-Architect \n'b' Medium humanoid ( human ), any alignment (usually lawful neutral) \n'b' Armor Class 11 Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 16 (+3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Investigation +5, Religion +5 Tool Proficiencies Engineer-Architect\xe2\x80\x99s Tools Senses passive Perception 11 Languages Aigyptian, Common (Greek) Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Local Knowledge . An Aigyptian Engineer-Architect has in-depth knowledge about A\xc3\xadgyptos and its communities, history, inhabitants, religion, lore, laws, mores, and traditions. It knows two secrets or obscure facts about its home community or sites where it has worked. \n'b' Magic of the Land . An A\xc3\xadgyptian Engineer-Architect has a close connection with the land of its birth and can channel some of its abundant divine magic. It can choose any one cleric or druid cantrip \xe2\x80\x93 usually guidance \xe2\x80\x93 and cast it three times a day. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 3 (1d4+1) piercing damage. \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Engineer-Architects are trained to design and oversee construction of complex structures like aqueducts, bridges, fortresses, monuments, palaces, roads, temples, and tombs. They are usually found at or on their way to or from worksites of various sorts, but might also occasionally be encountered in undeveloped areas, scouting and surveying potential construction spots or searching ruins for lost techniques to incorporate into their own works. A group of Engineer-Architects might be of either gender or a mix of both. They can be of any alignments but the majority will be some variety of lawful. \n'b' An Engineer-Architect will typically have a quarterstaff, which is among the tools he or she uses for measuring and surveying, and will likely also have a dagger. \n'b' Such professionals are not trained as combatants, however, do not wear armor, and will avoid conflict to the greatest extent possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Highway Bandit \n'b' Medium humanoid ( human ), chaotic evil \n'b' Armor Class 12 (leather) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Stealth +3 Senses passive Perception 10 Languages Thieves\xe2\x80\x99 Cant, plus 1 local language Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Short Sword . Melee Weapon Attack : +4 to hit, one target. Hit : 4 (1d6 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, People of The Plains \n'b' Large humanoid (minotaur), lawful good \n'b' Armor Class 14 (studded leather) Hit Points 52 (7d10 +14) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +6, Con +5 Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Minotaur Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Herd Sense . Minotaurs fighting in a group of four or more allies within 10 ft. gain advantage on attack rolls. Perception increases by +2 when Herd Sense is active. \n'b'\n'b' ACTIONS \n'b'\n'b' Multishot . As an action, the minotaur may fire up to three arrows at a single opponent at a -2 penalty to hit. All arrows use the same attack roll. For a full-round action, the minotaur can time their shots in such a way as to hit up to three separate targets at the same -2 penalty to hit. Targets can be no more than 30 ft. apart. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Ranger of the Wood \n'b' Medium humanoid ( human ), lawful good \n'b' Armor Class 15 (banded mail) Hit Points 58 (8d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +2, Perception +4, Stealth +4 Senses passive Perception 14 Languages Common, Thieves\xe2\x80\x99 Cant Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The ranger makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack . \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aural Hunter \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 19 (+4) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +5 Condition Immunities blinded Senses blindsight 60 ft. or 20 ft. while deafened (blind beyond this radius), passive Perception 17 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The aural hunter can\xe2\x80\x99t use its blindsight while deafened and unable to smell. \n'b' Keen Hearing . The aural hunter has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Sonic Sensitivity . When the aural hunter takes thunder damage, it becomes deafened until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aural hunter makes two Claws attacks and one Rib Hooks attack . It can use Consume Sound in place of one attack . \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Rib Hooks . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature and it doesn\xe2\x80\x99t have another creature grappled . \n'b' Consume Sound . The aural hunter siphons energy from the audible vibrations surrounding a creature grappled by it. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 14 (4d6) necrotic damage and becomes deafened and unable to speak until the end of its next turn. On a success, the target takes half the damage and is able to hear and speak. The aural hunter regains hp equal to the damage dealt. Consume Sound has no effect on creatures that are already deafened and unable to speak. The aural hunter can\xe2\x80\x99t use this action if it is deafened . \n'b'\n'b' ABOUT \n'b' An eyeless, jawless creature comes bounding on six gangly limbs, several thin membranes stretched across bony protrusions along its back. Vicious spikes slide out from under the skin over its ribcage. The beings known commonly as aural hunters are apex predators from an otherworldly realm. Ceaseless hunger led its ancestors to prey upon the other species of its home realm until it was the sole species in a bleak and silent landscape. Well intentioned but misguided interplanar contact by others made the lonely creature aware of life on other planes. Several aural hunters escaped to the Material Plane and new prey. The aural hunter\xe2\x80\x99s strange physiology makes the sounds of pain and fear its most nourishing food, but prey rarely survive an encounter with the creature. \n'b' Sound Seekers . Aural hunters primarily navigate by echolocation and feed on sonic vibrations created by other creatures. Their affinities and instincts allow them to survive in most ecosystems, but they thrive where sound carries best, such as mountain slopes and deep caverns. Since they aren\xe2\x80\x99t carnivorous, aural hunters make for generous symbionts, as they often leave behind entire corpses for scavengers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Sea Raider \n'b' Medium humanoid ( human ), any chaotic \n'b' Armor Class 14 (unarmored) Hit Points 67 (9d8 + 27) Speed 30 ft., swim 30ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 9 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Survival +2 Senses passive Perception 10 Languages Common, Thieve\xe2\x80\x99s Cant Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rain of Axes . If the sea raider attacks a creature while they are prone the attack is an automatic critical hit. \n'b' Reckless . At the start of their turn, the sea raider can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn. \n'b' Resilient . The sea raider adds their Con modifier to their armor class (already included). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sea raider can make two attacks per turn. \n'b' Hand Axes . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 3) slashing damage. \n'b' Sweeping Strike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. The targeted creature must make a DC 12 Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Shadow Blade \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 16 (studded leather) \n'b' Hit Points 112 (15d8 + 45) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+2) WIS: 12 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +7, Con +6 \n'b' Skills Acrobatics +7, Athletics +7 \n'b' Senses passive Perception 11 \n'b' Languages Thieve\xe2\x80\x99s Cant, Common \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Improved Criticals . The shadow blade\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Overhead Lunge (1/turn) . The shadow blade can extend the range of their weapon, gaining the Reach property for one attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow blade makes three melee attacks . \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 4) slashing damage, or 14 (2d10 + 4) slashing damage if used with two hands to make a melee attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Riposte . When a creature misses the shadow blade with a melee attack , the shadow blade can make a melee weapon attack against the creature. To do so they must be able to see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Though they share the same origins as their goblin brethren, they were transformed by the will and might of Lord Darkoth into brutal, cunning warriors that are among the most fearsome enemies known to Azoth. Hobgoblins stand straighter and taller than normal goblins, with a yellowish cast to their mottled skin instead of a sickly green. Their ropy muscles are lashed to lanky frames with almost no fat to speak of. Their skull-like faces are often adorned with dark markings and streaks of pigment around the eyes and temples. \n'b' The hobgoblin ranks serve under General Kor, a highly prized military advisor to Lord Darkoth directly. Her keen tactical mind and desire for near perfection in battle has not only earned her a place of respect among her human peers but has resulted in the hobgoblin forces becoming an elite army of deadly fighters. Fearless, brutal, and efficient, they are rarely seen beyond the borders of Drohm, but within that nation they are viewed with awe and given a wide berth. \n'b' Equipped with light armor, and long, single-edged swords, the elite hobgoblin shadow blades prefer mobility and aggressive fighting styles over a more balanced approach to combat. Each shadow blade trains with the same sword from the moment they are able to hold one and must be capable of killing a target in no more than two strikes to be considered for active duty in General Kor\xe2\x80\x99s ranks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Tomb Warden \n'b' Medium humanoid (cynocephalian), lawful good \n'b' Armor Class 17 (chain shirt, shield) Hit Points 16 (3d8+3) Speed 30 ft. (40 ft. on all fours)\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +4 Skills Athletics +4, Perception +3, Stealth +4, Survival +3 Senses passive Perception 13 Languages Aigyptian, Cynocephalian Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Archer . A Cynocephalian Tomb Warden has a +2 bonus on attack rolls it makes with ranged weapons. \n'b' Desert Explorer . When a Cynocephalian Tomb Warden makes an Intelligence or Wisdom check related to the desert, its proficiency bonus is doubled if it is using a skill it is proficient in. If travelling for an hour or more in desert, it gains all the benefits that a Ranger would. \n'b' Keen Hearing and Smell . A Cynocephalian has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Primeval Awareness . A Cynocephalian Tomb Warden can use its action and expend one Ranger spell slot to focus its awareness on the region around it. For 1 minute it can sense whether the following types of creatures are present within 1 mile of it (or within 6 miles if it is in desert terrain): Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and Undead. This feature does not reveal the creatures\xe2\x80\x99 location or number. \n'b' Pack Tactics . A Cynocephalian has advantage on attack rolls against a creature if at least one of the Cynocephalian\xe2\x80\x99s allies is within 5 feet of the target and that ally is not incapacitated . \n'b' Undead Hunter . A Cynocephalian Tomb Warden has advantage on Wisdom ( Survival ) checks made to track Undead monsters and on Intelligence checks to recall information about them. \n'b' Slayer . When a Cynocephalian Tomb Warden hits a creature with a weapon attack , up to once per turn, the creature takes an extra 1d8 damage if it is below its hit point maximum. \n'b' Spellcasting . A Cynocephalian Tomb Warden is a 3rdlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following Ranger spells prepared:\n'b'\n'b'\n'b' 1st-level (3 slots) : cure wounds , ensnaring strike, hunter\xe2\x80\x99s mark \n'b'\n'b' ACTIONS \n'b'\n'b' Khopesh (Longsword) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8+2) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one creature. Hit : 6 (1d8+2) piercing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6+2) piercing damage. If the Cynocephalian successfully bites a creature while operating on all fours, the target must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Cynocephalians are dog-headed people who, like Humans, vary greatly in height, build, coloration, and even the specific appearances of their most characteristic features, which can be similar to those of wolves, jackals, or any other sort of canines. From the neck down they are humanoid in form but have coats of fur-like body hair that can range from very light to bestially heavy; have limbs that can be articulated so as to allow them to Cynocephalian Tomb Warden easily move on all fours; and have nails that are longer and hornier than those of Humans. \n'b' Many Cynocephalians native to Aigyptos are dedicated to the jackal-headed god Anubis, guardian of the dead. Some of these take up arms and undertake training as Rangers who hunt both tomb robbers and Undead monsters that wander out of their burial places.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'NPC, Vile Cultist \n'b' Medium humanoid ( human ), any evil \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 12 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +3, Perception +2, Stealth +3 Senses passive Perception 10 Languages Common, Thieves\xe2\x80\x99 Cant Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Chill Touch . Ranged Spell Attack : +3 to hit, range 120 ft., one target. Hit : 4 (1d8) necrotic damage, and the target can\xe2\x80\x99t regain hit points until the start of the cultist\xe2\x80\x99s next turn. \n'b' Shocking Grasp . Melee Spell Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d8) lightning damage, and the target can\xe2\x80\x99t take reactions until the start of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nuckalavee \n'b' Large aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 84 (8d10 + 40) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 8 (-1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Charge . If the nuckalavee moves at least 20 feet straight toward a creature and then hits it with a greataxe attack , that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the nuckalavee can make one attack with its hooves against it as a bonus action. \n'b' Horrific Appearance . Any creature that starts its turn within 20 feet of the nuckalavee must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the nuckalavee\xe2\x80\x99s horrific appearance for the next 24 hours. \n'b' Magic Resistance . The nuckalavee has advantage on saving throws against spells and other magic effects. \n'b' Actions \n'b' Multiattack . The nuckalavee makes four attacks: two with its greataxe, one bite attack , and one attack with its hooves. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Poisonous Breath (Recharge 5-6) . The nuckalavee exhales a cloud of caustic gas in a 20-foot cone. Creatures in this area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A large skinless warhorse ridden by a similarly skinless rider approaches. As it nears, one can clearly see the rider growing straight out of the creature\xe2\x80\x99s back. The monster\xe2\x80\x99s internal organs, veins that carry its blackened blood, and corded muscles are all easily seen by one viewing the creature. A thin layer of reddish mucus covering its body gives off a putrid odor. Its eyes are stark white, while those of the rider are a hellish red. Its body is hairless save for its bushy, matted, and bloodstained horse-like tail. \n'b' An evil woodland creature that hates most other life is a good description of the nuckalavee. An evil woodland creature that kills all that cross its path, eats their flesh, and drinks their liquefied organs is an even better description of the nuckalavee. Nuckalavee are fearsome, aggressive combatants that relish the savagery and butchery of melee combat. \n'b' The true origin of the nuckalavee is shrouded in mystery and has been lost over time. Some believe it to be the offspring of a demon or devil and a female centaur . Others say the nuckalavee is the result of a curse placed upon a tribe of centaurs centuries ago by a mad and evil sorcerer . \n'b' Whatever their origin, the nuckalavee is a deadly opponent, capable of felling even the mightiest of warriors. \n'b' Nuckalavee sustain themselves on a diet of flesh, blood, and liquefied organs. They digest no other foods or liquids (at least from what is known about these creatures). Prey is often captured or killed and dragged back to its lair where it is devoured. The typical nuckalavee lair is a crude structure formed of dirt, mud, and foliage. Contents range from bones, to rotting organs and flesh, to the treasure of those it has dragged back to its lair to feed upon. Often a lair contains a female and 1d2 young. Young nuckalavee resemble adults in all aspects, save they are smaller in size. \n'b' Nuckalavee relish the adrenaline of combat. They love the taste, sight, and smell of blood and seek to bleed their opponents as often and as much as they can. The \xe2\x80\x9crider\xe2\x80\x9d always employs a bladed weapon (most often a longsword or greataxe) to deal damage, while the equine part of the nuckalavee slashes with its sharpened hoofs and bites with its razor-sharp teeth. \n'b' The nuckalavee opens combat with its poisonous breath, seeking to liquefy the organs of its foes before it moves to strike with hooves, bite, and weapon. They rarely attack from ambush, relishing in the fear their appearance strikes in the heart of opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyborg Processor \n'b' Family: Cyborg \n'b' Gargantuan construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 200 (16d20 + 32) Speed 5 ft.\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 14 (+2) INT: 3 (-4) WIS: 3 (-4) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft. Challenge 9 (5,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The processor makes 2 tendril attacks. \n'b' Tendril . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 20 (3d8+7) bludgeoning damage. \n'b' Nanite Spray . Ranged Weapon Attack : +8 to hit, range 30 ft., one target. Hit : the target must make a DC 16 Wisdom saving throw or must spend the next 1d6 rounds moving towards the processor, taking no other actions . When it reaches the processor, it is restrained until the effect expires. \n'b' Create Cyborg Zombie . The processor bores tendrils into any restrained creature within 5 feet, dealing 11 (2d10) psychic damage. Roll 3d6: if the total equals or exceeds the target\xe2\x80\x99s Intelligence score, that score is reduced to 0. The target dies and one hour is raised as a zombie , but with the construct type rather than the undead type. \n'b'\n'b' ABOUT \n'b' These techno-organic creatures were soldiers and spies in life, cautious stalkers and cunning warriors sent on wide-ranging missions in service of their masters. At some point in the past, the first cyborgs encountered a lost alien technology that despite their skill captured them and assimilated them into its collective self, preserving a spark of the consciousness and vital soul they possessed in life even as it remade their bodies into semi-mechanical hybrids of flesh and wire, blood and gears. \n'b' Some cyborgs still serve their recreator, while in others their original consciousness has gradually returned and they have managed to break free of their coded reprogramming. These lonely hybrid beings may seek to fulfill their original missions, reconnect with former family and associates, or may lurk in the desolate places of the world hoping to guard and warn away others from the hazards that consumed their bodies and nearly consumed their souls. \n'b' Hulks . These cyborgs were formed from captives already of large size or from ordinary humanoids fortified with stored flesh and metal and built up into nearly mindless war machines. \n'b' Ninjas . These masters of stealth were captured on missions of secrecy and stealth and usually retain more of their wits and instincts than their hulking brethren, though only some have truly broken free of their cybernetic creator\xe2\x80\x99s programming. \n'b' Processor . The masterminds of cybernetic assimilation, processor units are massive machines that are not obviously sentient upon close observation, though magic like detect thoughts can discern that they are aware. They are not precisely malevolent, but their programming to capture and replicate cybernetic servants is inimical to the survival of living creatures who venture too close to their domains, which are typically in lost ancient or alien cities or crashed spacecraft.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nuckelavee \n'b' Large fiend , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 157 (21d10 + 42) Speed 60 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8 Damage Resistances necrotic Condition Immunities blinded, exhaustion, petrified Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the nuckelavee moves at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the attack deals an extra 16 (3d10) piercing damage. \n'b' Glimpse Destiny . The nuckelavee can innately cast divination at will while it has stolen a creature\xe2\x80\x99s luck. \n'b' Magic Weapons . The nuckelavee\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nuckelavee makes three attacks: one with its bite and two with its claws. If both claws hit the same target, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Hoof . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone. \n'b' Overrun . The nuckelavee moves up to its speed. It can move through the spaces of Medium and smaller creatures during this movement; each time it does, it can make a hoof attack against that creature. If it uses its movement later on the same turn, it can also overrun creatures in this way during that movement. The nuckelavee can\xe2\x80\x99t attack the same creature more than once on the same turn this way. \n'b'\n'b' REACTIONS \n'b'\n'b' Stolen Destiny . When the nuckelavee is hit by an attack or fails a saving throw, it can end its Steal Luck legendary action on one creature within 120 feet that it can see as a reaction. If it does, instead the attack misses or the nuckelavee succeeds on the saving throw. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The nuckelavee 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 nuckelavee regains spent legendary actions at the start of its turn. \n'b'\n'b' Kick . The nuckelavee makes a hoof attack. \n'b' Slashing Lunge (Costs 2 Actions) . The nuckelavee makes two claw attacks on a single target. If both hit, the target must make a DC 17 Strength or Dexterity saving throw or the nuckelavee steals a worn or carried item from the creature other than a magic weapon. If a creature could start a grapple with the nuckelavee, it can choose to retrieve an item instead. \n'b' Steal Luck . The nuckelavee steals the luck of a creature it can see within 120 feet. The creature must succeed on a DC 18 Wisdom saving throw or it is cursed with bad luck. For as long as it remains cursed, attack rolls against the creature are made with advantage and the target has disadvantage on attack rolls to hit the nuckelavee. The curse ends when the nuckelavee ends the effect or dies or when the target receives a remove curse spell. \n'b'\n'b' ABOUT \n'b' This giant, vaguely humanoid fiend is draped in tattered, bloody rags that drag along the ground. Its arms split at the elbow into six separate arms, each with a clawed hand. Pauldrons of black feathers adorn its shoulders. \n'b' Each nuckelavee is a greedy fiend, eager to collect any magic item or resource it can use to further its eventual ascension into a fiend lord. It is not above stealing the good luck of its allies to fuel its own continued rampage. For this reason, other fiends tend to dislike the nuckelavee, and thus it is usually encountered alone. \n'b' Fate Stealer . Although magic items interest a nuckelavee greatly, it is just as intrigued by the fate and destiny of mortal creatures, which it can steal even more easily. When it steals the luck of a creature with an influential destiny, the nuckelavee learns more about the movings of the cosmos and comes one step closer to its apotheosis. It also gets vague glimpses of the great and terrible things that a creature it has stolen from might accomplish, and can use these visions to set into motion complex schemes to get power that its victim would have rightfully earned were it not for the nuckelavee\xe2\x80\x99s interference. \n'b' Despoiler of Waters . An incarnation of rot, ruin, despair, and waste, the nuckelavee wallows in the waters of lands its legions have despoiled, tainting them with fiendish diseases, hazards, and poisons (see Ravaged Lands on page 122). \n'b' Legions . Nuckelavees typically serve as generals and elite scouts for the Cocytus, Styx, and Tartarus legions. \n'b' This towering quadruped has two clawed, gangly arms dangling down below its equine maw. A cloud of wet stink follows it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nullicorn \n'b' Large aberration , chaotic evil \n'b' Armor Class 12 Hit Points 105 (14d10 + 28) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages Celestial, Elvish, Sylvan, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Evasion . If the nullicorn is subjected to a spell or magical effect that allows it to make a saving throw to take only half damage, the nullicorn instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Limited Magic Immunity . At the end of the nullicorn\xe2\x80\x99s turn, any spell or magical effect with a duration that is affecting the nullicorn, such as hold monster or mage armor , immediately ends. \n'b' Magic Resistance . The nullicorn has advantage on saving throws against spells and other magical effects. \n'b' Nullifying Blight . A creature infected with this disease manifests symptoms 1d4 hours after infection, which include fatigue, light-headedness, and blurry vision. When an infected creature casts a spell or activates a magic item, an itchy rash appears and spreads as more magic is used. Until this disease is cured, when the infected creature starts its turn wielding or wearing a magic item and each time it casts a spell or activates a magic item, it loses 5 (2d4) hp . At the end of each long rest, the infected creature must make a DC 13 Constitution saving throw. On a failure, the hp the creature loses each time it uses magic increases by 2 (1d4). A creature that succeeds on three saving throws recovers from the disease. \n'b' Sense Magic . The nullicorn senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nullicorn makes two Hooves attacks and one Void Horn attack . \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Void Horn . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) force damage, and the target must succeed on a DC 13 Constitution saving throw or contract the nullifying blight disease (see the Nullifying Blight trait). \n'b' Spread Blight (Recharge 5\xe2\x80\x936) . The nullicorn\xe2\x80\x99s Void horn flashes and emits a brief ripple of darkness. Each creature within 20 feet of the nullicorn must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) necrotic damage and contracts the nullifying blight disease (see the Nullifying Blight trait). On a success, a creature takes half the da half the damage and doesn\xe2\x80\x99t contract the disease. \n'b'\n'b' ABOUT \n'b' Only scraps of its unicorn\xe2\x80\x99s once-pristine hide now remain, dissolving and reappearing at random, exposing muscle, tissue, and bone tainted by wild magic. Its dark horn winks in and out of existence, flickering with dark magic. A void remains where its eyes once were. \n'b' Perhaps nothing is as profane as a corrupted unicorn. When a unicorn is trapped within eldritch wastelands, it is worn down, its flesh is altered and burned away, and its magic is snuffed out and corrupted into something maddening and vile, creating a nullicorn. \n'b' Eldritch Dampening . The transformation of a nullicorn\xe2\x80\x99s physical form has caused its very essence to repulse magic. Like oil and water, the nullicorn and eldritch energies do not mix.\xc2\xa0This dampening force is so potent, proximity to a nullicorn can infect a creature with the taint of its resistance. \n'b' Magic Hatred . Nullicorns despise magic and all things magical, raging at the loss of the power they once possessed.\xc2\xa0Though a nullicorn will combat anything in its path, it seeks and attempts to destroy those who can wield magic, either by spell or enchanted item.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nutcracker Soldier \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 5 times your artisan level (the clockwork host has a number of Hit Dice [d8] equal to your artisan level) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 plus proficiency bonus, Dex +4 plus proficiency bonus Skills Insight +2 plus proficiency bonus, Persuasion +3 plus proficiency bonus Damage Vulnerabilities bludgeoning Damage Immunities necrotic, psychic Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 + proficiency bonus Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Repairable . The vril host can be repaired using tinker\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b' Telepathic Bond . While the clockwork host is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. \n'b' Vril Engine . When the vril host suffers a critical hit or dies, roll on the Vril Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Vril Rod . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 7 (1d6 + proficiency bonus) force damage. \n'b' Vril Ray . Ranged Spell Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 7 (1d6 + proficiency bonus) force damage. \n'b' Wheel of Misfortune (1/day) . The host can bestow a curse on a creature it can see within 60 feet of it. The host uses a wheel to decide what the curse is, from one of the following (1d4): 1) vulnerability to a damage type, 2) loss of a spell slot, 3) an ability score reduction by 2 points, 4) disadvantage on saving throws against a certain condition. The creature must make a Charisma saving throw against your spells save DC. Failure means it is cursed for 24 hours. A remove curse spell ends this effect. \n'b' Wheel of Fortune (1/day) . The host can bestow a blessing on a creature it can see within 60 feet of it. The host uses a wheel to decide what the blessing is, from one of the following (1d4): 1) resistance to a damage type, 2) addition of a spell slot, 3) an ability score increased by 2 points, 4) or advantage on saving throws against a certain condition. The duration is 24 hours. \n'b'\n'b' ABOUT \n'b' This nutcracker is brightly painted and walks stiffly and mechanically with a protruding nose and animated lower jaw, which opens and closes with a gnashing of white teeth. \n'b' The art of making clockworks is highly coveted by the keygnomes. When the keygnomes fled their bondage, a few remained behind, teaching their art to a dwindling number of human apprentices. Of those, some turned to crime, using their knowledge of clockworks to create entire nutcracker armies. \n'b' Nutcrackers have the appearance of animated nutcrackers. They are usually armed with rifles (attached to them) and have a limited range of motion. Nevertheless, they are relentless in swarms and are often used to pursue tiny targets that larger beings can\xe2\x80\x99t reach. A hole in their back is used to wind them up with a key. \n'b' Nutcracker soldiers are led by nutcracker captains, who are mounted on a horse. They have one globular \xe2\x80\x9chand\xe2\x80\x9d holding a bugle which is connected to the captain\xe2\x80\x99s face and another wielding a cavalry saber. In turn, the captain is attached to a wooden horse that stands on a rolling platform.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nyctli \n'b' Tiny fey , chaotic evil \n'b' Armor Class 14 Hit Points 7 (3d4) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 2 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 6 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Sylvan Challenge 1/4 (50 XP) \n'b' Actions \n'b' Stingers . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 1 piercing damage plus 3 (1d6) necrotic damage, and the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. \n'b' Douse Light . The nyctli magically dispels or douses a single magical or nonmagical light source within 30 feet of it. The nyctli can\xe2\x80\x99t dispel light created by a spell of 3rd level or higher. \n'b' About \n'b' A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers. \n'b' Lurking Terrors . Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom. \n'b' Hag-Born Horrors . The first nyctli were born from the boils of green hags, and the nyctli exhibit a strange affinity for them. \n'b' Green hags sometimes use the nyctli as spies against nearby humanoid settlements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nyctli Swarm \n'b' Large swarm of Tiny fey, chaotic evil \n'b' Armor Class 14 Hit Points 110 (20d10) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 6 (-2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 10 (5,900 XP) \n'b' Special Traits \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 nyctli. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Innate Spellcasting (1/Day) . The nyctli swarm can innately cast fear , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Actions \n'b' Stingers . Melee Weapon Attack : +8 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . 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' Douse Light . As the nyctli, except the swarm can\xe2\x80\x99t dispel light created by a spell of 6th level or higher.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aurora Horribilis \n'b' Large aberration , chaotic neutral \n'b' Armor Class 15 Hit Points 119 (14d10 + 42) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 17 (+3) INT: 7 (-2) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +8 Skills Acrobatics +8, Performance +8 Damage Vulnerabilities force Damage Immunities cold, psychic, radiant Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses blindsight 60 ft., passive Perception 12 Languages Void Speech Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The aurora horribilis 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' Reality Adjacent . The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn\xe2\x80\x99t have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This trait is disrupted while the aurora is incapacitated or has a speed of 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aurora horribilis makes two blistering touch attacks. \n'b' Blistering Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage. \n'b' Void Song . The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated . While charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora\xe2\x80\x99s song for the next 24 hours. A target that stays charmed by the aurora\xe2\x80\x99s song for more than 1 minute gains one long-term madness. \n'b'\n'b' ABOUT \n'b' A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune. \n'b' Hidden Among Polar Lights . Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs.\xc2\xa0Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them. \n'b' Terrible Harbinger . While an aurora\xe2\x80\x99s direct effects on most creatures is cause for alarm, the aurora\xe2\x80\x99s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries. \n'b' Lessons from the Void . Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. \n'b' An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nykur \n'b' Medium fey (shapechanger), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d6 + 12) Speed 60 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Performance +4, Stealth +4 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t iron Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 4 (3,900 XP) \n'b' Special Traits \n'b' Amphibious . The nykur can breathe air and water. \n'b' False Appearance . When not using any of its powers, the nykur appears to be a normal horse. A creature can take an action to visually inspect the hose and succeed on a DC 16 Intelligence ( Investigation ) check to discern that it is a nykur. \n'b' Shapechanger . The nykur can use its action to polymorph into a humanoid (30 ft.), a hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. The nykur reverts to its true form if it dies. \n'b' Trampling Charge (Horse form only) . If the nykur moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the nykur can make another attack with its bite against it as a bonus action. \n'b' Sticky . The nykur has advantage on Strength ( Athletics ) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The nykur can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Water Bound . The nykur dies if it leaves the water to which it is bound or if that water is destroyed. \n'b' Actions \n'b' Multiattack . In humanoid form, the nykur makes two melee attacks . In hybrid form, the nykur makes three attacks: one with its bite and two with its claws. \n'b' Battleaxe (Humanoid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Bite (Hybrid or Horse Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) piercing damage. \n'b' Claw (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 5 feet toward the nykur. Until this grapple ends, the target is restrained , the nykur tries to drown it, and the nykur can\xe2\x80\x99t constrict another target. \n'b' Hooves (Horse Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Luring Song . The nykur sings a magical melody. Every humanoid and giant within 300 feet of the nykur that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The nykur must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the nykur is incapacitated. While charmed by the nykur, a target is incapacitated and ignores the songs of other nykurs. If the charmed target is more than 5 feet away from the nykur, the target must move on its turn toward the nykur by the most direct route. 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 nykur, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this nykur\xe2\x80\x99s song for the next 24 hours. \n'b' Reactions \n'b' Sticky Hide . When a creature misses the nykur with a melee weapon attack , it sticks to the nykur\xe2\x80\x99s hide. The attacker must succeed on a DC 14 Strength saving throw, or the weapon becomes stuck to the nykur\xe2\x80\x99s hide . If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 14 Strength check and succeeding. \n'b' About \n'b' You see a grey-colored horse frolicking by the water. \n'b' Closer inspection of a nykur reveals its ears and hooves are turned backwards, with the fetlock in front and a bladder under its left haunch. It can appear as a horse, a golden boy wearing a red cap, an old man with a dripping beard, or a handsome youth with a horse\xe2\x80\x99s body and legs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nymph, Mountain \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (leather armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +7 Skills Perception +7, Stealth +7, Survival +7 Senses darkvision 90 ft., passive Perception 17 Languages Common, Elvish, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hunter\xe2\x80\x99s Foresight . The mountain nymph can see the immediate future of a creature affected by her hunter\xe2\x80\x99s mark spell. While hunter\xe2\x80\x99s mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature\xe2\x80\x99s spells and special abilities. \n'b' Mountain Walk . The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn\xe2\x80\x99t cost her extra movement. \n'b' Point Blank Hunter . When the mountain nymph makes a ranged attack with a bow, she doesn\xe2\x80\x99t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources. \n'b' Innate Spellcasting . The mountain nymph\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : hunter\xe2\x80\x99s mark \n'b' 3/day each : misty step , spike growth \n'b' 1/day : pass without trace \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mountain nymph makes three longbow attacks. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Cults of the Hunter take the appearance of a mountain nymph as a sign of the Blood God\xe2\x80\x99s favor. A mountain nymph that has been taken in by the faithful leads them in wild hunts against homesteaders, travelers, and merchants in their mountain demesnes and adjoining regions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nymph, Wood \n'b' Medium fey (immortal), neutral \n'b' Armor Class 11 Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The nymph\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The nymph can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft, detect poison and disease \n'b' 3/day each : goodberry, locate animals or plants (plants only), protection from poison \n'b' 1/day each : barkskin , pass without trace , shape wood \n'b'\n'b' Magic Resistance . The nymph has advantage on saving throws against spells and other magical effects. \n'b' Speak with Plants . The nymph can communicate with plants as if they shared a language. \n'b' Tree Stride . Once on her turn, the nymph can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b'\n'b' ACTIONS \n'b'\n'b' Ash Switch . Melee Weapon Attack : +2 to hit, reach 10 ft., one target. Hit : 2 (1d4) slashing damage and the creature to make a DC 12 Constitution saving throw. On a failed save, the creature magically begins to turn to earth and is restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into a mound of earth until freed by the greater restoration spell or other magic. \n'b'\n'b' ABOUT \n'b' Wood nymphs have hair colors matching that of the forest, with eyes that are blue in sunlight and purple in the shade. Their costumes are always oak-leaf green, and they wear sandals on their feet. \n'b' Nymphs are tasked with keeping weeds from growing beneath trees and sapping the earth food required by their trees. They are the sworn enemies of gadgols, who take evil delight in flying against tree trunks and wounding them with their poison. In dry seasons, nymphs carry water from the brooks and pools to moisten the roots of their trees. \n'b' Nymph Holidays . Each full moon the nymphs dance in the Royal Circle of the Queen. There is also the Feast of Nuts, the Jubilee of Autumn Tintings, the solemn ceremony of Leaf Shedding and the revelry of Budding Day. The wood nymphs are led by Queen Zurline, who makes her home beneath the shade of a wide spreading oak.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nymph \n'b' Family: Nymphs \n'b' Variants \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 Hit Points 40 (9d8) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +7, Perception +7, Stealth +6 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 17 Languages Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The nymph can breathe air and water. \n'b' Innate Spellcasting . The nymph\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The nymph can innately cast the following druid spells, requiring no components.\n'b'\n'b' At will : detect magic , druidcraft, guidance , light \n'b' 2/day : cure wounds , goodberry, lesser restoration \n'b' 1/day : grasping vine, tree stride \n'b'\n'b' Magic Resistance . The nymph has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The nymph can communicate with beasts and plants as if they shared a language. \n'b' Actions \n'b' Club . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Blinding Beauty . If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn\xe2\x80\x99t surprised can avert their eyes. \n'b' About \n'b' Nymphs are dedicated protectors of nature. They are very inquisitive and continue to explore unknown areas. These fey live very much in the moment and appreciate every new creature and location they discover. However, their curiosity has also gotten them into trouble.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyclops \n'b' Large giant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d10+60) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 19 (+4) 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 +8, Wis +6 Skills Athletics +10, Intimidation +5, Perception +6 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 16 Languages Giant Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fierce If the cyclops takes damage that would reduce it to 0 hit points or less, it can attempt a Con save (DC 8 + damage dealt). On a successful save, it is instead reduced to 1 hit point. \n'b' Cyclops Charge If the cyclops moves 20 feet or more and hits with a greatclub attack , the target takes an extra 2d10 bludgeoning damage. If the target is Medium or smaller, it must make a DC 18 Str save or be pushed 10 feet and forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cyclops makes two greatclub or rock attacks, and one terrible gaze attack . \n'b' Greatclub . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 2d10+6 bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +5 to hit, range 30 ft./120 ft., one target. Hit : 2d6+6 bludgeoning damage. \n'b' Terrible Gaze . The cyclops chooses a creature within 60 feet to make a Cha save (DC 14). On a failure, the creature is frightened for 1 minute, or frightened and paralyzed if it fails the save by 5 or more. An affected creature can attempt a new save at the end of each of its turns. \n'b'\n'b' REACTIONS \n'b'\n'b' Brutal Bash (Recharge 5+) . When an enemy misses the cyclops with a melee attack , the cyclops can attempt to push it away. The cyclops makes a Strength / Athletics check opposed by the enemy\xe2\x80\x99s Strength / Athletics or Dexterity / Acrobatics check. If the cyclops wins, it pushes the triggering enemy 5 feet or forces it prone , and it can make a greatclub attack against that enemy. \n'b'\n'b' ABOUT \n'b' Standing more than 12 feet tall, this powerfully muscled creature has thick, gray-green skin and carries a club longer than a full-grown man. Massive tusks jut from its heavy jaw and twisting horns crown its head, but its most distinctive feature is the single dark eye in the middle of its fierce face. \n'b' The cyclopes are an ancient race that ruled wide kingdoms in Thule before humankind came to the shores of the island continent. They are few in number now, lingering in a few remote vales of the Zinandar Mountains and the high passes of the Starcrowns. \n'b' The cyclopes nurse a bitter hatred for humans of all races and cultures, believing that the human tribes of ages past were responsible for the fall of the long-lost cyclops realms and the decline of their race. The cyclopes of the current age are reclusive and territorial. \n'b' They protect their dwindling homelands with single-minded ferocity, aggressively attacking any intruders that wander into their territory. The monsters are literally fearless in battle, throwing themselves against almost any number of foes and trusting to their great strength to carry the day. Conversely, enemies who meet the fierce gaze of their single eyes are sometimes rooted to the spot by sheer terror. \n'b' Some who challenge cyclopes assume that they are dealing with dull-witted savages driven by unreasoning rage, but they dangerously underestimate the creatures. \n'b' Cyclopes are highly skilled builders in stone, and many of their old citadels or mountain roads remain standing thousands of years after they were first built. Their style features massive blocks joined without mortar, creating literally Cyclopean labyrinths of brooding walls and steep stairs. Many cyclops lairs are protected by simple but deadly stonework traps. Some cyclopes are also knowledgeable in primitive metalworking.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nymph, Fire \n'b' Family: Nymphs \n'b' Medium fey , neutral \n'b' Armor Class 11 (16 with barkskin ) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Elvish, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The nymph\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The nymph can innately cast the following spells, requiring no material components: \n'b' At will : druidcraft, produce flame , misty step \n'b' 3/day each : conjure minor elementals , flaming sphere , goodberry \n'b' 1/day each : barkskin , shillelagh , wall of fire \n'b' Magic Resistance . The nymph has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The nymph can communicate with beasts and plants as if they shared a language. \n'b' Actions \n'b' Club . Melee Weapon Attack : +2 to hit (+6 to hit with shillelagh ), reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage plus 2 (1d4) fire damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh plus 2 (1d4) fire damage. \n'b' Fey Charm . The nymph targets one humanoid or beast that she can see within 30 feet of her. If the target can see the nymph, it must succeed on a DC 14 Wisdom saving throw or be magically charmed . The charmed creature regards the nymph as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the nymph\xe2\x80\x99s control, it takes the nymph\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the nymph or its allies do anything harmful to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the nymph dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the nymph\xe2\x80\x99s Fey Charm for the next 24 hours. The nymph can have no more than one humanoid and up to three beasts charmed at a time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nymph, Moon \n'b' Family: Nymphs \n'b' Within the moonlight spilling through the window, a shadow coalesces into a lovely female form. Although the figure\xe2\x80\x99s body is wraith-like, the face is distinct. A dark smile plays across fine lips, while her eyes sparkle like cold diamonds. \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 13 Hit Points 110 (20d8 + 20) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 17 (+3) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Persuasion +6, Stealth +6 Damage Resistances necrotic, radiant Damage Immunities psychic Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Invisibility . The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light. \n'b' Magic Resistance . The moon nymph has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The moon nymph makes two beguiling touch attacks or two moonbeam attacks. \n'b' Beguiling Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn. \n'b' Moonbeam . Ranged Weapon Attack : +6 to hit, range 120 ft., one target. Hit : 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn. \n'b' Veil of Nightmares (1/day) . The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened . On a success, the creature takes half of the damage and isn\xe2\x80\x99t frightened . A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp . \n'b' About \n'b' Children of the Night . The passages and fissures between the mortal world and the realms beyond are many and diverse. One such bridge is enabled by the moons of the mortal realm. Moon nymphs, as they are called, use those portals to move into the world, traveling down moonbeams to haunt mortals\xe2\x80\x99 dreams. \n'b' Daughters of the Moon . Those who observe a moon nymph and live to tell the tale describe a slight humanoid creature, wraithlike in form but with a countenance as beautiful as the most alluring fairy. In reality, moon nymphs are genderless, taking on a visage that matches the dreams of their victims. Some might see a beautiful elf , others a handsome dwarf , and lovers of animals might even see a sleek feline or an adorable canine. Regardless of the form, the moon nymph appears in muted colors, mostly shadowy blacks or pale whites and yellows. Their bodies are often hazy and ghostly at the edges, but the facial features are clearly defined and mesmerizing. \n'b' Waxing and Waning \n'b' The moon nymph\xe2\x80\x99s connection to the moon affects its power as the cycles of the moon progress. The statistics given represent a moon nymph during a crescent or gibbous moon.\xc2\xa0During full moons, the challenge rating increases by 1, the creature\xe2\x80\x99s hp maximum increases by 30, it has advantage on attack rolls, and all saving throw DCs increase by 1. Inversely, during new moons, the challenge rating decreases by 1 as the numbers move in the opposite direction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nymph, Mountain \n'b' Family: Nymphs \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (leather armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +7 Skills Perception +7, Stealth +7, Survival +7 Senses darkvision 90 ft., passive Perception 17 Languages Common, Elvish, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Hunter\xe2\x80\x99s Foresight . The mountain nymph can see the immediate future of a creature affected by her hunter\xe2\x80\x99s mark spell. While hunter\xe2\x80\x99s mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature\xe2\x80\x99s spells and special abilities. \n'b' Mountain Walk . The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn\xe2\x80\x99t cost her extra movement. \n'b' Point Blank Hunter . When the mountain nymph makes a ranged attack with a bow, she doesn\xe2\x80\x99t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources. \n'b' Innate Spellcasting . The mountain nymph\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : hunter\xe2\x80\x99s mark \n'b' 3/day each : misty step , spike growth \n'b' 1/day : pass without trace \n'b'\n'b' Actions \n'b' Multiattack . The mountain nymph makes three longbow attacks. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' About \n'b' The pitiless eyes of this elven creature are black as pitch with neither white nor iris. \n'b' Born to Hunt . Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. \n'b' Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fully-grown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears. \n'b' Despoilers of Despoilers . Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph\xe2\x80\x99s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph\xe2\x80\x99s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community\xe2\x80\x99s excessive use of the local timber and ore. \n'b' Relentless Stalkers . Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph\xe2\x80\x99s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nyx: Primordial God of the Night \n'b' Huge celestial (divinity), chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 322 (28d12 + 140) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 21 (+5) INT: 24 (+7) WIS: 30 (+10) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +14, Wis +17, Cha +13 Skills Arcana +14, History +14, Insight +17, Intimidation +13, Perception +17, Religion +14 Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , grappled , restrained Senses truesight 120 ft., passive Perception 27 Languages Celestial, Common, Primordial; telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Nyx fails a saving throw, she can choose to succeed instead. \n'b' Embodiment of the Night . Nyx is perpetually followed by an impenetrable shroud of primordial darkness. Creatures within 300 feet have their vision restricted to 45 feet for creatures who have a means to see through magical darkness , 30 feet for creatures with at least 60 feet of darkvision , or 15 feet for all other creatures. \n'b' Primordial Weapons . Nyx\xe2\x80\x99 attacks are magical. \n'b' Actions \n'b' Eventide Massacre (Recharge 5-6) . Nyx summons all sorts of ghostly teeth and claws from the dark mist that follows her. She targets up to 3 creatures within 300 feet of herself; each target must succeed on a DC 25 Dexterity saving throw or take 33 (6d10) piercing damage, 33 (6d10) slashing damage and 33 (6d10) psychic damage (halved on a success). \n'b' Multiattack . Nyx makes two Night\xe2\x80\x99s Grasp attacks and uses Brood of Dark Spirits once. \n'b' Brood of Dark Spirits . Nyx summons a Dark Spirit in an unoccupied space within 30 feet of herself. They are loyal to her and have their own initiative . \n'b' Night\xe2\x80\x99s Grasp . Melee Spell Attack : +17 to hit, reach 60 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage and 9 (2d8) cold damage. \n'b' Reactions \n'b' Fate Manipulation (1/long rest) . When a creature within 90 feet of Nyx makes any roll, Nyx can force this creature to reroll after seeing the result. She can do so on every roll any creature within 90 feet of herself makes until the start of her next turn \n'b' Legendary Actions \n'b' Nyx 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. Nyx regains spent legendary actions at the start of her turn. \n'b' Attack . Nyx makes a Night\xe2\x80\x99s Grasp attack. \n'b' Teleport . Nyx teleports herself up to 60 feet. \n'b' Nightsurge . Nyx increases the thickness of her Embodiment of the Night around one creature of her choice. Creatures without darkvision \xc2\xa0are considered blind, creatures with dark vision or a means to see through magical darkness can only see up to 10 feet. The surge ends at the end of the target\xe2\x80\x99s next turn. \n'b' Child of Chaos (Costs 2 Actions) . Creatures within Nyx\xe2\x80\x99 Embodiment of the Night shroud must succeed on a DC 25 Constitution saving throw as she momentarily changes its essence or take 7 (2d6) acid, cold, fire, lightning or thunder damage and become vulnerable to that type of damage until the end of their next turn. Damage is halved on a success and that creature does not become vulnerable. \n'b' About \n'b' Nyx is the god of the night, one of the primordial gods who emerged as the dawn of creation. She spawns a brood of dark spirits and is seen as the very substance of night; a veil of dark mists drawn across the sky to obscure the light. Nyx is depicted as a winged god crowned with a halo of dark mists.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nyx\xe2\x80\x99 Dark Spirits \n'b' Medium elemental , unaligned \n'b' Armor Class 13 Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 15 (+2) INT: 4 (-3) WIS: 20 (+5) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8 Skills Perception +8, Stealth +6 Damage Resistances acid, cold, fire, lightning, thunder Condition Immunities charmed , exhaustion , frightened Senses blindsight 60 ft., passive Perception 18 Languages Celestial, Primordial Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The dark spirit\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 material components:\n'b'\n'b' At will : chaos bolt (3rd level) \n'b' 1/day each : elemental bane, invisibility , misty step \n'b'\n'b' Amorphous . The dark spirit can move through a space as narrow as 1 inch wide without squeezing. \n'b' Freedom of Movement . The dark spirit 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' Actions \n'b' Multiattack . The dark spirit makes one Bite attack and one Claw attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) psychic damage if the dark spirit is in total darkness. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 5 (1d4 + 3) slashing damage plus 7 (2d6) psychic damage if the dark spirit is in total darkness. \n'b' About \n'b' Born of the primordial chaos and darkness, these ghost-like, slender beings respond to the god of the night\xe2\x80\x99s call. They harass their prey; assailing it until it breaks down to the basic elements of chaos from which it first came.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oaken Sentinel \n'b' Huge plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 189 (18d12 + 72) Speed 10 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (\xe2\x80\x932) CON: 19 (+4) INT: 5 (\xe2\x80\x933) WIS: 8 (\xe2\x80\x931) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing Condition Immunities blinded , deafened , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9 Languages Sylvan Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the oaken sentinel remains motionless, it is indistinguishable from an ordinary oak tree. \n'b' Grasping Branches . The oaken sentinel can have up to six Grasping Branches at a time. Each Grasping Branch can be attacked (AC 16; 25 hp ; vulnerability to lightning damage; immunity to poison and psychic damage). Destroying a Grasping Branch deals no damage to the oaken sentinel, which can extend a replacement branch on its next turn. A Grasping Branch can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oaken sentinel makes three Grasping Branch or Rock attacks. It can replace one attack with a use of Fling. \n'b' Grasping Branch . Melee Weapon Attack : +10 to hit, reach 50 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and takes 4 (1d8) bludgeoning damage at the start of each of its turns, and the sentinel can\xe2\x80\x99t use the same Grasping Branch on another target. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Fling . One Medium or smaller creature grappled by the oaken sentinel is thrown up to 60 feet in a random direction and forced 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 forced prone . \n'b'\n'b' ABOUT \n'b' An oaken sentinel is an enormous oak tree granted wisdom by druids. Not truly awakened, these trees serve druid circle by, protecting a specific location on behalf of the circle, though sometimes they wander. The oaken sentinel waits for trespassers to step below its wide-reaching boughs before striking. \n'b' Standing Stones . Adventurers may recognize one common sign of oaken sentinels\xe2\x80\x94piles of rocks that its druidic masters provide. The oaken sentinel hurls these rocks (or sometimes rotting corpses) at ranged assailants and at fleeing trespassers. \n'b' Negotiating Passage . Oaken sentinels do not attack if presented with a token from their druidic masters.\xc2\xa0Similarly, trespassers who can convince the oaken sentinel that their interests align may pass without further incident. \n'b' Practically Immobile . While the oaken sentinel can move, it must extricate its thick roots from the ground to do so, a process that limits the tree\xe2\x80\x99s mobility.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Auto Butler \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 45 (10d8) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Int +4 Skills Acrobatics +4, Performance +5 Condition Immunities poisoned , stunned , unconscious Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Senses darkvision 60 ft. \n'b' Languages Understands all language but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dedicated Servant . As long as the butler and the creature that holds its key are on the same plane, the butler can always sense the creature\xe2\x80\x99s mood and nutritional desires. Additionally, the butler is aware of any diseases the creature is afflicted by and become immediately aware if the creature becomes poisoned . \n'b' Talented . The butler is proficient in all Artisan\xe2\x80\x99s Tools and doubles its proficiency bonus for ability checks made using Artisan\xe2\x80\x99s Tools. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The butler makes two Slam attacks. \n'b' Detect Poison . The butler chooses a food or drink it can see within 5 feet and detects any poison present within the target. \n'b' Heal . The butler touches a flesh-and-blood creature within 5 feet of it. The target regains 11 (2d10) hit points . \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft. One target. Hit : 5 (1d6 + 2) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oakman \n'b' Small fey , chaotic neutral \n'b' Armor Class 12 (16 with barkskin ) Hit Points 33 (6d6 + 12) Speed 20 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The oakman\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : druidcraft, shillelagh \n'b' 3/day each : entangle , goodberry \n'b' 1/day each : barkskin , pass without trace \n'b'\n'b' Magic Resistance . The oakman has advantage on saving throws against spells and other magical effects. \n'b' Moss . Using his unique knowledge of plants and herbal mixtures, an oakman can concoct unusual cakes from tree moss. A typical oakman has 3 (1d6) moss cakes of random type on his person. These moss cakes have a variety of effects and must be eaten by the target creature to take effect. \n'b'\n'b' d6 \n'b' Result \n'b' 1 \n'b' Coloration . This moss cake is quite harmless when eaten and does nothing more than cause the target\xe2\x80\x99s skin to become spotted. The spots can be of just about any color, though most tend to be brown, red, or blue. The spots last for 1 hour before fading. \n'b' 2 \n'b' Healing . This moss cake heals the target of 22 (5d8) damage. \n'b' 3 \n'b' Lethargy . The target falls into a state of apathy and becomes sluggish if it fails a DC 12 Constitution saving throw. On a failed save, the target suffers from three levels of exhaustion , which can be removed normally. \n'b' 4 \n'b' Pain . Eating this moss cake wracks the target with pain for 1 hour if it fails a DC 12 Constitution saving throw. During this time, the target moves at half speed, and has disadvantage on all attack rolls, ability checks, and saving throws for 1 hour. \n'b' 5 \n'b' Poison . Eating this moss cake poisons the target. The target must make a DC 12 Constitution saving throw. On a failed saving throw, the target takes 7 (2d6) poison damage and is poisoned for 1 hour. While poisoned , the target must repeat the saving throw at the beginning of each of its turns. On a failed saving throw, the target spends its action retching and vomiting. \n'b' 6 \n'b' Sleep . This moss cake puts the target to sleep for 1 hour if it fails a DC 12 Constitution saving throw. \n'b' Tree Stride . Once on his turn, the oakman can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b' Actions \n'b' Club . Melee Weapon Attack : +3 to hit (+4 with shillelagh ), reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage. \n'b' About \n'b' This squat fey creature\xe2\x80\x99s brownish-green skin is as tough as tree bark. \n'b' He has unkempt green hair, pale green eyes, and bulbous nose. \n'b' Oakmen are small fey that are said to be the spirits of oak trees. An oakman is a foul-tempered curmudgeon, gruff, and cantankerous. These grouchy creatures are usually seen sitting upon a thick branch in an oak tree, calling down insults and crude comments to those who pass by. Some say that the grumpy old oakmen are the male versions of the beautiful dryads. This may or may not be true, but it would certainly explain why dryads would rather take human mates. \n'b' Oakmen are generally content to sit in their trees and watch the world go by, venturing out only if their forest is threatened. They also enjoy creeping out of the forest to trick some fool human into eating magical cakes made from moss and mushrooms just to see what will happen to him. \n'b' Oakmen are scrappy and prone to combat despite their small size. \n'b' They will fight if they must, but like most fey, prefer to use magic rather than melee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oasis Keeper \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 123 (13d12 + 39) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 Skills Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 20 ft., darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Hold Breath . The oasis keeper can hold its breath for 30 minutes. \n'b' Oasis Camouflage . The oasis keeper has advantage on Dexterity ( Stealth ) checks made while in a desert or in sandy terrain beneath water. \n'b' Pacifying Secretions . If the oasis keeper\xe2\x80\x99s stinger sits in water for at least 1 hour, the water becomes poisoned with its toxin. A creature that drinks the poisoned water must succeed on a DC 15 Constitution saving throw or be calmed for 24 hours. A calmed creature feels compelled to stay at the oasis and has disadvantage on Wisdom ( Perception ) checks to notice or recognize danger. A calmed creature that drinks the water again before 24 hours have passed has disadvantage on the saving throw. The greater restoration spell or similar magic ends the calming effect early. \n'b' Actions \n'b' Multiattack . The oasis keeper makes two attacks: one with its stinger and one with its bite. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft, one target. Hit 21 (3d10 + 5) piercing damage. \n'b' Stinger . Melee Weapon Attack : +9 to hit, reach 10 ft, one target. Hit : 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is incapacitated for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t incapacitated. 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' About \n'b' The large, sand-colored serpent lies in wait beneath the sands at the edge of the oasis, its large nostrils flaring above the sand. \n'b' The barbed stinger on the end of its tail rests just below the water\xe2\x80\x99s surface. \n'b' Oasis keepers lurk within the waters of oases and secrete a toxin into them. \n'b' Peaceful Poison . Traveling caravans and animals that drink from oases inhabited by oasis keepers are lulled into lingering around them and provide an ample food supply for the oasis keepers. Settlements often form around such oases, and occasional disappearances are accepted as the norm. \n'b' Sand and Water Dwellers . Oasis keepers lurk by the edge of the water and wait for an opportune time to use their stingers. After they strike, they pull their meal to the water\xe2\x80\x99s depths to feast. Oasis keepers occasionally travel into underground rivers to mate, but they are otherwise fairly sedentary and solitary.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oathsworn Annihilator \n'b' Medium undead , neutral evil \n'b' Armor Class 20 (plate, shield) Hit Points 157 (21d8 + 63) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Religion +4 Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 10 Languages the languages it knew in life Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Draining Smite . When the annihilator hits a creature with a melee weapon attack , the annihilator can expend a spell slot to also hit the target with its Life Drain. If the annihilator expends a spell slot of 2nd level or higher, its Life Drain deals 4 (1d8) extra damage for each level above 1st. \n'b' Spellcasting . The annihilator is an 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The annihilator has the following paladin spells prepared: \n'b' 1st level (4 slots) : command , detect magic , shield of faith , thunderous smite \n'b' 2nd level (3 slots) : find steed , magic weapon , zone of truth \n'b' 3rd level (3 slots) : dispel magic , elemental weapon, magic circle \n'b' 4th level (2 slots) : banishment , staggering smite \n'b' Sunlight Sensitivity . While in sunlight, the annihilator has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The annihilator has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Multiattack . The annihilator makes two longsword attacks. It can use its Life Drain in place of one melee attack . \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) necrotic 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 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 annihilator\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. There is no limit to the number of zombies the annihilator can control. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage, if used in two hands. \n'b' Legendary Actions \n'b' The annihilator 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 annihilator regains spent legendary actions at the start of its turn. \n'b' Attack . The annihilator makes one longsword attack . It can\xc2\x92t use its Draining Smite with this attack . \n'b' Command Zombie . One zombie , under the control of the annihilator, makes a melee attack against a creature of the annihilator\xc2\x92s choice. \n'b' Shield Up . The annihilator equips its shield if it is carrying, but not already wielding, it and gains an additional +2 bonus to its armor class until the start of its next turn. \n'b' Cleansing Touch (Costs 2 Actions) . The annihilator ends one spell on itself or a willing creature it touches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyclopsman \n'b' Medium humanoid , lawful , neutral \n'b' Armor Class 12 (studded leather) Hit Points 13 (2d8+4) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 9 (\xe2\x80\x931) WIS: 1 (\xe2\x80\x935) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities poison (gas) Senses darkvision \xc2\xa040 ft., passive Perception 9 Languages Common, Dwarf, Cyclopsman Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Single Eye . Cyclopsmen have disadvantage on attack rolls against targets more than 30 feet away. However, they have advantage on Wisdom ( Perception ) checks when detecting hidden and secret doors. \n'b'\n'b' ACTIONS \n'b'\n'b' Glaive . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10+2) slashing damage. \n'b'\n'b' ABOUT \n'b' Cyclopsmen appear as large humans (between 6\xe2\x80\x994\xe2\x80\x9d and 6\xe2\x80\x998\xe2\x80\x9d) with a single eye. They are striking to behold. Their hair color varies from light brown to black and their eye color from pale blue to green. Cyclopsmen, sages believe, were bred for slave labour. As a result, they are hardy and strong, and rarely speak. \n'b' Cyclopsmen are a dour, staid, and dogmatic race. They prefer the company of dwarves, whom they admire for their physical strength and loyalty. \n'b' Cyclopsmen are often disparaged by some races, particularly humans, who refer to them as \xe2\x80\x9cslags.\xe2\x80\x9d They possess above average strength and constitution but lower intelligence wisdom, and charisma on average. Cyclopsmen make excellent warriors. \n'b' They are also gifted craftsmen and make outstanding masons. Cyclopsmen are highly fearful of magic, and are unable to train as magic-user, clerics, or any of the sub-types of those classes. Cyclopsmen prefer twohanded melee weapons, but are particularly adept with spears, glaives, and pole-arms. They prefer light armor, such as leather or studded leather that allows them free movement. \n'b' They have an innate spirituality and gravitate towards organized religions such as Odin One-Eye, or the cults of Arges or Polyphemus. \n'b' Cyclopsmen speak Suul, the name of their own language, and some will know dwarvish (50%) and common (25%). \n'b' Cyclopsmen have no corollary in their own language for metaphorical communication. This presents difficulty understanding the hyperbolical everyday language of humans and demi-humans. As a result, cyclopsmen interpret common vernacular and slang literally, leading to difficulty in basic communication. \n'b' Given their size, and their communication issues, they are often stereotyped as simple-minded. \n'b' Cyclopsmen have unique digestive systems. They are raw carnivores. They are unable to draw nutrients from cooked meat or other foods. Similarly, cyclopsmen are also unable to consume alcohol. For them, alcohol has the effect of lethal poison. They can consume clotted cream, which has the same intoxicating effect as alcohol.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Obeleric \n'b' Medium aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Condition Immunities petrified , prone Senses tremorsense 30 ft., passive Perception 12 Languages understands Common and Void Speech but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the obeleric remains motionless and in its defensive form, it is indistinguishable from a normal boulder. \n'b' Ricochet Charge (Defensive Form Only) . If the obeleric moves at least 15 feet straight toward a target, and then hits the target with a Boulder Bash attack on the same turn, the target has disadvantage on the saving throw against being forced prone . If the target is prone , the obeleric can move up to 15 feet straight toward a second target without provoking opportunity attacks from the first target, and make one Boulder Bash attack against the second target as a bonus action, if the second target is within its reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obeleric makes two Tentacle Slam or Acid Spit attacks. \n'b' Boulder Bash (Defensive Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Tentacle Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage plus 3 (1d6) acid damage. \n'b' Spit Acid . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 9 (2d6 + 2) acid damage. A creature hit by this attack takes an additional 3 (1d6) acid damage at the start of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Defensive Roll . The obeleric can roll itself into a boulder-like defensive form or back into its tentacled true form. While in defensive form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, can\xe2\x80\x99t make Tentacle Slam or Spit Acid attacks, and can\xe2\x80\x99t use Reflux. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflux . When the obeleric takes bludgeoning damage, it can vomit acid at one creature within 5 feet of it. That creature must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) acid damage. \n'b'\n'b' ABOUT \n'b' In its natural form, an obeleric looks like a tangle of intestines with a shell made of gravel and dirt. When it curls into a ball, it looks like any other boulder. \n'b' Obelerics are boneless abominations that multiply through parthenogenesis, secreting their jelly-covered eggs in the corpses of their victims. Once matured, an obeleric eats every living thing it encounters. \n'b' Long-Term Threat . Obelerics prefer to prey on creatures smaller than themselves. In villages this means small animals and livestock, such as dogs and chickens; in towns, they devour cats, rats, and pigeons. Because obeleric eggs can take a full year to mature, a single obeleric\xe2\x80\x99s offspring can infest an area over a decade. \n'b' Still Stones . Despite their voracious hunger, an adult obeleric can survive a century or more between meals. When food is scarce, it rolls itself into a boulder-like shape and remains motionless until it senses movement. When it becomes active again, it snatches the nearest small creature and drags it off to eat; obelerics remain active as long as they have a steady food supply. \n'b' Mountain Terrors . While mining adamantine deep below the surface, a team of dwarven miners discovered a large deposit of an unknown, incredibly dense metal. In their haste to harvest it, the team discovered a hollow core containing a few boulders. Only when the boulders became active did they realize their folly. Since then, obelerics have left the Underworld to infest the mountains and foothills, and tumbled down streams and rivers to farms and settlements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Obsidian Elemental, Medium \n'b' Family: Obsidian Elemental \n'b' Medium elemental , neutral \n'b' Armor Class 15 (natural armor) Hit Points 66 (7d8 + 35) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 20 (+5) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Brute . A melee weapon attack deals one extra die of its damage when the obsidian elemental hits with it (included in the attack). \n'b' Death Throes . When the obsidian elemental dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 17 (5d6) slashing damage and 17 (5d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Molten Glass . A creature that hits the obsidian elemental with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Actions \n'b' Multiattack . The obsidian elemental makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Obsidian Minotaur \n'b' Large construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Charge . If the obsidian minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Immutable Form . The minotaur is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The minotaur has advantage on saving throws against spells and other magic effects. \n'b' Magic Weapons . The minotaur\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The obsidian minotaur makes one gore attack and two claw attacks. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage. \n'b' Burning Breath (Recharge 5-6) . An obsidian minotaur expels a cloud of superheated gas that fills a 10-foot cube adjacent to it.. The gas fades after the end of the minotaur\xe2\x80\x99s next turn. Creatures who enter the area or start their turn there must make a DC 16 Constitution saving throw. On a failed saving throw, the target takes 31 (9d6) fire damage and it is poisoned for 1 minute. On a successful saving throw, the target takes half the damage and is not poisoned . \n'b' About \n'b' This creature appears as a powerfully constructed minotaur , twice the size of a normal human and carved of obsidian. Its hands end in slightly oversized claws, and its feet are splayed hooves. Small pinpoints of bluish light can be seen in its eyes. \n'b' The obsidian minotaur is often employed by spellcasters as a guardian or killer and can be found performing such tasks. When employed as an assassin, the obsidian minotaur is quite effective, first striking fear into the heart of its opponent and then slaying it with no thought or consequence. \n'b' An obsidian minotaur stands 12 feet tall and weighs roughly 2,000 pounds. \n'b' As a guardian, the obsidian minotaur activates when trespassers enter an area it is programmed to protect. As an assassin, it actively hunts down the targeted victim. The creature attacks with its powerful claws, slashing and ripping its opponent\xe2\x80\x99s flesh. Against powerful foes, it employs its breath weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Obsidian Spider \n'b' Tiny monstrosity , neutral \n'b' Armor Class 14 Hit Points 67 (15d4 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous Demise . When the spider is reduced to 0 hit points , it explodes. Each creature in a 10-foot-radius sphere centered on the spider must succeed on a DC 12 Dexterity save or take 14 (4d6) piercing damage from razor-sharp shrapnel. \n'b' False Appearance . While the spider remains motionless, it is indistinguishable from a pebble or small rock. \n'b' Magic Absorption . The grounding properties of the spider\xe2\x80\x99s glassy exoskeleton give the creature resistance to spells and magical effects. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflective Burst . When the spider takes damage from a spell, it can reflect some of the spell\xe2\x80\x99s energy back at the spell\xe2\x80\x99s caster if the spider is within 30 feet of the caster. The caster must make a DC 12 Dexterity saving throw. On a failed save, the target takes 13 (3d8) damage of the same type as the spell that hit the spider, or half as much damage on a successful one. \n'b'\n'b' TACTICS \n'b' Obsidian spiders are territorial and, unusually for arachnids, highly sociable. Their nests are always underground, but often exceptionally deep below the surface. Their primary prey are the typical insects that most spiders target, though they are frequently able to take down much larger prey when working as a swarm. \n'b' ABOUT \n'b' Heavily camouflaged by their rocky habitats, these tiny spiders\xe2\x80\x99 exoskeletons are made of a dark and glossy chitin. This substance grounds the obsidian spider against magical effects and can reflect most low-level magics, making spellcasters\xe2\x80\x99 attacks backfire. \n'b' Infrequent Origins . Obsidian spiders are very rare. When magical or other energies interact with volcanic rock, it can give rise to these creatures. Stray lightning bolts, odd wild effects, and the machinations of mad wizards have all led to the birth of obsidian spiders. These accidental populations have grown over time and spread elsewhere. \n'b' Volcanic Skitterers . These small spiders live their lives among the black sands and rocks of mountainous regions and volcanic beaches. Although most common on the Material Plane, obsidian spiders are found on the Plane of Lava and volcanic areas of other planes. \n'b' Magical Grounding . Any spell that would severely harm or even kill another creature can be reduced by the innate restrictive power of the obsidian spider\xe2\x80\x99s shell. The protective property of the obsidian spider\xe2\x80\x99s exoskeleton can channel magical effects away from the rest of the spider. When magical power hits the spider, it may be channeled into the surrounding rock, or recirculated through its exoskeleton\xe2\x80\x99s conductive surface. \n'b' Equivalent Exchange . The obsidian spider can sometimes use the magical power coursing through its exoskeleton to lash out at an unsuspecting enemy. This makes targeting obsidian spiders with spells wildly unpredictable at best, dangerous and suicidal at worst. \n'b' Resilient Delvers . Obsidian spiders make their nests in deep caverns and forgotten places. Unlike other species of delving creatures who might stumble upon forgotten ruins or lost arcane powers, the obsidian spider is able to withstand most magical traps or long-lasting effects. Because of this, intrepid subterranean adventurers often find obsidian spiders in long-forgotten places where many other creatures would fear to tread.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Obsidian Spider \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 10 Languages understands Undercommon but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The spider is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The spider has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The spider\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spider makes a Bite attack and uses Skittering Charge or Interweave Fates. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 10 (1d10 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Skittering Charge . The spider moves up to 40 feet in a straight line and can move through the spaces of Medium or smaller creatures. The first time it enters a creature\xe2\x80\x99s space during this move, the creature must make a DC 14 Dexterity saving throw or take 14 (2d8 + 5) piercing damage. \n'b' Interweave Fates (1/Day) . The spider shoots a strand of magical webbing that jumps between up to 5 creatures that are within 30 feet of the spider and each other. Each creature must make a DC 14 Dexterity saving throw. On a failure, a creature is connected to each other creature that failed its saving throw. Connected creatures are tethered together by the webbing and can\xe2\x80\x99t move further away from each other than they currently are. Additionally, whenever one of the tethered creatures takes damage that isn\xe2\x80\x99t psychic, each other connected creature must make a DC 14 Constitution saving throw or take the same amount of psychic damage. A strand of magical webbing connecting two creatures can be broken as an action with a DC 14 Strength ( Athletics ) check. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ochokochi \n'b' Large fey, neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +6 Skills Stealth +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Languages understands Sylvan but does not speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The ochokochi has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ochokochi makes two claw attacks and one cleaver attack if it is grappling a creature. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature and the ochokochi doesn\xe2\x80\x99t have another creature grappled . \n'b' Cleaver . Melee Weapon Attack : +8 to hit, reach 5 ft., one grappled creature. Hit : 23 (4d8 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' The ochokochi (oh-choh-koh-chee) is based on a monster from Georgian folklore. \n'b' Ochokochi appear as ugly, 8-foot tall goat-horned humanoids covered in rust-colored hair, their hands ending in foot-long razorsharp claws. An ochokochi\xe2\x80\x99s most striking feature, however, is a protuberance on its chest in the form of a 4-foot long bony cleaver. Despite their hunched and awkward gait, ochokochi are surprisingly fast and agile, and blend well with their surroundings. \n'b' They are superficially similar to satyrs but are much dimmer than their distant cousins, with preferring the screams of the hunted to and the music of lyres and pipes. \n'b' Ochokochi inhabit wooded mountains and valleys, mostly stalking wild animals, though they prefer humanoid prey. They never harm sentient creatures native to their woods, but they despise interlopers, especially human hunters. Ochokochi often catch hunters and travelers by surprise, grabbing them with their claws and impaling them on the cleaver protruding from their chests. As normal weapons can barely harm them, ochokochi are greatly feared, and even the most seasoned hunters refuse to go into the woods when these creatures are rumored to be around.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oculo Swarm \n'b' Large swarm of Tiny aberrations , neutral evil \n'b' Armor Class 15 Hit Points 82 (11d10 + 22) Speed 5 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 8 (-1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +6, Perception +6, Stealth +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 16 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' Hundreds of Eyes . The oculo swarm has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the swarm isn\xe2\x80\x99t blinded, creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature. \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 eyeball. The swarm can\xe2\x80\x99t regain hp or gain temporary hp. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a DC 13 Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored. If the target\xe2\x80\x99s eye is recovered from the defeated swarm, it can be reattached with a successful DC 12 Wisdom (Medicine) check, provided the eye is reattached within 1 hour of the target losing the eye. \n'b' Extract Eye . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer. \n'b' Disorienting Gaze (Recharge 5\xe2\x80\x936) . The swarm\xe2\x80\x99s many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a DC 13 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t disoriented. A disoriented creature is incapacitated and moves in a random direction when it moves. \n'b'\n'b' ABOUT \n'b' This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground. \n'b' Failed Experiment . Oculo swarms came about from failed experiments to create living scrying sensors. Once set loose, these horrors attain a form of distributed self-awareness. Exactly what motivates them is unknown, except that they are driven to survive. \n'b' Flesh Stealers . A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculo swarm escapes from battle, it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful it becomes. \n'b' Single Eye Scouts . The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. Though harmless and easily destroyed, these lone eyes provide plenty of information to the oculo swarm before perishing. \n'b' An oculo instinctively reads eye movements, and it can communicate what it sees to the wizard by moving in a specific way or by changing the color of its irises. If negotiations go poorly, the mage gives the swarm permission to add a fresh pair of eyes to its number.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Afanc \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 525 (30d20 + 210) Speed 0 ft., swim 70 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 24 (+7) INT: 3 (-4) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +17, Dex +7, Con +14 Skills Perception +10 Damage Resistances acid, cold, fire Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned , prone Senses darkvision 120 ft., passive Perception 20 Languages telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The afanc can breathe air and water. \n'b' Siege Monster . The afanc deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The afanc makes two Claw attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 37 (6d8 + 10) piercing damage. If the target is a Large or smaller creature, that creature is swallowed. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the afanc, and it takes 42 (12d6) acid damage at the start of each of the afanc\xe2\x80\x99s turns. If the afanc takes 50 damage or more on a single turn from a creature inside it, the afanc must succeed on a DC 25 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 afanc. If the afanc dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 24 (4d6 + 10) slashing damage. \n'b' Sea Swell (recharge 5-6) . The afanc raises the front part of its body out of the water and brings it crashing back down against the surface. This generates massive waves up to 30 feet tall that may capsize boats and ships within 100 feet of the afanc. Boats and ships less than 20 feet long automatically capsize. A creature steering or guiding a boat or ship over 20 feet long must succeed on a DC 20 Dexterity or Strength check or its boat capsizes. A creature proficient in Vehicles (water) may add its proficiency bonus. A non-aquatic creature in the water within 100 feet of the afanc must succeed on a DC 20 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be stunned until the end of its next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The afanc can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The afanc regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw Attack . The afanc makes one Claw attack . \n'b' Move . The afanc moves up to half its speed. \n'b' Roll (costs 2 actions) . The afanc does a full body roll, sending up a spray of obscuring water in a 60-foot radius around it. That area is heavily obscured to creatures other than the afanc until the end of the afanc\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Afancs are the sea monsters sailors talk about when spinning tales of the sea. They are the creatures responsible for entire fleets and crews being lost or destroyed. They are thought by many to be the \xe2\x80\x9ckings\xe2\x80\x9d of the sea as most other water-dwellers pale in comparison in strength and size to the mighty afanc. An afanc is generally about 100 feet long though specimens as large as 200 feet long are thought to exist. Its whale-like body is gray or sometimes bluish-green, although its eyes are always blue. Its tail is extremely long and ends in a truncated or flat, square edge. An afanc has a bulbous, somewhat flattened head, not unlike that of a great catfish. Afancs are omnivorous hunters of the deep sea that feed on a mixed diet of kelp, coral, sea plants, sharks, whales, various other large fishes, and swimmers and sailors unfortunate enough to cross their path.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Auto-Minima \n'b' Large swarm of Tiny constructs (robot, nanite), unaligned \n'b' Armor Class 15 Hit Points 162 (17d10 + 68) Speed 10 ft., fly 20 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 19 (+4) INT: 14 (+2) WIS: 17 (+3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Resistances bludgeoning, piercing, and slashing Damage Immunities necrotic, poison, psychic Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 60 ft., passive Perception 18 Languages Common but can only communicate directly with other machines, including androids without special equipment Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessing of the Iron Gale . The malfunctioning nanite swarm performs one of the following changes to a target before moving on to another target. You can roll randomly or pick an appropriate effect. The swarm does not attempt to kill its target; however, its modifications may cause the target to die anyway. This smaller manifestation of the storm only affects living creatures \xe2\x80\x93 constructs, such as robots and androids are immune to this secondary effect. A creature can resist the effects on a successful DC 15 Constitution saving throw. On a roll of a natural 1 the shock to the system is so great that the creature dies minutes after the effect takes place. \n'b' Baleful Transformation . The storm changes the subject into a beast with a Challenge of no greater than one-third the target\xe2\x80\x99s actual level and/or Challenge (such as a dog, lizard, monkey, spider, toad etc.). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own. The transformation is imperfect \xe2\x80\x93 the creature is always a chimera of some kind mixing multiple creature traits though these are usually superficial. \n'b' Cloud . The storm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving throw. Creatures that are not swarms are distracted by the surging wave of constructs while they remain in the swarm\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain . \n'b' Mutation . The creature is mutated somehow. The GM must decide exactly how and if it is beneficial or not, superficial or not etc. \n'b' Weakness . When the storm damages a living creature, it disrupts the transmission of nerve impulses to the creature\xe2\x80\x99s muscles, causing weakness. Mechanically this is represented by a permanent poisoned condition. \n'b'\n'b' ACTIONS \n'b'\n'b' Nanite Storm . All creatures sharing a space with the swarm or within 5 feet of it automatically take 25 (5d10) piercing and necrotic damage (evenly split between the two), or 15 (3d10) piercing and necrotic damage if the swarm has half of its hit points or fewer. The target must also make a DC 15 Constitution saving throw or be exposed to the Blessing of the Iron Gale trait. \n'b'\n'b' REACTIONS \n'b'\n'b' Reconstructive Healing . As a reaction , a nanite storm can heal a single living target it shares a space with, healing 6 (2d6) points of damage. The cloud often triggers this ability when it reduces a creature to 0 hit points , so as to stabilize the target. The cloud can administer this healing in an instant before resolving any actual damage dealt to prevent a creature\xe2\x80\x99s death from its attacks. \n'b'\n'b' ABOUT \n'b' Appearing as a shimmering and sometimes colorful curtain of light an auto-minima storm is more a natural disaster in numbers than a monster to be defeated. Better to be avoided than confronted.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oculus Worm \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 217 (15d20 + 60) Speed 20 ft., burrow 60 ft.\n'b' STATS STR: 26 (+8) DEX: 6 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 26 (+8) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +10, Wis +13 Skills Perception +18 Damage Resistances all (see Vulnerable Eyes) Senses truesight 120 ft., passive Perception 28 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Soulburn Gaze . When a creature that can see the oculus worm starts its turn within 30 feet of it and the oculus worm isn\xe2\x80\x99t incapacitated and can see the creature, the oculus worm can force it to succeed on a DC 18 Constitution saving throw or take 27 (5d10) psychic damage. If the saving throw fails by 5 or more, instead the creature takes psychic damage equal to half its hit point maximum, and its hit point maximum is reduced by an amount equal to the damage taken. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the oculus worm until the start of its next turn. If the creature looks at the oculus worm in the meantime, it must immediately attempt the saving throw. \n'b' Twin Heads . The oculus worm has a head at both ends of its body. While the oculus worm is burrowed, it often has both heads above ground, each of which occupies one 10-foot-by-10-foot space. These heads must be within 20 feet of each other. The oculus worm can use either head as the point of origin for its abilities, and when it moves, it expends movement for only one of the heads-the other automatically moves the same distance in the same direction as it is pulled along. While above ground, the oculus worm is a Gargantuan creature, as normal. \n'b' Vulnerable Eyes . Attacks against the oculus worm that exceed its AC by 5 or more (a result of 24 or better) ignore its damage resistances. Critical hits against the oculus worm deal maximum damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oculus worm makes one Bite attack and two Mesmerizing Beam attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 35 (6d8 + 8) piercing damage, and if the target is a Large or smaller creature, it is grappled (escape DC 18). While grappled in this way, the target is restrained . If the oculus worm hits a creature already grappled by it, the creature is swallowed. A swallowed creature\xe2\x80\x99s speed is 0, it has total cover against attacks and other effects outside the oculus worm, and it takes 35 (10d6) acid damage at the start of each of the oculus worm\xe2\x80\x99s turns. The oculus worm has eyes in its stomach, subjecting swallowed creatures to its Soulburn Gaze ability. If the oculus worm takes 30 damage or more on a single turn from a creature inside it, the oculus worm 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 oculus worm. If the oculus worm 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' Mesmerizing Beam . Ranged Spell Attack : +13 to hit, range 120 ft., one target. Hit : 27 (6d8) radiant damage and the target must succeed on a DC 18 Wisdom saving throw or be compelled to use its reaction to move up to its speed toward the nearest unoccupied space within 5 feet of the oculus worm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyonaxin \n'b' Medium celestial , chaotic good \n'b' Armor Class 16 Hit Points 117 (18d8 + 36) Speed 50 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 22 (+6) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +7 Skills Acrobatics +9, Athletics +5, Deception +7, Stealth +9, Survival +5 Damage Resistances poison, radiant Condition Immunities paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 12 Languages Celestial, Common Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blur of Motion . When the cyonaxin moves at least 30 feet on its turn, ranged attack rolls against it have disadvantage until the start of its next turn. \n'b' Chain Breaker . The cyonaxin deals double damage to objects that restrain creatures. \n'b' Evasion . If the cyonaxin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cyonaxin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Freedom of Movement . The cyonaxin 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' Keen Smell . The cyonaxin has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The cyonaxin has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The cyonaxin\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the cyonaxin moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the cyonaxin can make one Bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cyonaxin makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) piercing damage plus 10 (3d6) radiant damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (3d4 + 6) slashing damage. \n'b' Frightful Yowl (Recharge 6) . The cyonaxin screeches, the sound growing more intense over a few seconds. Each hostile creature within 60 feet of the cyonaxin and that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature grappling or restraining another creature has disadvantage on its saving throws. 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' Liberating Churr (Recharge 5\xe2\x80\x936) . The cyonaxin issues a loud, staccato chirp. Each friendly creature within 90 feet of the cyonaxin and that can hear it gains the benefits of the cyonaxin\xe2\x80\x99s Freedom of Movement trait. In addition, each affected creature grows claws, which it can use to make unarmed strikes. When an affected creature hits with a claw, its claw deals slashing damage equal to 1d6 + its Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These benefits last until the start of the cyonaxin\xe2\x80\x99s next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Free Runner . The cyonaxin can take the Dash action. \n'b'\n'b' ABOUT \n'b' A cheetah with pale blue spots and glowing blue eyes carries itself regally. When it sprints, it leaves afterimages of itself in its wake. \n'b' Carefree celestial cheetahs, cyonaxin enjoy sprinting through grasslands. The obligate carnivores constrain their diet to non?sentient creatures, except for those who subjugate others. \n'b' Beacons of Freedom . Cyonaxin believe every creature should be free from slavery, captivity, and imprisonment. They concede imprisonment is sometimes necessary, but they view execution as more merciful. \n'b' Friendly Competitors . Though the celestial cheetahs take their responsibilities seriously, they delight in friendly competition. They compare their results against other cyonaxin and engage in spirited rivalries with blestsessebe. Cyonaxin can be reckless in freeing their charges and sometimes lose people in their care. They regard such losses as unfortunate but still victories since the deceased enjoyed the taste of freedom before dying.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Odin \n'b' Medium humanoid , neutral \n'b' Armor Class 22 (natural armor) \n'b' Hit Points 375 (30d8+240) \n'b' Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 20 (+5) CON: 27 (+8) INT: 30 (+10) WIS: 29 (+9) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +19, History +19, Insight +18, Nature +19, Perception +18, Performance +19, Persuasion +19, Religion +19, Sleight of Hand +14, Survival +18 \n'b' Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , stunned \n'b' Senses truesight 120 ft.; passive Perception 28 \n'b' Languages all \n'b' Challenge 35 (255,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when Odin hits with it (included in the attack ). \n'b' Deific Strikes . Whenever Odin hits a creature with a melee weapon, the creature takes an extra 13 (2d12) force damage (included below). \n'b' Legendary Resistance (3/Day) . If Odin fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Odin has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Odin\xe2\x80\x99s weapon attacks are magical. \n'b' Mimir . Odin can use an action to pull out the head of Mimir and ask it something he does not know. Roll 1d10, and on a result of 2 or higher it tells Odin the knowledge he desires. Mimir cannot answer the same question twice. \n'b' Monocular Perception . When attacking a target more than 120 feet away, Odin has disadvantage on his attack roll. \n'b' Raven Familiars . Huginn and Muninn are Odin\xe2\x80\x99s familiars (as the find familiar spell but there are two, each are Tiny-sized, have an Intelligence score of 13, and they otherwise use the statistics of rocs). As long as his ravens are on his shoulder or within 100 feet, when Odin casts a spell that requires concentration he can choose to have a raven concentrate on the spell instead. If it is not currently concentrating on a spell, it can do so for the spell\xe2\x80\x99s duration or until it loses concentration. \n'b' Sorcery Points (30/Long Rest) . As a bonus action on his turn, Odin can expend one spell slot and either gain a number of sorcery points equal to the slot\xe2\x80\x99s level, or he can create a spell slot by expending sorcery points (1st-level\xe2\x80\x942 points, 2nd-level\xe2\x80\x943 points, 3rd-level\xe2\x80\x945 points, 4th-level\xe2\x80\x946 points, 5th-level\xe2\x80\x947 points, 6th-level\xe2\x80\x949 points, 7th-level\xe2\x80\x9412 points). \n'b'\n'b' Careful Spell (1 Point) . When Odin casts a spell that forces other creatures to make a saving throw, he can choose up to 9 creatures. A chosen creature automatically succeeds on its saving throw against the spell. \n'b' Distant Spell (1 Point) . When Odin casts a spell that has a range of 5 feet or greater, he can double the range of the spell. When he casts a spell that has a range of touch, he can make the range of the spell 30 feet. \n'b' Empowered Spell (1 Point) . When Odin rolls damage for a spell, he can reroll up to 9 damage dice. He must use the new rolls. Odin can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell. \n'b' Extended Spell (1 Point) . When Odin casts a spell that has a duration of 1 minute or longer, he can double its duration, to a maximum duration of 24 hours. \n'b' Heightened Spell (3 Points) . When Odin casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell. \n'b' Quickened Spell (2 Points) . When Odin casts a spell that has a casting time of 1 action, he can change the casting time to 1 bonus action for this casting. \n'b' Subtle Spell (1 Point) . When Odin casts a spell, he can cast it without any somatic or verbal components. \n'b' Twinned Spell (Varies) . When Odin casts a spell that targets only one creature and doesn\xe2\x80\x99t have a range of self, he can spend a number of sorcery points equal to the spell\xe2\x80\x99s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell\xe2\x80\x99s current level. \n'b'\n'b' Spellcasting . Odin is a 30th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 27; +19 to hit with spell attacks). Odin knows all spells from the bard , cleric , druid , sorcerer , and wizard spell lists: \n'b'\n'b' Cantrips: at will \n'b' 1st level (4 slots) \n'b' 2nd level (4 slots) \n'b' 3rd level (4 slots) \n'b' 4th level (4 slots) \n'b' 5th level (4 slots) \n'b' 6th level (3 slots) \n'b' 7th level (3 slots) \n'b' 8th level (3 slots) \n'b' 9th level (2 slots) \n'b'\n'b' War Magic . Odin has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him. \n'b' Wolf Companions . Odin is accompanied by two wolves, Geri and Freki. Although they are Medium-sized, have Intelligence scores of 13, and can understand Common, they otherwise use the statistics of guardian wolves. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Odin can take 4 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. Odin regains spent legendary actions at the start of his turn. \n'b'\n'b' Impossible Power (Costs 2 Actions) . Odin casts a spell of 5th-level or lower. \n'b' Judgment (Costs 2 Actions) . Odin redistributes up to 100 hit points among creatures he can see. This cannot reduce a creature below 1 hit point or increase a creature\xe2\x80\x99s hit point total beyond its maximum. A creature can make a Charisma saving throw against his spell save DC to resist this effect. \n'b' Planar Phase (Costs 4 Actions) . Odin transports himself and any creatures and objects within 1,000 feet to the plane of his choice (no save). If the plane has no gravity or otherwise cannot support the weight of the creatures and objects transported there, they fall, disperse, or otherwise move accordingly (for instance in the Plane of Water things sink, in the Plane of Air they fall, etc.). This otherwise operates as the plane shift spell. \n'b' Punish . Odin deals 20 points of damage to up to 9 creatures he can see within 100 feet, and he gains 10 temporary hit points for each creature damaged in this way. A creature can make a Charisma saving throw against his spell save DC to resist this effect. \n'b' Revenge . Odin chooses one creature that damaged him with an attack or spell since his last turn. The creature makes a Charisma saving throw against his spell save DC or takes an amount of damage equal to the damage it dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Odin attacks five times with Gungnir, casts one spell with a casting time of 1 action and makes two attacks with Gungnir, or casts two spells with a casting time of 1 action. \n'b' Gungnir (+4 Spear) . Melee or Ranged Weapon Attack : +19 to hit, reach 5 ft. or range 40/120 ft., one target. Hit : 19 (2d8+10) piercing damage if used with two hands to make a melee attack . In addition, the target takes 13 (2d12) force damage. Immediately after he hits or misses the target of a ranged attack , Gungnir reappears in Odin\xe2\x80\x99s hand. \n'b'\n'b' ABOUT \n'b' The one-eyed god is a master of magic of the highest magnitude and has the wisdom to match such unfathomable power. Through spellwork, the head of the rememberer Mimir, and his ravens Odin is nighomnipotent as well and sees where the strings of fate are pulled\xe2\x80\x94and who is pulling them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Offal Walker \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 25 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 16 (+3) INT: 5 (\xe2\x80\x933) WIS: 6 (\xe2\x80\x932) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 \n'b' Skills Perception +0 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Gut Lassos . The offal walker can have up to three gut lassos at a time. Each gut lasso can be attacked (AC 13; 5 hp ; immunity to poison damage). Destroying a lasso deals no damage to the offal walker, which can extrude a replacement gut lasso on its next turn. A gut lasso can also be broken if a creature takes an action and succeeds on a DC 13 Strength check against it. \n'b' Undead Nature . The offal walker doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The offal walker makes one Lasso attack for each gut lasso it has then uses Reel. \n'b' Lasso . Melee Weapon Attack : +3 to hit, reach 30 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the offal walker can\xe2\x80\x99t use the same gut lasso on another target. \n'b' Slam . Melee Weapon Attack : +3 reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage. \n'b' Reel . The offal walker pulls one creature grappled by it up to 25 feet straight toward it. \n'b'\n'b' ABOUT \n'b' The smell of bile and rot wafts from an assemblage of loose limbs. Three uneven legs support a mass of spines, torsos, and tibia, and a knot of loose intestines hangs from the assemblage. \n'b' As wars drag on, necromancers find their inexhaustible armies of the dead become decidedly exhaustible. Skeletons break and zombies are shorn open, leaving the would-be lord of the undead with a pressing need for reinforcements and a pile of seemingly useless limbs. Spare legs, ribcages without skulls, ulnas without radius, and offal: hundreds of feet of useless, rotting intestine. \n'b' Offal walkers are patchwork undead designed by enterprising necromancers determined to put the spare intestines to use. \n'b' Necromantic Leftovers . An offal walker is constructed from a smattering of spare legs, and whatever animal bones are nearby, stitched together to provide a framework and anchoring point for hundreds of feet of coiled intestine. Offal walkers toss these coiled intestines at foes, trapping them in seemingly endless loops of gore. \n'b' Support Combatants . Offal walkers are neither durable nor deadly. Their patchwork forms are vulnerable, their loose intestines dangerous only with sustained assault, and they are near helpless in combat. \n'b' However, their ability to trap foes magnifies the danger of any undead they accompany. Immobilized prey can\xe2\x80\x99t flee zombies or fight back against skeletons, and offal walkers find a niche in undead legions far after the conflicts that created them end. Some necromancers go out of their way to create offal walkers as a potent second line of their undead hordes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abaasy \n'b' Family: Ogre \n'b' Huge giant , neutral evil \n'b' Armor Class 18 (armor scraps, dual shields) Hit Points 126 (11d12 + 55) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 9 (\xe2\x80\x931) WIS: 14 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Armored Berserker . The pain caused by the iron plates bolted to the abaasy\xe2\x80\x99s body keep it on the edge of madness. Whenever the abaasy starts its turn with 60 hp or fewer, roll a d6. On a 6, the abaasy goes berserk. While berserk, the abaasy has resistance to bludgeoning, piercing, and slashing damage. On each of its turns while berserk, the abaasy attacks the nearest creature it can see. If no creature is near enough to move to and attack , the abaasy attacks an object, with preference for an object smaller than itself. Once the abaasy goes berserk, it continues to do so until it is destroyed or regains all its hp . \n'b' Dual Shields . The abaasy carries two shields, which together give it a +3 bonus to its AC (included in its AC). \n'b' Poor Depth Perception . The abaasy has disadvantage on attack rolls against a target more than 30 feet away from it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The abaasy makes three melee attacks , only one of which can be a Shield Shove attack . If the abaasy uses two hands to make a Spear attack , it can\xe2\x80\x99t make an Iron Axe attack that turn. \n'b' Iron Axe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Shield Shove . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (4d4 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone or pushed up to 15 feet away from the abaasy (the abaasy\xe2\x80\x99s choice). \n'b' Spear . Melee or Ranged Weapon Attack : +8 to hit, reach 15 ft. or range 20/60 ft., one target. Hit : 15 (3d6 + 5) piercing damage, or 18 (3d8 + 5) piercing damage if used with two hands to make a melee attack . \n'b' Eyebeam (Recharge 5\xe2\x80\x936) . The abaasy fires a beam of oscillating energy from its eye in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The four-armed ogre roars with fury as a beam of intense energy lances out from its single eye. \n'b' Descendants of a long-forgotten servitor race to giants, abaasy delight in slaying powerful foes and covering their bodies with enemies\xe2\x80\x99 armor won in combat. They attach pieces of the armor to themselves by bolting the metal to their flesh in a painful ritual. \n'b' Abaasy take pride in their ability to endure this ritual, openly displaying the armor like trophies. \n'b' Giant Hunter . An ancestral slight centuries ago instilled animosity between abaasy and giants. The abaasy lost their second eye in the confrontation but gained innate magic in its stead. Many abaasy train their young in the art of felling giants. Some relish this path, while others find greater pleasure in hunting smaller prey. Some scholars believe the abaasy to be an engineered race fashioned by ancient Titans, or perhaps the Great Mages, to hunt other giants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Kadag Ogre \n'b' Family: Ogre \n'b' Large giant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +2, Survival +9 Damage Resistances necrotic; piercing from nonmagical attacks Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Scent of Death . Any creature that isn\xe2\x80\x99t Undead and that starts its turn within 5 feet of the kadag ogre must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the kadag ogre\xe2\x80\x99s Scent of Death for 1 hour. \n'b' Undead Affinity . An Undead has disadvantage on attack rolls against the kadag ogre if the ogre hasn\xe2\x80\x99t attacked that Undead within the past 24 hours. In addition, each skeleton and zombie within 30 feet of the kadag ogre that has no master follows the ogre\xe2\x80\x99s verbal commands until a master asserts magical control over it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kadag ogre makes three Spear attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack . \n'b' Master of Death (Recharge 5\xe2\x80\x936) . The kadag ogre empowers up to three friendly Undead it can see within 30 feet of it. Each empowered Undead can use a reaction to move up to half its speed and make one melee weapon attack . In addition, an empowered Undead gains 5 (2d4) temporary hit points for 1 minute. The kadag ogre can\xe2\x80\x99t empower Undead with an Intelligence score of 10 or higher. \n'b'\n'b' ABOUT \n'b' This gray-skinned ogre is clad in worked leather and stands straighter than its brethren. The stench of rotting flesh radiates from the creature. \n'b' Occasionally, an ogre will seclude itself and master its hunger. \n'b' Claiming a cave atop a desolate mountainside or deep in the badlands, the ogre becomes a hermit and leaves its caves only to ritualistically murder whatever it finds. Ogres that stick through the process and resist the urge to feast eventually become kadag ogres, strengthened by murder and masters of their own urges. They are smarter and tougher than most of their kin but are much less sociable. \n'b' Masters of Death . While not true necromancers, the rites performed by kadag ogres make them kin to the undead. Their flesh is hardened against death magic, their mere presence sickens the living, and they can command lesser undead in their vicinity. These rites require sacrifices of intelligent creatures, and kadag ogres often prey upon travelers or nearby villagers for the materials they need. Some kadag ogres corral masterless undead, using them to guard territory, gather sacrifices, and protect the ogre\xe2\x80\x99s isolation. \n'b' Cryptic Monsters . The secretive lives of these ogres means that most of their victims don\xe2\x80\x99t know what they face. Villages tell tales of the Monster in the Wastes, or a petty necromancer with a hulking servant, or the giant that eats those who intrude upon its secret lair. Other ogres speak reverently of the wise death hermits, teaching that any ogre can become a kadag with enough dedication. Occasionally, some warlord or necromancer seeks out a kadag ogre and entreats it into service. Most fail, but some manage to bully, bribe, or trick the ogre into service, where they serve as surly lieutenants over undead and other ogres. \n'b' Mountain Ambushers . Kadag ogres prefer the narrow passes and limited sightlines of the high mountains, both for the isolation and the advantages it provides over their prey. They enjoy ambushing groups passing in front of their cave mouths and flinging those capable of fighting back off the side of the mountain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Baron \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 11 Hit Points 127 (15d10 + 45) Speed 30 ft. \n'b'\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'\n'b' Saving Throws Con +6, Cha +7 Skills Deception +7, Intimidation +7, Persuasion +7 Senses darkvision 60 ft., passive Perception 9 Languages Common (but can barely read it) Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the ogre can move up to its speed toward a hostile creature that it can see. \n'b' Boast . The ogre makes Charisma ( Persuasion ) checks with advantage if the target has an Intelligence of 8 or lower. \n'b' Bully . The ogre makes Charisma ( Intimidation ) checks with advantage. \n'b' Compulsive Liar . The ogre finds it almost impossible to tell the truth. \n'b' Foul Mouthed . He seems incapable of speaking without cursing. The ogre speaks a rudimentary form of Common and often slurs his words. \n'b' Small Hands . The ogre has unusually small hands for an ogre and makes any Dexterity check that relies on his hands with disadvantage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ogre makes two melee attacks . \n'b' Large Cane . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Incite Hatred (2/day) . The ogre incites hatred within 60 ft. by yelling and screaming at everyone. Any creature in this area must make a successful DC 16 Wisdom saving throw or attack the nearest target for 1 minute. Creatures can repeat their saving throw at the end of each of their turns. If a creature succeeds on their saving throw, they are immune to this feature for the next 24 hours. \n'b'\n'b' About \n'b' One of the most polarizing figures in the city is the ogre baron. Popular with a few unethical nobles and many of the working class, this clown is loathed by the wise and educated. He has taken more and more power after running a chain of successful inns. \n'b' Yet he is actually a fraud who has bullied his way to fame and fortune. \n'b' Arrogant Oaf . The proud ogre baron believes he is rather intelligent. Nothing could be further from the truth. He can barely read and gets by using his charms and intimidation. His attention is often swayed by female creatures, as he is a sucker for a pretty face. Many of his inns are staffed by beautiful young women. \n'b' Noble Friends . This ogre came to power with the help of an influential group of nobles. They ignore the ogre\xe2\x80\x99s cruelty, rude behavior, and xenophobia because they know the monster will further their economic and social agendas. \n'b' Angry Army . This ogre has a very committed group of angry, outraged followers. His supporters include a number of deluded priests, greedy merchants, and fiendish nobles. These deluded followers would probably support the ogre even if he killed an innocent person in broad daylight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Berserker \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 15 Hit Points 168 (16d10 + 80) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 4 (-3) WIS: 5 (-3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Intimidation +1 Senses darkvision 60 ft., passive Perception 7 Languages Common, Giant Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Blind Rage . If the ogre berserker has 84 hit points or fewer, it can choose to attack with disadvantage but add 7 (2d6) damage to each hit. If the ogre berserker has 42 or fewer hit points , it can choose to attack with disadvantage to add 14 (4d6) damage on a hit. \n'b' Immense Swing . The ogre berserker can hit up to 2 Medium or smaller targets within 10 feet of each other with each flail attack . A separate attack roll is made for each target. \n'b' Monumental Stupidity . The ogre berserker has advantage on saving throws against being charmed . \n'b' Tough . The ogre berserker adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ogre berserker makes two attacks with its flail. \n'b' Flail . Melee Weapon Attack : +9 to hit, reach 20 ft., one or two targets no more than 10 ft. apart. Hit : 15 (2d8 + 6) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Boss \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 18 (plate) Hit Points 162 (13d12 + 78) Speed 30 ft.\n'b' STATS STR: 25 (+7) DEX: 9 (-1) CON: 23 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +10, Cha +5 Skills Athletics +11, Perception +6 Senses passive Perception 16 Languages Giant Challenge 8 (3,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The giant makes two spiked greatclub attacks. \n'b' Spiked Greatclub . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 24 (5d6 + 7) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Brute \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 13 (ring mail) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 16 (+3) INT: 5 (-3) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the ogre brute hits with it (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Greatclub . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (2d6 + 5) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Charger \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 15 Hit Points 105 (10d10 + 50) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 4 (-3) WIS: 5 (-3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Intimidation +1 Senses darkvision 60 ft., passive Perception 7 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Monumental Stupidity . The ogre charger has advantage on saving throws against being charmed . \n'b' Tough . The ogre charger adds its Constitution modifier to its armor class. \n'b' Unstoppable . Once the ogre charger gets moving, it is difficult to stop. If it moves at least 20 feet on its turn, it can move through spaces occupied by Large or smaller creatures and smash through stone barriers up to 3 feet thick. \n'b'\n'b' Actions \n'b'\n'b' Maul . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (4d6 + 5) bludgeoning damage. \n'b' Charge . The ogre charger moves up to 40 ft. in a straight line. All creatures in its path must make a DC 15 Dexterity saving throw or DC 20 Strength saving throw, taking 18 (3d8 + 5) bludgeoning damage on a failed save or half as much on a successful one. If a creature makes a successful Strength saving throw, the ogre charger stops moving in front of the creature. \n'b'\n'b' About \n'b' Chargers use the surprising turn of speed ogres can muster in combination with their huge size to smash through enemy defenses, and even structures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Automatic Acolyte \n'b' Medium construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 19 (+4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Religion +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Common, Infernal Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The acolyte doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magical Assistance . The acolyte is designed to assist with magical research, including the activation of magical items. The acolyte can attune to up to three magic items. For attunement purposes, the acolyte is considered a cleric and a wizard . \n'b' Spell Storing . A spellcaster can cause a willing acolyte to store up to two spells of 3rd level or lower. To store a spell, the spellcaster casts the spell on the acolyte, expending any required material components. When cast in this way, the spell has no effect. The acolyte can cast a stored spell, using the caster\xe2\x80\x99s spell save DC and without requiring material components. The acolyte chooses any parameters required of the spell, such as targets. Once the acolyte casts a spell, it is expended, and the acolyte can store a new spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The acolyte makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. \n'b' Divinity Beam (Recharge 5-6) . The acolyte connects its arms at the wrist and emits a wave of radiant or necrotic energy (depending on the deity it serves). The acolyte creates its choice of a 15-foot cone or a 5-foot-wide, 30-foot-long line of energy. Each creature in that area must make a DC 14 Dexterity saving throw, taking 31 (7d8) damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Project and Serve . If a willing spellcaster within 100 feet casts a spell that requires concentration, the acolyte concentrates on the spell on the spellcaster\xe2\x80\x99s behalf. Glowing runes manifest across the acolyte\xe2\x80\x99s body. The acolyte can maintain concentration on the spell until its concentration is broken, the spell ends, or the acolyte chooses to end its concentration. \n'b'\n'b' These constructed companions are designed to play an active role in magical research and experimentation. Around the lab, an automatic acolyte is a priceless assistant capable of casting nearly any basic spell from a magic item such as a scroll or wand. Though it cannot cast spells by itself, an automatic acolyte can be a veteran evoker, an expert diviner, a powerful enchanter, or any other type of master spellcaster-its limitations are dictated only by its load-out of magical apparatuses. \n'b' Constructed companions are masters of conversation, organization, and entertainment, and they are often regarded as some of the most intellectual voices in the room. It is all the more impressive, then, to remember that these constructs were not created with the mind nor the soul of a sentient creature. Rather, their faculties are entirely the result of intricate programming and advanced algorithms instilled in them by their creators. Considering all this, one must ask: Does an automatic acolyte and its mechanical kin have a mind? If so, is it a living being? If not, then how does one explain its humanoid-like behavior? Consensus on these befuddling questions has eluded scholars, arcanists, and theologians for years. \n'b' If a mechanical ma\xc3\xaetre d\xe2\x80\x99s purpose is to provide entertainment and day-to-day assistance, then a bespoke bodyguard\xe2\x80\x99s purpose is to provide muscle and storage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dactyl \n'b' Medium humanoid (dactyl), neutral \n'b' Armor Class 18 (breastplate +1, shield +1 ) Hit Points 44 (8d8+8) Speed 35 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +3 Skills Arcana +5, History +3, Religion +3 Damage Resistances acid and poison Senses darkvision 60 ft., passive Perception 10 Languages Primordial, Common Greek Challenge 2 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons and Armor . The dactyls\xe2\x80\x99 weapons and armor are magical. However, each item\xe2\x80\x99s magical bonus permanently fades if it is separated from the dactyl for 24 hours. \n'b' Innate spellcasting . The dactyls\xe2\x80\x99 innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The dactyls can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , fists of iron, magna mater \n'b' 1/day each : meld into stone \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A dactyl makes two attacks with her spear or sword. \n'b' Spear +1 . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage or 7 (1d8 +3) piercing damage if used with two hands to make a melee attack . \n'b' Short Sword +1 . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Laboring at forges in small, hamlets around Mount Ida, dactyls spend their days mastering the arts of metalwork. Dactyls resemble Neolithic dwarves with enormous genitals. They have dark, wiry hair and heavy brows that conceal their small, black eyes. They wear scant clothing. When battle calls, they dress in magical armor and use magical weapons Hidden Villages. Dactyls are wary and suspicious of outsiders. Most adventurers who seek them are either looking for favors or to steal from them. As such ,their villages are concealed and protected by guardians. These guardians may be elite dactyl warriors, korybantes, or some sort of creature. \n'b' Variant: Dactyl Miner \n'b' A few dactyl clans focus on mining ore rather than metalworking. These dactyls may be armed with heavy weapons such as hammers and picks. These weapons are no less magical than those their cousins use. \n'b'\n'b' Their darkvision extends to 120 feet. \n'b' War Pick +1 . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Warhammer +1 . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 3) bludgeoning damage.'}