prompt
stringclasses
1 value
response
stringlengths
486
21.9k
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Chieftain, Corrupted \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 18 (+4) INT: 5 (-3) WIS: 7 (-2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Cha +4 Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic-Infused Weapons . The power coursing through the corrupted chieftain\xe2\x80\x99s veins flows into its weapons. The chieftain\xe2\x80\x99s weapon attacks are magical. When the chieftain hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack). \n'b' Spiked Hide . A creature that touches the ogre or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corrupted ogre can use its Chieftain\xe2\x80\x99s Command or Chieftain\xe2\x80\x99s Might. It then makes two Greatclub or Javelin attacks. \n'b' Greatclub . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) force damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 9 (2d8) force damage. \n'b' Chieftain\xe2\x80\x99s Command . The corrupted chieftain barks an order to one Giant it can see within 30 feet of it, sharing a measure of its power with the target. The target has advantage on the next attack roll it makes before the start of the chieftain\xe2\x80\x99s next turn. In addition, the next attack roll against the target before the start of the chieftain\xe2\x80\x99s next turn has disadvantage. \n'b' Chieftain\xe2\x80\x99s Might . The corrupted chieftain causes its eyes to glow, its muscles to swell, and the ground beneath its feet to rumble. Each creature within 15 feet of the chieftain must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Aggressive . The corrupted chieftain moves up to its speed toward a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' Spikes adorn the green skin of this large ogre, and it brandishes a nail-studded club.\xc2\xa0 \n'b' Twisted by wild magic, fiendish power, or arcane disease, the corrupted chieftain has turned its mutation into an advantage.\xc2\xa0The corruption within makes this chieftain stronger and more savage than the ogres it bullies and commands. \n'b' Changed Form . The power that changed the corrupted chieftain\xe2\x80\x99s body caused its skin to toughen and produce dozens of bony spikes. It also caused the chieftain to become stronger, hardier, and more imposing than its ogre kin, solidifying its position as a clan\xe2\x80\x99s chieftain. \n'b' Powerful Leader . Though the corrupted chieftain remains as tactical as it was before coming into contact with the force that changed it, the power coursing through its veins gives it uncanny sway over other ogres. The chieftain can belt out orders without receiving grumbles and can even imbue a measure of its power into its underlings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Collector \n'b' Family: Ogre \n'b' Huge giant , chaotic evil \n'b' Armor Class 18 (improvised armor) Hit Points 225 (18d12 + 108) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 22 (+6) INT: 6 (-2) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Intimidation +4 Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Colossal Swing . The ogre collector can hit up to 2 Large targets, or 3 Medium or smaller targets within 5 feet of each other with each maul attack . A separate attack roll is made for each target. \n'b' Monumental Stupidity . The ogre collector has advantage on saving throws against being charmed . \n'b'\n'b' Actions \n'b'\n'b' Maul . Melee Weapon Attack : +11 to hit, reach 15 ft., up to three targets no more than 5 ft. apart. Hit : 27 (6d6 + 6) bludgeoning damage. \n'b'\n'b' About \n'b' Prodigies amongst their kind, collectors have worked out the benefits of wearing \xe2\x80\x98armor\xe2\x80\x99 to augment their natural toughness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Glutton \n'b' Family: Ogre \n'b' Huge giant , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 200 (16d12 + 96) Speed 50 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 22 (+6) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +7 Skills Insight +7, Perception +7 Senses passive Perception 17 Languages Common, Giant Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The ogre has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Gluttonous Rage (Recharges after a Short or Long Rest) . As a bonus action, the ogre can enter a rage at the start of its turn. The rage lasts for 1 minute or until the ogre is incapacitated . While raging, the ogre gains the following benefits:\n'b'\n'b'\n'b' The ogre has advantage on Strength checks and Strength saving throws \n'b' When it makes a melee weapon attack , the ogre gains a +4 bonus to the damage roll. \n'b' The ogre has resistance to bludgeoning, piercing, and slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ogre makes two morningstar attacks. \n'b' Morningstar . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage. \n'b' Rock . Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Hurler \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 15 Hit Points 66 (7d10 + 28) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 4 (-3) WIS: 5 (-3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Intimidation +1 Senses darkvision 60 ft., passive Perception 7 Languages Common, Giant Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Bowler . The objects that the ogre hurler throws have so much momentum they travel an additional 15 feet in a straight line past their landing point. Each creature in the path of the thrown object must succeed on a DC 12 Dexterity saving throw or take 5 (1d10) bludgeoning damage. \n'b' Monumental Stupidity . The ogre hurler has advantage on saving throws against being charmed . \n'b' Tough . The ogre hurler adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Boulder/Barrel/Sack . Ranged Weapon Attack : +7 to hit, range 30/90 ft., one target. Hit : 14 (2d10 + 5) bludgeoning damage, and the target must succeed on a DC 15 Dexterity saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' About \n'b' If there\xe2\x80\x99s one thing ogres love, it\xe2\x80\x99s hitting people with things. \n'b' Hurlers have mastered the art of hitting people with things from a great distance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre King \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 19 (makeshift armor and door shield) Hit Points 126 (12d10 + 60) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +13, Dexterity +13, Intelligence +13 Skills Intimidation +4, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Giant, Common, Sylvan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the ogre king can move up to its speed toward a hostile creature he can see. \n'b' Brute . A melee weapon attack deals one extra die of its damage when the ogre king hits with it (included in the attacks). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ogre king makes three attacks with his mace or two with his shield. \n'b' Mace of Chaos . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. Target must make a successful DC 16 Wisdom saving throw or become frightened for 1 minute. \n'b' Shield Smash . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage and the target must make a DC 16 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' About \n'b' The ogre king is the leader of the ogres. A large, dark cavern is his home. Numerous ogres, ogre magi, and minions make the cavern their home as well. \n'b' Giant Servants . The Mountain Lord and his giants often like to use the ogres to do their dirty work. Not the brightest creatures, the ogres can often be talked into dangerous tasks. \n'b' Door Shield . The ogre king wields a large wooden door as his shield.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Mage \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 10 (15 with mage armor ) Hit Points 51 (6d10 + 18) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6 Senses darkvision 60 ft., passive Perception 12 Languages Giant, Common, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The ogre mage\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). The ogre mage can innately cast the following sorcerer spells, requiring no components:\n'b'\n'b'\n'b' At will : blade ward, prestidigitation \n'b' 2/day : burning hands , mage armor , thunderwave , witch bolt \n'b' 1/day : cloud of daggers, fireball , lightning bolt , scorching ray \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ogre mage makes two attacks with his staff. \n'b' Staff . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' Without warning, an ogre in a hooded cloak drops a fireball on your party. You have just encountered an ogre magi! They serve the ogre king and live in the mountains. \n'b' Double Trouble . This monster is a fearsome combination of brute and spellcaster. They are extremely aggressive and will attack without hesitation. \n'b' Close to the King . These creatures are known to be close allies of the ogre king. They stay in close communication with their leader. However, ogre magi are much more intelligent and can manipulate the king. Some of these evil humanoids feel they can replace their leader.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Master \n'b' Family: Ogre \n'b' Huge giant , chaotic evil \n'b' Armor Class 19 (half plate) Hit Points 230 (20d12 + 100) Speed 45 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 20 (+5) INT: 7 (-2) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +12, Intimidation +5 Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Colossal Swing . The ogre master can hit up to 2 Large targets, or 3 Medium or smaller targets within 5 feet of each other with each glaive attack . A separate attack roll is made for each target. \n'b' Monumental Stupidity . The ogre master has advantage on saving throws against being charmed . \n'b' Tough . The ogre master adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ogre master makes two attacks with its glaive. \n'b' Glaive . Melee Weapon Attack : +12 to hit, reach 15 ft., up to three targets no more than 5 ft. apart. Hit : 20 (3d10 + 7) slashing damage. \n'b'\n'b' About \n'b' The strongest ogres are most able to defend their food. The most well-fed ogres grow stronger. Masters are the result of a lifetime of good eating.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Plague-Host \n'b' Family: Ogre \n'b' Large undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 275 (22d10 + 154) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 6 (-2) CON: 24 (+7) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-host is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Grappler . The plague-host has advantage on attack rolls against creatures it is grappling. \n'b' Bursting Infection . If the plague-host dies, its bloated form explodes. Living creatures within 20 feet of the plague-host must succeed on a DC 20 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192). Creatures immune to the poisoned condition are immune to this disease. \n'b' Legendary Resistance (1/Day) . If the plague-host fails a saving throw, other than a Constitution saving throw from its Undead Fortitude feature, it can choose to succeed instead. \n'b' Undead Fortitude . If damage reduces the plague-host to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-host drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-host makes three attacks: one with its bite and two with its slam. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled . Until this grapple ends, the plaguehost can\xe2\x80\x99t use this hand to make slam attacks against another creature. The plague-host can grapple up to two Medium or smaller creatures. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) piercing damage. Additionally, living creatures must succeed on a DC 20 Constitution saving throw, or take 18 (4d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b'\n'b' Legendary Actions \n'b' The plague-host 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 plaguehost regains spent legendary actions at the start of its turn. \n'b'\n'b' Massive Sway . The plague-host moves up to 10 feet. During this movement, it can attempt to move into another creature\xe2\x80\x99s space. If it does so, the creature must make a DC 15 Strength saving throw. On a failure, the creature is pushed up to 10 feet in a direction of the plague-host\xc2\x92s choosing. On a successful save, the plague-host ends its movement adjacent to the creature. \n'b' Slam (Costs 2 Actions) . The plague-host makes one slam attack . \n'b'\n'b' About \n'b' Those who have had the misfortune of spending time around ogres report that their zombies differ little from the living article, save for the smell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Wereboar \n'b' Family: Ogre \n'b' Large giant (shapechanger) , chaotic evil \n'b' Armor Class 18 (plate) Hit Points 115 (10d12 + 50) Speed 40 ft. 423\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 21 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Perception +6, Survival +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 16 Languages Giant Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge ( Boar or Hybrid Form Only) . If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Relentless (Recharges after a Short or Long Rest) . If the wereboar takes 28 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Shapechanger . The ogre wereboar can use its action to polymorph into a boar-ogre hybrid or into a boar , or back into its true ogre form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Ogre or Hybrid Form Only) . The wereboar makes three attacks, only one of which can be with its tusks. \n'b' Spear (Ogre or Hybrid Form Only) . Melee or Ranged Weapon Attack : +8 to hit, range 20 ft./60 ft., reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Tusks (Boar or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage. If the target is a humanoid or giant, it must succeed on a DC 16 Constitution saving throw or be cursed with wereboar lycanthropy. \n'b' Rock (Ogre or Hybrid Form Only) . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre Zombie \n'b' Family: Ogre \n'b' Large undead , neutral evil \n'b' Armor Class 8 Hit Points 84 (8d10 + 40) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 20 (+5) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Amurru \n'b' Medium undead , lawful neutral \n'b' Armor Class 21 (plate, shield, ring of protection ) Hit Points 234 (36d8 + 72) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 15 (+2) INT: 18 (+4) WIS: 29 (+9) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Wisdom +15, Intelligence +10 Skills Arcana +10, History +10, Perception +15, Religion +10 Damage Resistances acid, fire, thunder Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses blindsight 120 ft., darkvision 60 ft., passive Perception 25 Languages All Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Magic Resistance . An amurru has advantage on saving throws against spells and other magical effects. \n'b' Polymath . An amurru casts cleric , druid , and wizard spells at equal levels of power. \n'b' Rejuvenation . An amurru gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of an amurru\xe2\x80\x99s heart. \n'b' Spellcasting . An amurru is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells:\n'b'\n'b' Cantrips (at will) : message , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : burning hands , detect magic , fog cloud , sanctuary , shield \n'b' 2nd level (3 slots) : calm emotions , enhance ability , hold person , mirror image , silence \n'b' 3rd level (3 slots) : bestow curse , darkness , fireball , haste , magic circle , tongues \n'b' 4th level (3 slots) : black tentacles , blight , fire shield , freedom of movement , greater invisibility \n'b' 5th level (3 slots) : antilife shell , cone of cold , scrying , wall of stone \n'b' 6th level (1 slot) : globe of invulnerability , harm \n'b' 7th level (1 slot) : divine word , symbol , teleport \n'b' 8th level (1 slot) : holy aura , power word stun , regenerate \n'b' 9th level (1 slot) : meteor swarm , time stop , wish \n'b'\n'b' Ring of Protection . An amurru has a +1 bonus to AC and saving throws while wearing the ring of protection . \n'b' Actions \n'b' Mace . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. \n'b' Dreadful Glare . An amurru targets one creature it can see within 60 feet of it. If the target can see An amurru, it must succeed on a DC 19 Wisdom saving throw against this magic or become frightened until the end of the An amurru\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare from mummies of all types for the next 24 hours. \n'b' Teleport Other (1/day) . As an action, An amurru can teleport all creatures within 50 feet of it to a randomly determined location. A creature affected by the An amurru\xe2\x80\x99s Teleport Other must make a DC 19 Wisdom saving throw to avoid being teleported. An affected creature is teleported to a random location. Roll randomly for each creature that fails its saving throw. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to An amurru\xe2\x80\x99s Teleport Other ability for the next 24 hours. \n'b' Legendary Actions \n'b' An amurru 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. An amurru regains spent legendary actions at the start of its turn. \n'b' Attack . An amurru makes one melee attack or uses its Dreadful Glare. \n'b' Blinding Dust . Blinding dust and sand swirls magically around An amurru. Each creature within 5 feet of An amurru must succeed on a DC 19 Constitution saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Blasphemous Word (Costs 2 Actions) . An amurru utters a blasphemous word. Each non-undead creature within 10 feet of An amurru that can hear the magical utterance must succeed on a DC 19 Constitution saving throw or be stunned until the end of an amurru\xe2\x80\x99s next turn. \n'b' Channel Negative Energy (Costs 2 Actions) . An amurru magically unleashes negative energy. Creatures within 60 feet of An amurru, including ones behind barriers and around corners, can\xe2\x80\x99t regain hit points until the end of an amurru\xe2\x80\x99s next turn. \n'b' Whirlwind of Sand (Costs 2 Actions) . An amurru magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, An amurru is immune to all damage, and it can\xe2\x80\x99t be grappled , petrified , knocked prone , restrained , or stunned. Equipment worn or carried by An amurru remains in its possession.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Automaton, Sawhorse \n'b' Small construct , unaligned \n'b' Armor Class 1 (natural armor) Hit Points 2 + your Intelligence modifier + 5 times your artisan level (the automaton has a number of Hit Dice [d6] equal to your artisan level) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 plus proficiency bonus, Dex +3 plus proficiency bonus Skills Perception +0 plus proficiency bonus x 2 Damage Vulnerabilities fire, lightning, piercing, slashing Damage Resistances bludgeoning Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 + (proficiency bonus x 2) 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' False Appearance . While the figure in the portrait remains motionless, the portraitborn is indistinguishable from a normal painting. \n'b' Painting Stride . Once on its turn, the portraitborn can use 10 feet of its movement to step magically into one painting within its reach and emerge from a second painting within 60 feet of the first painting, appearing in an unoccupied space within 5 feet of the second painting. Both paintings must be small or larger. \n'b' Vril Engine . When the portraitborn suffers a critical hit or dies, roll on the Vril Engine Malfunction table. \n'b' Repairable . The vril host can be repaired using painter\xe2\x80\x99s supplies. See Chapter 3: Equipment (Repairing an Innovation). \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Slam . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 2 (1d6 + proficiency bonus) bludgeoning, piercing, or slashing damage. \n'b'\n'b' ABOUT \n'b' The sawhorse\xe2\x80\x99s body is a log with a notch cut in one end for a mouth, two knots for eyes and a branch for a tail. Its legs are four straight tree limbs stuck into its body and spread wide apart for stability. \n'b' These sawhorses are modeled after the original Faerie design, brought to life through a magical powder. They are used as tools and mounts. \n'b' Sawhorses make reliable beasts of burden. In regions where horses are scarce, sawhorses fulfill multiple roles normally required of pack animals, including carrying people and supplies and ferrying them quickly overland. \n'b' Sawhorses move at startling speeds when they want to, which makes for a bumpy but fast ride in a crisis.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Adolescent \n'b' Family: Ogre \n'b' Medium giant , chaotic evil \n'b' Armor Class 15 Hit Points 37 (5d8 + 15) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 6 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Monumental Stupidity . The adolescent ogre has advantage on saving throws against being charmed . \n'b' Scrappy . As a bonus action, the adolescent ogre can make a melee attack with disadvantage. \n'b' Tough . The adolescent ogre adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Rock . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 +2) bludgeoning damage. \n'b'\n'b' About \n'b' Adolescent ogres are far removed from the image usually conjured by the word \xe2\x80\x98ogre\xe2\x80\x99; small and skinny, they are always desperate to feed and made vicious and feral by their harsh existence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Alleybasher \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 13 (studded leather) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 7 (\xe2\x80\x932) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Sleight of Hand +3, Stealth +3 Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Imposing Figure . The alleybasher uses its Strength modifier instead of its Charisma modifier when making Intimidation checks (included above). \n'b' I Work for the Boss (3/Day) . If the alleybasher is subjected to an effect that would force it to make an Intelligence , Wisdom , or Charisma saving throw while it is within 30 feet of its superior, the ogre can use the superior\xe2\x80\x99s Intelligence , Wisdom , or Charisma modifier for the saving throw instead of its own. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alleybasher makes two Fist attacks or three Throw Brick attacks. If the ogre hits one Medium or smaller creature with both Fist attacks, the target must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 4) bludgeoning damage. \n'b' Throw Brick . Ranged Weapon Attack : +6 to hit range 20/60 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' Handful of Sandy Rocks (Recharge 6) . The alleybasher scatters rocks and blinding sand in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' REACTIONS \n'b'\n'b' Intimidating Rebuff . When a creature the alleybasher can see within 30 feet of it targets it with an attack , the ogre can make a Strength ( Intimidation ) check, taking half a step forward, snarling, or otherwise attempting to spook the attacker. If the check is equal to or higher than the attack roll, the attacker must reroll the attack roll, using the lower of the two results. \n'b'\n'b' ABOUT \n'b' An ogre clad in spiked leathers and wearing brass knuckles turns the corner. It cracks its knuckles and smiles wickedly, punching a hole in a brick wall for violent emphasis. \n'b' Most ogres are simple giants, driven by foul tempers and large appetites. Theirs is an existence that is often cut short by infighting, bigger giants, and defiant heroes. Some of the bolder ogres seek out the bustling cities the smaller folk call home, where their talent for violence and intimidation makes it easy for them to enjoy a life of crime. \n'b' Goon Squad Muscle . A few alleybasher ogres take jobs as bouncers and muggers on their own, but more often a street gang, a shady performer, or thieves\xe2\x80\x99 guild employs them as muscle. Their cruelty and propensity for violence serve them well, and their massive size counts for far more than personality in criminal circles. Gangs and guilds teach alleybashers the tools of their trade: Brick, rocks, fists, and more.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Black Sun \n'b' Family: Ogre \n'b' Large giant , lawful evil \n'b' Armor Class 17 (half plate, Infernal Runes) Hit Points 152 (16d10 + 64) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) 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 Con +7, Wis +4, Cha +5 Skills Religion +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant, Orc Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Infernal Runes . The Black Sun ogre\xe2\x80\x99s tattoos give it a +2 bonus to its AC (included above). In addition, the ogre has advantage on saving throws against spells and other magical effects. \n'b' Unholy Blade . Infused with unholy power, the ogre\xe2\x80\x99s weapon attacks are magical. When the ogre hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Black Sun ogre makes two Greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage plus 7 (2d6) necrotic damage. \n'b' Dark Word . The ogre speaks an infernal word of unmaking at up to two creatures it can see within 120 feet of it. Each target must succeed on a DC 16 Constitution saving throw or take 22 (5d8) necrotic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Gauntleted Backhand . When a creature within 5 feet of the Black Sun ogre misses the ogre with a melee attack , the attacker must succeed on a DC 16 Dexterity saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' A pale, scarred ogre lumbers forward, half its body covered in armor, the other half covered in tattooed glyphs and arcane symbols. \n'b' Hulking armored killers fueled by infernal magic and cold brutality, Black Sun ogres serve as enforcers, guardians, and a nearly unstoppable assault force for those they serve. Dark priests and priestesses of the Black Sun seek out the most ruthless ogres among their followers and empower them with tattooed glyphs to enhance their tremendous strength and fortitude. Unlike many ogres, those sought for initiation into the ranks of the Knights of the Black Sun can control their ferocity and rage, holding it back until it is needed most. \n'b' Infernally Empowered . Once selected to join the Knights of the Black Sun, these ogres undergo a series of torturous and unholy rituals, their skin marked to channel infernal energy into their bodies. This new power gives Black Sun ogres greater protection and fuels their already brutal attacks into something otherworldly. When caught at a distance, Black Sun ogres can call upon these infernal brandings to shred their opponents with dark energy from afar. Up close, the unholy blades of the Knights of the Black Sun writhe with malevolent magic. \n'b' Knights of the Black Sun . Black Sun ogres serve their lieges in many ways. The knights often serve as guardians for powerful priests or priestesses. Often Black Sun knights are sent on quests in pairs, an elder and a newly-branded squire, to recover lost artifacts, find scribes useful to the Black Sun\xe2\x80\x99s research, eliminate heretical and chosen enemies, or seek lost ruins discovered in prophecies. In war, Black Sun knights serve as a nearly unstoppable vanguard of an army, attacking in groups of ten or twenty during sieges or frontal assaults. Few armies have seen the coming of the Knights of the Black Sun and survived the experience.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Cunning Artisan \n'b' Family: Ogre \n'b' Large giant , neutral evil \n'b' Armor Class 14 (breastplate) Hit Points 119 (14d10 + 42) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 16 (+3) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +6, Wis +4 Skills Arcana +8, Deception +5, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Weapons . The cunning artisan\xe2\x80\x99s weapon attacks are magical. When the ogre hits with any weapon, the weapon deals an extra 1d8 force damage (included in the attack ). \n'b' Artisan\xe2\x80\x99s Prowess . If a magic item requires an action to activate, the cunning artisan can activate it as a bonus action instead. \n'b' Sense Magic . The cunning artisan 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 cunning artisan makes two Battleaxe attacks or three Arcane Bolt attacks. \n'b' Battleaxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) force damage. \n'b' Arcane Bolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 12 (2d8 + 3) force damage. \n'b' Curse Item (Recharge 5\xe2\x80\x936) . The cunning artisan curses one magic item it can see within 60 feet of it. If the item is being worn or carried by a creature, that creature must succeed on a DC 15 Charisma saving throw to avoid the curse. For 1 minute, the cursed item suffers one of the curses described in the Artisan Curses sidebar, as appropriate for its item type. \n'b'\n'b' ABOUT \n'b' This creature has the brutish build of a common ogre, but its clothing and weapons are well-made and maintained. Beneath a heavy brow, small eyes gleam with intelligence. \n'b' Cunning artisan ogres exhibit a keen intellect and magical aptitude. They create magic items, weaving subtle curses into their creations. They can sense the auras of enchanted items and can warp those auras to cause malfunctions and misfires. \n'b' Magic For a Price . The cunning artisan creates magic items for its own personal use as well as trade. Due to its selfish and suspicious nature, these items are often cursed from the start. \n'b' Likewise, any item the ogre trades or gives to another likely has a dormant curse or a command word it can use to deactivate the item, in case relations sour. \n'b' Artisan Curses \n'b' The cunning artisan can curse any item it creates, placing a dormant curse, a deactivation command word, or an active curse. Choose a curse that best fits the item and the story you want to tell, or use the curses listed here based on the item\xe2\x80\x99s type. \n'b'\n'b' Armor The wearer becomes vulnerable to one of the following damage types: bludgeoning, piercing, or slashing. \n'b' Ring/Rod/Wondrous Item Each round the item is in use in combat or other dangerous circumstance, it has a 25 percent chance of losing all magical properties for 1d4 rounds. \n'b' Staff/Wand If a target succeeds on a saving throw against the item\xe2\x80\x99s effect, the effect rebounds on the item\xe2\x80\x99s wielder. If there is no saving throw, the effect has a 25 percent chance to rebound. \n'b' Weapon The weapon\xe2\x80\x99s bonus to hit, if any, becomes a penalty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Frost \n'b' Family: Ogre \n'b' Large giant \n'b' Armor Class 16 (natural armor plus Dexterity ) Hit Points 58 (6d10+18 HD) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Damage Resistances bludgeoning from non-magical weapons Damage Vulnerabilities fire Skills Athletics +6, Stealth +5 (snow camouflage) Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Climbing . Frost ogres gain advantage on Athletics checks to climb in mountainous or hilly regions. \n'b' Heat Weakness . When exposed to temperatures above 50 degrees, frost ogres suffer disadvantage on all saves, checks, and attack rolls. \n'b' Snow Camouflage . Frost ogres gain advantage on dexterity (stealth) checks in snowy or icy conditions. \n'b' Sure Footing . Frost ogres have knobby feet and long, clawed toes allowing them to walk freely on ice and snow with little fear of falling. They gain advantage on all Strength and Dexterity checks or saves made to retain footing or avoid being knocked down. \n'b' Traps . Frost ogres use a variety of traps to ambush their prey. Spotting a trap requires a Wisdom ( Perception ) check DC 15 (or passive Perception 15). Failure means 1d4 characters are caught in a trap and suffer one of the following consequences (CK\xe2\x80\x99s choice): 2d6 damage, inflict any condition on a character so caught (Save or Escape DC 15). In all cases, failure to notice a trap grants surprise to the ogre and its kin if combat has not begun yet. \n'b'\n'b' ACTIONS \n'b'\n'b' Great Club . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 15 (2d8+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Frost ogres are smaller than normal ogres. Their legs are shorter and their bodies far more squat. Their red or blonde hair is generally long and they sport huge beards. They generally have hair covering their bodies. They have a light blue, almost white skin color, with deep gray eyes. They have wide-set eyes and massive noses and ears. \n'b' Tactical Attackers . They are every bit as savage as their larger kin but tend to be more group-oriented, working in concert in both the hunt and normal tasks. This allows them slightly better tool use and they are able to understand and build rudimentary shelters, walls, and the like. \n'b' Cunning Tricksters . Even more than normal ogres, frost ogres rely upon cunning and subterfuge to gain their ends. They are avid hunters but do so by stealth or traps. When a trap is sprung they fight ferociously, much more inclined to remain on the field until they are killed than quit, even in the face of insurmountable odds. This is largely due to their reliance on the group for survival and a primitive instinct kicks in that allows them to remain with their fellows, even when they have fallen. They are desperately afraid of fire and do not use it even to cook or warm food.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Mage \n'b' Family: Ogre \n'b' Large giant , lawful evil \n'b' Armor Class 15 Hit Points 80 (10d10+24) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 15 (+2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 15 Skills Arcana +5, Perception +5 Saving Throws Intelligence +5, Wisdom +5, Constitution +6 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spell-Like Abilities . The Ogre Mage\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : invisibility , darkness , polymorph (self only) \n'b' 1/long rest : Fly (12 rounds duration; can be split up), charm person , gaseous form \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (3d6+4) bludgeoning damage. \n'b' Staff . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (1d10+4) bludgeoning damage. \n'b' Blast of Rime . The ogre mage can unleash a blast of freezing cold and ice that is 20 ft. long and deals 36 (8d8) cold damage to all in its path. A Dexterity save (DC 12) halves this damage. The ogre mage can do this once and then must complete a short rest before it can be used again. \n'b'\n'b' ABOUT \n'b' Ogre Magi are surprising creatures to encounter, especially when one thinks they are facing a standard ogre. Though they look like their dim-witted cousins, these creatures are exceptionally intelligent and possessed of powerful spell-like abilities. \n'b' Powerful Leaders . Whether they are created deliberately by some foul magic, are a strange mutation of the ogre species, or are simply a rare breed unto their own is unknown, but what is known is that they are exceptionally dangerous and deadly foes. When encountered with standard ogres, the magi will always be in a position of leadership and command and tend to look down upon their slow-minded cousins with disdain, treating them like fodder to weaken foes before engaging in direct combat. When encountered alone, ogre magi rarely gather in groups of more than six, and even these cabals don\xe2\x80\x99t last long as they tend to compete for power and prestige. \n'b' Sorcerous Assailants . In battle, an ogre mage will always use its spell-like abilities to its greatest advantage, opening up with a blast of rime, then using its other magical abilities before entering melee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, One-horned \n'b' Family: Ogre \n'b' Large giant , any evil alignment \n'b' Armor Class 14 (scale mail) Hit Points 93 (11d10 + 33) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +7 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Magical Horn . The power of the one-horned ogre comes from its horn. If the horn is ever removed, the one-horned ogre loses its Fiendish Horn Blast action and its Innate Spellcasting trait, and its Charisma score is reduced to 8 (-1). If the ogre receives a new horn through regenerative magic or a blessing from its patron, it regains what it lost. \n'b' Ruthless Weapons . When the one-horned ogre hits a blinded , charmed , or frightened creature with any weapon, the weapon deals an extra 1d6 psychic damage. \n'b' Innate Spellcasting . The one-horned ogre\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 2/day each : darkness , misty step , suggestion \n'b' 1/day each : fear \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The one-horned ogre can use its Fiendish Horn Blast. It then makes one greatsword attack . \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Fiendish Horn Blast . The one-horned ogre directs the power of its horn at a target it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and suffers a condition for 1 minute based on the color of the ogre\xe2\x80\x99s horn: blinded (black), charmed (crimson), or frightened (white). On a success, the target takes half the damage and doesn\xe2\x80\x99t suffer the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre\xe2\x80\x99s forehead, glowing with a strange blue radiance. \n'b' Ogre Royalty . A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like crimson-tusked ogres, ettins, and hill giants find themselves bowing to these creatures and following them into battle. As a result, most one-horned ogres are the leaders of tribes or families of ogres. Though one-horned ogres are generally at the top of the political pyramid, they sometimes serve an even greater power, such as a coven of hags, an ogre mage, or a red dragon. \n'b' Dark Gifts . One-horned ogres gain their power through a dark pact with a fiend. This pact manifests in the shape of a horn that grows from their brow, which grants them great power but also makes them vulnerable. Their horns come in black, crimson, and white, depending on the type of fiend the ogre serves. Black-horned ogres serve demons and other chaotic fiends, white-horned ogres serve neutral fiends, and crimson-horned ogres serve devils and other lawful fiends. If a one-horned ogre ever loses its horn, its allies either flee or turn on their former leader, often resulting in its death. As a result, one-horned ogres are paranoid about their horns and sometimes go to excessive lengths to cover or protect their horns in battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Phlegethon-Corrupted \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 11 (hide armor) \n'b' Hit Points 52 (7d10 + 14) \n'b' Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (\xe2\x80\x931) CON: 15 (+2) INT: 5 (\xe2\x80\x933) WIS: 8 (\xe2\x80\x931) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Common, Giant \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blazing Soul . The corrupted ogre isn\xe2\x80\x99t harmed or ignited by hellfire. \n'b'\n'b' ACTIONS \n'b'\n'b' Greatclub . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Spit Fire . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 11 (2d10) fire damage and the target ignites unless it is a fiend. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' This muscled giant gives a bellowing roar as flames dance in her eyes and across her thick, scarred skin. \n'b' Long, stringy hair almost conceals this old woman\xe2\x80\x99s hideous features, but the violet light of her eyes illumines them in sinister shadows. She has greenish, blotchy skin and walks with a hunched gait beneath her dirty, tattered rags. \n'b' Phlegethon Corruption \n'b' Scorched remnants are usually all that remain when fiends of the Phlegethon legion gain control of an area. Their wanton love of fire and their hunger to destroy leave little behind other than ashes. Creatures that survive these fiery purges are often infused with a spark of hellfire, which serves as a seed to develop into a full corruption as soon as the creature experiences strong pangs of hunger or longing for destruction. Phlegethon corruption manifests as wispy flames across the corrupted creature\xe2\x80\x99s body, which it can focus into an immolating breath. This flame carries a small spark of the corrupted creature\xe2\x80\x99s newfound fascination with fire, and the burning creature feels some of the same compulsion to experience fire dancing on its skin. Phlegethon corrupted creatures often wander far, inflicting fires everywhere they go. \n'b' At the best of times, ogres are brutes who like to smash all things within the reach of their clubs. When subjected to the Phlegethon corruption, an ogre becomes an insatiable pyromaniac, setting fires with its touch whenever it can immolate a pretty structure, person, or item. Corrupted ogres think little of their former valuables or members of their band and often watch their treasures or allies go up in flames with a huge grin on their stupid faces. They fly into a rage whenever anyone tries to stop them at their \xe2\x80\x9cfun,\xe2\x80\x9d including any fiends\xe2\x80\x94even the denizens of the Underhell have learned how unreliable ogre minions can be. \n'b' Phlegethon corruption grants the Blazing Soul trait, which includes the Spit Fire attack. \n'b' Blazing Soul . The creature has immunity to fire damage, isn\xe2\x80\x99t harmed or ignited by hellfire, and gains the Spit Fire attack. It can\xe2\x80\x99t use the Spit Fire attack with the Multiattack action. \n'b' Spit Fire . Ranged Spell Attack : The bonus to hit equals the corrupted creature\xe2\x80\x99s best attack bonus, range 60 ft., one target. Hit : 3 (1d6) fire damage if the corrupted creature has a challenge rating less than 1; otherwise, 1d10 fire damage per point of the creature\xe2\x80\x99s challenge rating. In addition, the target ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Rainforest \n'b' Family: Ogre \n'b' Large giant (shapechanger), chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Devouring Charge (Boar Form Only) . If the rainforest ogre moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the ogre can make one Bite attack against it as a bonus action. \n'b' Fey Ancestry . The rainforest ogre has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the ogre to sleep . \n'b' Speak with Beasts . The rainforest ogre can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rainforest ogre makes two Spear or Tusk attacks and one Bite attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage, and the ogre gains 5 (2d4) temporary hp . \n'b' Spear (Ogre Form Only) . Melee or Ranged Weapon Attack : +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Tusk (Boar Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The rainforest ogre transforms into a Large boar or back into its true form, which is an ogre. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' This fearsome, hulking brute has thick green skin, pointed ears, and a large mouth full of sharp teeth. Its bare-chested body is adorned with macabre piercings and bone jewelry. \n'b' Also known as negoogunogumbar , or \xe2\x80\x9c hunger of the forest ,\xe2\x80\x9d by locals, these terrifying jungle-dwellers stand around 11 feet tall and weigh over 1,000 pounds. Much smarter than common ogres, rainforest ogres were once creatures of the fey realms, serving hags in deep forests or underworld caverns or working as bodyguards for unseelie fey rulers. Banished to the mortal world for reasons long lost to time, rainforest ogres now stalk the jungles of the world, consuming whatever they can catch and decorating themselves with the bones. \n'b' Humanoid Hunters . Rainforest ogres are rightly feared as man-eaters. Although they will eat anything\xe2\x80\x94even nuts and berries if they have to\xe2\x80\x94they enjoy the taste of humanoid flesh above all else, making their homes in caves close to villages to ensure a steady supply of fresh meat. Hunting mostly at night, an ogre sneaks through the jungle as quietly as its large size allows, then then swiftly kills a sentry or snatches a villager. The ogre prefers to eat its victims raw and is often so hungry it doesn\xe2\x80\x99t wait to return to its lair before consuming its prey. \n'b' Boar Affinity . If an alarm is raised in a village where the rainforest ogre is hunting, it assumes the form of a giant boar and furiously charges its assailants, bringing what remains back to its cave to feed the giant forest boars it keeps as pets and emergency food supplies. Humanoids living in jungles where rainforest ogres are found kill forest hogs on sight, but they avoid eating the meat because of the animal\xe2\x80\x99s associations with the ogre.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Cacodaemon \n'b' Family: Daemons \n'b' Tiny fiend ( daemon ), neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d4+2) Speed 25 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 13 (+1) INT: 8 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dexterity +2, Wisdom +3 Skills Deception +3, Perception +3, Stealth +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities acid, poison Condition Immunities poisoned ; Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Deep Speech, Infernal Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The cacodaemon regains 2 hit points at the start of its turn if it has at least 1 hit point. If the cacodaemon takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the cacodaemon\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2 (1d2+1) piercing damage. \n'b'\n'b' ABOUT \n'b' Cacodaemons are among the easiest fiends to conjure onto the Material Plane by diabolists. They teem along the River Styx, serving both chaotic and lawful forces in their pursuit to bring souls to the Abyss where demons dwell or the home of fiends in Hell. Cacodaemons are the weakest of their kin and seek to inflict pain whenever possible in attempts to sate their unending appetite for mortal souls. Those who dally too long on the shores of the River Styx are harried by these warped creatures in hosts that grow all the larger the more a victim resists. Lank hair rises from a cacodaemon\xe2\x80\x99s scarred skin, as its body is mostly a great hideous head with baleful eyes and a pair of clawed talons. \n'b' Harbingers of ruin and embodiments of the worst ways to die, daemons epitomize painful death, the all-consuming hunger of evil, and the utter annihilation of life. While demons seek to pervert and destroy in endless unholy rampages, and devils vex and enslave in hopes of corrupting mortals, daemons seek only to consume mortal life itself. \n'b' While some use brute force to despoil life or prey upon vulnerable souls, others wage campaigns of deceit to draw whole realms into ruin. With each life claimed and each atrocity meted out, daemons spread fear, mistrust, and despair, tarnishing the luster of existence and drawing the planes ever closer to their final, ultimate ruin. Notorious for their hatred of the living, daemons are the things of dark dreams and fearful tales, as their ultimate ambitions include extinguishing every individual mortal life\xe2\x80\x94and the more violent or terrible the end, the better. Their methods vary wildly, typically differentiated by daemonic breed. Many seek to infiltrate the mortal plane and sow death by their own taloned hands, while others manipulate agents (both mortal and immortal) as malevolent puppet masters, instigating calamities on massive scales from their grim realms. \n'b' Such diversity of methods causes many planar scholars to misattribute the machinations of daemons to other types of fiends. These often-deadly mistakes are further propagated by daemons\xe2\x80\x99 frequent dealings with and manipulation of other outsiders. Yet in all cases, despair, ruin, and death, spreading like a contagion, typify the touch of daemonkind, though such symptoms often prove recognizable only after the hour is far too late. \n'b' The Four Horsemen . Daemons flourish upon the plane of Abaddon, a bleak expanse of cold mists, fearful shapes, and hunted souls. Upon these wastes, the souls of evil mortals flee predation by the native fiends, and terror and the powers of the evil plane eventually transform the most ruthless into daemons themselves. Amid these scarred wastelands, poison swamps, and realms of endless night rise the foul domains of the tyrants of daemonkind, the Four Horsemen of the Apocalypse. Lords of devastation, these powerful and unique daemons desire slaughter, ruin, and death on a cosmic scale, and drive hordes of their lesser kin to spread terror and sorrow across the planes. Although the Horsemen share a singular goal, their tactics and ambitions vary widely. \n'b' Along with mastery over vast realms, the Horsemen are served by unimaginably enormous armies of their lesser brethren but are obeyed most closely by retinues of daemons enslaved to their titles. These specific strains of daemonic servitors, known among daemonkind as deacons, serve whoever holds the title of Horseman. Although these instruments of the archdaemons differ in strength and ability, their numbers provide their lords with legions capable of near-equal terrorization. More so than among any other fiendish race, several breeds of daemons lust after souls. While other foul inhabitants of the planes seek the corruption and destruction of living essences, many daemons value possession and control over mortal animas, entrapping and hoarding souls\xe2\x80\x94and in so doing disrupting the natural progression of life and perverting the quintessence of creation to serve their own terrible whims. While not all daemons possess the ability to steal a mortal being\xe2\x80\x99s soul and turn it to their use, the lowliest of daemonkind, the maniacal cacodaemons, endlessly seek life essences to consume and imprison. These base daemons enthusiastically serve their more powerful kin, eager for increased opportunities to doom mortal spirits. While cacodaemons place little value upon the souls they imprison, greater daemons eagerly gather them as trophies, fuel for terrible rites, or offerings to curry the favor of their lords. Several breeds of daemons also possess their own notorious abilities to capture mortal spirits or draw upon the power of souls, turning the forces of utter annihilation to their own sinister ends. \n'b' The Hunted . All daemons endure trials upon the plane of Abaddon, facing mind-shattering torments and paradoxes that, over eons, imbue each with the fundamental traumas and timeless hatreds that epitomize daemonkind. From the Mortal to the Eternal: A daemon\xe2\x80\x99s existence begins in shock, pain, fear, and desperation. Virtually every daemon begins by crawling Abaddon\xe2\x80\x99s unforgiving soil as one of the hunted. The rare exceptions to this wretched beginning are often those mortals who, prior to death, worshiped one of the Horsemen and sealed a pact that condemned them to one of these unfathomably evil beings\xe2\x80\x99 clutches\xe2\x80\x94and even then, at least half of these depraved spirits are betrayed by their patrons and consumed outright. Only seldomly does a mortal of exceptional evil and foul potential gain a daemon\xe2\x80\x99s interest. Such perverse spirits can hardly view such attention as a boon, though. Existence as one of the hunted is terrifying and generally swift, ending in a moment of horrific violence as the soul is consumed by the denizens of Abaddon. Those elevated to serve as newly shaped daemons face prolonged trials of pain, maddening stints of gaslighting, and unimaginable cruelties. Over a span of ages, just as surely as the souls of the hunted are destroyed and digested, so are the souls of promising mortals warped and fractured into beings unrecognizable from the villains they once were. Either as one of the transcended hunted or a chosen spirit, once a soul becomes a daemon it typically turns to prey on other hunted, mercilessly reveling in its increased status, even though most are elevated only to the forms of cacodaemons. Gradually, as time progresses in spans measured in centuries, new daemons integrate into the larger societies of Abaddon. \n'b' These less powerful fiends wander Abaddon, left to their own devices until gathered together and organized by their more powerful kindred, obeying out of fear or respect. To the masses of lesser daemonkind, structure and organization come with difficulty, but their superior brethren find that their loyalty can be purchased quite easily. The mantra endlessly whispered in the ears of lesser daemons is simple: \xe2\x80\x9cServitude brings safety and souls. Follow, obey, and feast.\xe2\x80\x9d In this way most lesser daemons fall under the sway of more powerful members of their kind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Rockchewer \n'b' Family: Ogre \n'b' Huge giant , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 7 (\xe2\x80\x932) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 9 (\xe2\x80\x931) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10 Damage Resistances bludgeoning from nonmagical attacks Senses darkvision 60 ft., passive Perception 9 Languages Giant Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Stone Chomper . The rockchewer ogre deals double damage to stone objects and structures with its bite attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rockchewer ogre makes two Slam attacks or one Bite attack and one Slam attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced prone . \n'b' Chew Rock . The rockchewer ogre thoroughly crushes a rock in its large maw, reducing it to rubble. \n'b' Gravel Spray . The rockchewer ogre spits out a 15-foot cone of crunched up rock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage, or half as much damage on a successful one. The rockchewer ogre can use this action only if it has used Chew Rock within the past minute. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Quick Chew (Recharge 6) . The rockchewer ogre uses Chew Rock. \n'b'\n'b' REACTIONS \n'b'\n'b' Rock Catching . If a rock or similar object is hurled at the rockchewer ogre, the ogre can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' Rough stone forms the skin of this towering giant. It pulls a rock from the bag slung over its shoulder and bites down on it as one would a piece of fruit. When the giant speaks, loose gravel spurts from its mouth. \n'b' Rockchewer ogres roam hills, mountains, and badlands that contain exposed stone. They often share territory with stone giants, though the giants consider the ogres\xe2\x80\x99 presence an infestation. \n'b' Absentminded Gnawers . Rockchewer ogres eat natural and worked stone. They compulsively chew on it, which can include castles, towers, or walls. They can quickly devastate foundations, as they typically eat 50 pounds of stone each day. \n'b' Considering the powerful force required to chew stone, the creatures fortunately forgo biting softer targets. Their fussiness about the experience of chewing tough materials extends to the speed at which they eat. Rockchewer ogres prefer to take their time with their food, rolling the remnants around in their mouths as they eat. Even in cases where they must quickly crush stone to spit devastating cones of debris in combat, the ogres are reluctant to hurry. \n'b' Deadly Play . The ogres enjoy chucking rocks at each other as a game. On most throws, they fail to catch the projectile, and their bodies withstand most of the impact. A typical match sees rocks thudding against the ogres\xe2\x80\x99 torsos while they laugh. Because the ogres greet each other with thrown rocks, they often toss rocks at any new \xe2\x80\x9cfriends\xe2\x80\x9d they meet. They quickly apologize for any harm done, provided the response consists of harsh words and not drawn weapons. \n'b' Tolerated by Stone Giants . Rockchewer ogres feel a kinship to stone giants and often migrate to the giants\xe2\x80\x99 strongholds. Many stone giants believe the ogres are distant relatives and begrudgingly accept them into the midst. The ogres put the giants\xe2\x80\x99 patience to the test, however, as they thoughtlessly chew on homes, art, or important monuments. \n'b' Stone giants prefer not to kill rockchewer ogres; instead, they lead the easily distracted ogres to quarries and mines away from stone giant homes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purity Obercommander \n'b' Family: auttaine \n'b' Medium humanoid (auttaine), lawful evil \n'b' Armor Class 18 (plate mail) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +10, Wis +8, Cha +10 Skills Acrobatics +11, Arcana +10, Insight +9, Intimidation +11, Perception +9 Senses passive Perception 19 Languages Common, Abyssal Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Escape Route . The obercommander supervises orderly maneuvers and retreats. The obercommander\xe2\x80\x99s movement never provokes opportunity attacks as long as she is adjacent to an ally, and her allies\xe2\x80\x99 movement never provokes opportunity attacks as long as they are adjacent to the obercommander. \n'b' Fanatic Defenders . As long as the obercommander is adjacent to an ally, she gains half cover against ranged attacks . \n'b' Magic Resistance . The obercommander has advantage on saving throws against spells and other magical effects. \n'b' Reactive . The obercommander can use two reactions each round. \n'b' Shake It Off (1/Turn) . As a bonus action, the obercommander can attempt a saving throw to end one ongoing spell or effect affecting her. Allies adjacent to the obercommander when she uses this ability can likewise attempt a saving throw to end an ongoing effect; this does not require an action for those allies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obercommander uses her stern gaze (if available) and makes three attacks. \n'b' Baton . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Pepperbox . Ranged Weapon Attack : +10 to hit, range 20/80 ft., one creature. Hit : 15 (2d10 + 4) piercing damage. \n'b' Stern Gaze (Recharge 4-6) . As a bonus action, the obercommander can turn her stern and steely gaze on an enemy within 30 feet, which must make a DC 21 Wisdom saving throw or become frightened . The target can make a new saving throw each round at the end of its turn to stop being frightened , and the DC is reduced by 1 each round after the first. \n'b'\n'b' REACTIONS \n'b'\n'b' Duck and Cover . When the obercommander and an adjacent ally must make a Dexterity saving throw against the same effect, the obercommander and her ally can take the result of either her own die roll or that of her ally. A creature taking their ally\xe2\x80\x99s result falls prone after doing so. If the obercommander is adjacent to multiple allies, all of her allies can use a reaction to take the obercommander\xe2\x80\x99s saving throw result, but she must select one ally whose saving throw result she might use instead. Exploit Weakness. Whenever an enemy within 30 feet is blinded , frightened , incapacitated , restrained , stunned , or falls prone , as a reaction the obercommander can make an attack against that foe. Instead of attacking herself, she can instead use this reaction to grant an ally within 30 feet the ability to attack the same creature using their own reaction . She cannot use this ability against the same creature more than once per round.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Screed \n'b' Family: Ogre \n'b' Large giant , lawful evil \n'b' Armor Class 14 (natural armor plus dexterity) Hit Points 80 (10d10+24) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, cold, fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons. Senses darkvision 60 ft., passive Perception 10 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stone Strike . A screed ogre adds double its strength bonus to damage on all successful melee attacks . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 20 (2d8+10) bludgeoning damage. \n'b' Stone Sword . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 22 (2d10+10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' There are many names for the ogres which live in this region, the kindest being rock ogres but, in order to distinguish them from the \xe2\x80\x9ctrue\xe2\x80\x9d rock ogres found far to the east of this land, we shall call them screed ogres. These are truly hulking creatures with massive shoulders, bent backs, thick muscles wrought tight as iron and skin tanned to a tawny ochre shade. \n'b' Weapon Collectors . Screed ogres carry an assortment of weapons gathered from their fallen foes or plundered from the many armories located in the abandoned fortresses found in these lands. Unlike most of their brethren, these ogres have been trained to fight and are capable of using a variety of weapons with skill, and are not above rudimentary tactics. These ogres do not use shields of any kind, as they consider shields the mark of cowards. \n'b' Nomadic Raiders . Being nomadic in nature, screed ogres rarely have lairs. However, it is rumored several of the fortresses in the Blighted Screed are home to that most unusual and terrifying of screed ogres-shamans.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Tusked Crimson \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 14 (half plate) Hit Points 93 (11d10 + 33) Speed 40 ft.\n'b' STATS STR: 19 (+4) 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' Saving Throws Constitution +6, Wisdom +1 Skills Athletics +7, Intimidation +4 Damage Resistances poison Condition Immunities frightened Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . The ogre has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp. \n'b' Rampage . When the ogre reduces a creature to 0 hp with a melee attack on its turn, the ogre can take a bonus action to move up to half its speed and make one bite attack . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tusked crimson ogre makes two attacks: one with its morningstar and one with its bite. \n'b' Morningstar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Bite . Melee Weapon Attack :+7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Berserker\xe2\x80\x99s Blood (Recharge 5-6) . If the tusked crimson ogre doesn\xe2\x80\x99t have all of its hp , it flexes and roars, spraying blood from its wounds. Each creature within 15 feet of the ogre must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) acid damage and goes berserk. On a success, a creature takes half the damage and doesn\xe2\x80\x99t go berserk. On each of its turns, a berserk creature must attack the nearest creature it can see, eschewing ranged or magical attacks in favor of melee attacks . If no creature is near enough to move to and attack , the berserk creature attacks an object, with preference for an object smaller than itself. Once a creature goes berserk, it continues to do so until it is unconscious, regains all of its hp , or is cured through lesser restoration or similar magic. \n'b'\n'b' About \n'b' With prodigious, upward-curving tusks and blood-red skin, this ogre looks even more bestial than the rest of its race. Veins stand out over its heavily-muscled body, and its eyes display a madness beyond the promise of cruelty and stupidity inherent in its fellows. \n'b' Few in Number . Profane magical experimentation produced the tusked crimson ogres long ago, though they possess the capability to breed among themselves and their ogre kin. Seldom do they appear in great numbers due to their ferocity and utter lack of fear. \n'b' Shunned by Normal Ogres . Other ogres have learned, for all their dimwittedness, to let tusked crimson ogres have their way, as a means of self-preservation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snogre \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 5 (-3) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Senses darkvision 90 ft., passive Perception 8 Languages Giant Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The snogre has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snogre makes two attacks: one with its bite and one with its club. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Ice Club . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Living deep inside dark, snowy caverns are cousins of the ogre . These snogres have adapted to the Arctic and are more powerful than normal ogres. They have thick hide and arm themselves with deadly ice weapons. \n'b' Angry Aggressor . Snogres are incredibly aggressive and territorial. They will attack any creatures that get near their cave. Blessed with a good sense of smell, they are generally able to find intruders in their territory. \n'b' Slow Kill . They often string up their victims and toy with them for hours. After torturing their victims over an extended period, the snogre will kill and eat them. These giants are particularly fond of eating humanoids. Survivors who escape a snogre\xe2\x80\x99s cavern tell horrific tales. \n'b' Wild Kingdom . When these creatures can\xe2\x80\x99t find ozlogs or nordaks to eat, they explore the many caves in the Arctic. They will attempt to survive on snow hares and other smaller animals if they have to. Most snogres live and hunt alone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Void-Blessed Ogre \n'b' Family: Ogre \n'b' Large giant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 19 (+4) INT: 5 (\xe2\x80\x933) WIS: 16 (+3) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +6 Skills Athletics +8, Perception +6 Damage Resistances necrotic, poison Damage Immunities psychic Condition Immunities blinded , poisoned Senses blindsight 30 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 16 Languages Giant, Void Speech Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Never-Ending Hunger . Void-blessed ogres crave food constantly, and are never satisfied for long before seeking their next meal. They often fear their hunger and overeat in a futile attempt to suppress the hunger pains. During times of stress, a Void-blessed ogre regurgitates the volatile contents of its stomach, creating pools that rot anything they touch. \n'b' Cultist Allurement . Anyone who touches one of the ogre\xe2\x80\x99s tentacles hears the voices of the Void that swim in the ogre\xe2\x80\x99s mind. Many cults of the Void grant special places in their ranks for the ogres, feeding them in return for this opportunity to commune with the Void. Similarly, other creatures connected to the Void are drawn to Void-blessed ogres, feeling an innate connection and occasionally deference to the ogre. \n'b' Keen Hearing and Smell . The ogre has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Tentacle Senses . The Void-blessed ogre can\xe2\x80\x99t use its tremorsense while grappled or restrained . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Void-blessed ogre makes one Tentacle Lash attack and one Void Bite attack, or it makes three Void Spit attacks. \n'b' Tentacle Lash . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be blinded until the end of its next turn, as jumbled visions and voices of the Void fill its mind. \n'b' Void Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 9 (2d8) necrotic damage. \n'b' Void Spit . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 12 (2d8 + 3) necrotic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Volatile Stomach . When the Void-blessed ogre takes bludgeoning, piercing, or slashing damage, it can regurgitate some of its stomach contents. Each creature within 5 feet of the ogre must succeed on a DC 15 Constitution saving throw or take 4 (1d8) necrotic damage and be poisoned until the end of its next turn. A pool of Voidinfused stomach contents forms in a space the ogre can see within 5 feet of it and lasts until the start of the ogre\xe2\x80\x99s next turn. A creature that enters the pool for the first time on a turn or starts its turn there takes 4 (1d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' A purple-skinned ogre stands hunched over, using boulders to keep itself upright. Its slack jaw filled with yellowed teeth hangs open, with green drool falling out. A dark void sits where its eyes should be, and two tentacles extend from its shoulders. Each tentacle ends in three smaller tentacles, reaching and quivering and sometimes holding it upright. \n'b' Void-blessed ogres are ogres born in areas filled with the power of the Void or inhabited by dark creatures from the space between the stars. The volatile Void energies blessed these ogres with supernatural senses and two powerful tentacles. These tentacles increase the ogres\xe2\x80\x99 senses further when bored into the ground. The tentacles weigh on the Void-blessed ogre physically and mentally, slowing its pace and assaulting its mind with whispers of the Void. These whispers bolster the ogre\xe2\x80\x99s mind against outside influences, making it harder to magically control than most of its cousins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Shadow \n'b' Medium giant , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 95 (10d12 + 30) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 5 (-3) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Proficiency Bonus +4 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Stealth . While in dim light or darkness , the shadow ogre can take the Hide action as a bonus action.. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow ogre makes three attacks: one with its bite and two with its Lightning Ray. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Crushing Hug . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the shadow ogre \xe2\x80\x98s turns. The shadow ogre can\xe2\x80\x99t make attacks while grappling a creature in this way. \n'b' Lightning Ray . Ranged Spell Attack : +6 to hit, range 30 ft., one target. Hit : 10 (3d6) lightning damage. \n'b' Shadow Step . The shadow ogre magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite attack . \n'b'\n'b' ABOUT \n'b' This huge, terrifying creature is covered in wrinkling orange skin. Lighting flashes from its eyes and when it opens its maw, you can see a double row of serrated teeth. \n'b' Holiday horrors infest malls, lashing out in a rage at early holiday shopping. When they face significant opposition or are in danger of being discovered, they summon a shadow ogre : a lumbering monstrosity that, once it arrives, can only end in the death of everyone in the mall. Shadow ogres are only satisfied by sacrifices, which the holiday horrors are only too eager to provide, but even then a sacrifice holds off its rampage for just a single night. \n'b' During the day, shadow ogres tend to stay hidden in underground areas, sleeping in basements and sewers. They can easily venture forth using their shadow step to snatch unwitting shoppers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogre, Tooth \n'b' Large giant , neutral evil \n'b' Armor Class 14 (bone armor) \n'b' Hit Points 59 (7d10 + 21) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Common, Giant \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of a combat, the tooth ogre has advantage on attack rolls against any creature it surprised. \n'b' Innate Spellcasting . The tooth ogre \xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells requiring no material components. \n'b'\n'b' 3/day each : knock , silence \n'b'\n'b' Knockdown Gaze . When a creature that can see the tooth ogre\xe2\x80\x99s eyes starts its turn within 30 feet of the tooth ogre , the tooth ogre can force it to make a DC 11 Wisdom saving throw if the tooth ogre isn\xe2\x80\x99t incapacitated and can see the creature. A creature that fails the save is prone until the start of its next turn, when it can avert its eyes again. If the creature looks at the tooth ogre in the meantime, it must immediately make the save. \n'b' Shadow Stealth . While in dim light or darkness , the tooth ogre can take the Hide action as a bonus action. Its stealth bonus is also improved to +5. \n'b' Wakeful . When twelve of the tooth ogre\xe2\x80\x99s eyes are closed, its other eyes keep it awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Spiked Bone Club . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 4) bludgeoning damage plus 2 (1d6) piercing damage and the target must make a DC 13 Constitution saving throw or lose a tooth. \n'b' Bone Shortbow . Ranged Weapon Attack : +3 to hit, range 60/120 ft., one target. Hit : 4 (1d6 + 1) necrotic damage plus 2 (1d4) poison damage and the target must make a DC 13 Constitution saving throw and become infected with gum disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. The humanoid loses teeth equal to the amount of poison damage inflicted in a number of hours equal to 1d12 + the creature\xe2\x80\x99s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. \n'b'\n'b' ABOUT \n'b' This ogre is twice as big as a man and has twenty-four eyes: red, black, green, and blue. It has a long nose, wide mouth, and a tall crown entirely made of teeth. All the buttons on its clothes are teeth, and around its neck hangs a chain of perfectly matched teeth. \n'b' Tooth ogres are obsessed with teeth. They collect them from humanoids, relentlessly sneaking into bedrooms at night to fire their poisonous arrows so that children and adults alike lose their teeth. They will take them by force if need be but are loath to do so, preferring instead to ambush sleepers, poisoning them with gum disease so that their teeth fall out. They then gather up the lost teeth at a later time. \n'b' Why Do They Collect Teeth? Tooth ogres use them as building material, fashioning everything from their castles to their statuary to their furniture out of them. More important, they build tooth castles for their offspring, which requires a massive number of teeth, who in turn spread out to conquer the teeth of other lands. \n'b' Cavity Hunters . Tooth ogres are found on the outskirts of Candy Valley and Mo Valley, both havens of candy and cavities. The ogres wait in ambush for visitors to the realm. \n'b' Then they leave, that\xe2\x80\x99s when the ogre\xe2\x80\x99s strike.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ogrepede \n'b' Huge undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 142 (15d12 + 45) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 5 (-3) WIS: 5 (-3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned , prone Senses darkvision 90 ft., passive Perception 7 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Haphazard Charge . If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn. \n'b' Overwhelming Assault . When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ogrepede\xe2\x80\x99s Overwhelming Assault for the next 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ogrepede makes two attacks: one with its bite and one with its slam. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 16 (2d10 + 5) piercing damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice. \n'b'\n'b' About \n'b' Vicious Louts . Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master\xe2\x80\x99s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults. \n'b' Noisy Wanderers . People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties. \n'b' Poor Allies . Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable. \n'b' Undead Nature . An ogrepede doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' The ogre steps forward with a lopsided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power. \n'b' Special torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ohancanu \n'b' Large fey , chaotic evil \n'b' Armor Class 13 (wire strong hair) Hit Points 95 (10d10 + 40) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 19 (+4) INT: 5 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 12 Languages Aklo, Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' White Hairs . An ohancanu has 2d4 white hairs that connect not only to its head, but to its essence. If one of these hairs is plucked with a successful Dexterity (Sleight of Hand) skill check (or any reasonable situational check at the GM\xe2\x80\x99s discretion), the ohancanu gains 1 level of exhaustion . The ohancanu automatically regrows the lost white hair and recovers from all exhaustion levels after a long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ohancanu makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Ohancanus are massive, brutal forest creatures that delight in destruction. Appearing as giant humanoids, ohancanus are thick and powerfully muscled, with simian arms that reach nearly to the ground. Although ohancanus have a single eye in the center of their foreheads, they are fey creatures and unrelated to the ancient cyclops race. Ohancanus have wide noses and large mouths filled with blunt teeth. An ohancanu stands 10 feet tall and weighs about 800 pounds. \n'b' Spirit Strands . All ohancanus are hirsute; males have full, thick beards and the rare females (called ohancanas) have long, unruly hair on their heads. All ohancanus have dark hair with a few white strands; on males, these white strands grow in their beards, while on females, they sprout from their heads. The white strands anchor the ohancanu\xe2\x80\x99s essence, so pulling out these strands causes the fey to weaken and die.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caterprism \n'b' Large elemental , neutral \n'b' Armor Class 15 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 4 (-3) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Crystalline Mandibles . The caterprism\xe2\x80\x99s mandibles ignore resistance to slashing damage. In addition, when the caterprism attacks a creature with at least one head with its bite attack and rolls a natural 20 on the attack roll, it cuts off one of the creature\xe2\x80\x99s heads. The creature dies if it cannot survive without the lost head. A creature is immune to this ability if it is immune to slashing damage, doesn\xe2\x80\x99t have or need a head, has legendary actions , or the GM decides that the creature is too big for the head to be cut off with this attack . Such a creature instead takes an extra 27 (6d8) slashing damage from the hit. \n'b' Tunneler . Caterprism can burrow through solid rock at 5 feet per round leaving a 5 foot-wide, 8-foot-high tunnel in its wake. \n'b' Actions \n'b' Multiattack . The caterprism makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 +5) slashing damage. If the caterprism scores a critical hit, it rolls damage dice four times, instead of twice. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target Hit: 16 (2d10 + 5) slashing damage. \n'b' Crystal Breath Recharge (5-6) . The caterprism spews forth a crystalline silk-like substance in a 30-foot cone that instantly hardens into razor-sharp crystalline spears. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A large collection of items rises, forming into a swirling chaos that is the body of this being. The items move about throughout its bulk, somehow not touching one another in their mad dance. \n'b' A caterprism is from the Elemental Plane of Earth. It resembles a caterpillar made of crystal with hexagonal body segments and twelve sharply angled legs. Each body segment is about 2 feet long and contains a single pair of legs. The head of a caterprism is caterpillarlike, with large faceted eyes and huge mandibles. \n'b' Although caterprisms prefer to consume the rich minerals of their home plane, they sometimes wander through natural portals into the Material Plane. There, they create long, winding tunnels as they eat their way through the solid rock. Dwarves have been known to bring caterprisms under some degree of control, using them to help carve out new mines and dwelling places. If it feels threatened, a caterprism\xe2\x80\x99s first action is to shoot at its opponents with its crystalline silk-like secretions. It then closes to bite, or rears up and stabs at opponents with the first two of its razorsharp legs. A caterprism can eat through 1 foot of solid stone per minute, leaving behind permanent tunnel 5 feet in diameter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ardeodaemon (Fire Daemon) \n'b' Family: Daemons \n'b' Small fiend (daemon), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flame Jump . While the ardeodaemon is within 5 feet of a Small or larger fire, it can use a bonus action to magically teleport to an unoccupied space within 5 feet of that fire or any other Small or larger fire within 100 feet. \n'b' Innate Spellcasting . The ardeodaemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , produce flame \n'b' 1/day each : arcane lock , knock , locate object \n'b'\n'b' Magic Resistance . The ardeodaemon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The ardeodaemon\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or be cursed with ash fever for 1 minute. Objects automatically fail this saving throw. A creature or object with ash fever gains vulnerability to fire damage. A creature can use an action to make a DC 12 Wisdom ( Medicine ) check, ending the effect early on itself or a creature within 5 feet on a success. Remove curse and similar spells also end the effect. \n'b' Burning Resin (Recharge 5-6) . The ardeodaemon vomits out a glob of burning resin, creating fire within a 5-foot square space within 30 feet. The fire lasts for 1 minute. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable items in the area are ignited. \n'b'\n'b' ABOUT \n'b' All daemons seek to make the world less than it is, but none are more keenly focused than ardeodaemons. Believed to be formed from the corrupted souls of those who died in horrific fires, these so-called ash eaters seek opportunities and places where their flames can cause tragic and irreplaceable damage. Fields ready for the harvest, crowded tenement buildings, and busy libraries are favored targets for an ardeodaemon\xe2\x80\x99s arson. If left to their own devices, ardeodaemons scout out their targets for days before acting, finding the best ways to maximize the consequences of a single spark or a concentrated blaze. When not pursuing arson for arson\xe2\x80\x99s sake, ardeodaemons seek out stronger creatures with fire abilities whom they can serve, though always with the hopes of steering their masters toward their own destructive goals. \n'b' Ardeodaemons avoid confrontation if possible, preferring to set fires with their burning resin, stoke the flames long enough that doom is assured, then watch the conflagration from afar. However, an ardeodaemon always finds the will to fiercely attack anyone attempting to douse or suffocate their fires. \n'b' It is telling that the ardeodaemon is a relatively common and lowly daemon, whereas its infernal kin, the puragaus, is one of the most powerful devils in Hell. \n'b' This speaks to the fundamental differences in their origins: A single blaze can claim the lives of many evil mortals who then become ardeodaemons. Conversely, a single arsonist destined to become a puragaus can claim a thousand lives with just one well-placed flame.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oil Shark \n'b' Huge monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d12 + 36) Speed swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 17 (+3) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . The shark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Keen Smell . The oil shark has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Liquid Fire . The oil shark is only known to inhabit the Sea of Fire in the Plane of Molten Skies and the Plane of Fire, and therefore can breathe in liquid fire and underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) piercing damage plus 14 (4d6) fire damage. \n'b'\n'b' About \n'b' An immense, eyeless shark over 20 feet long feet darts through the flames, its blackish-blue, metallic scales gleam with blackish oil. \n'b' The Sea of Fire located on the Plane of Molten Skies and the Plane of Fire is home to strange aquatic life (if they can be called that), but perhaps none is stranger than the mighty oil shark. These creatures spend their days swimming beneath the burning surface of the Sea of Fire, searching for prey. Their diet consists of other aquatic creatures found in the Sea of Fire such as fire crabs, oil worms, and the great fire whales. The latter is a particular favorite of the oil shark, and while the typical great fire whale outweighs (and is generally larger) than the typical oil shark, an oil shark pack has been known to attack and kill a lone fire whale with ease. Oil sharks have never been encountered outside the Plane of Molten Skies or Plane of Fire though sages believe the oil shark can exist in normal water. \n'b' Oil sharks are completely blind and rely completely upon their \xe2\x80\x9csonar\xe2\x80\x9d to hunt their prey. Oil sharks generally behave as other sharks; circling their prey before striking with their powerful jaws. Non-aquatic prey (i.e., creatures that breathe air) are often grasped in its jaws and dragged below the surface of the burning sea where it drowns in the oily waters. Their oily hides allow them to glide smoothly and quickly through normal water. \n'b' Oil sharks are a delicacy of volcano giants and are often hunted by such creatures. The thick, metallic hide of an oil shark is prized by salamanders and they often hunt these creatures, kill them, and sculpt armor from the hide. Oil shark armor is detailed in the sidebar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okiti Assassin \n'b' Small humanoid (okiti), chaotic neutral \n'b' Armor Class 15 (leather armor) Hit Points 17 (5d6) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 10 (+0) INT: 8 (-1) WIS: 9 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +1, Sleight of Hand +6, Stealth +6 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Okiti Challenge 2 (450 XP) \n'b' Special Traits \n'b' Assassin . If the okiti assassin hits with an attack against a surprised target, it counts as a critical hit. \n'b' Keen Smell . The okiti assassin has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The okiti assassin has advantage on an attack roll against a creature if at least one of the okiti assassin\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sneak Attack . Once per turn, the okiti assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must make a DC 12 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Smokebomb . The okiti assassin can throw a smoke bomb as a bonus action to help it escape capture or avoid being attacked. The smoke bomb creates a 15-foot-radius sphere of thick gray smoke. The smoke spreads around corners, and the area within the smoke is heavily obscured . The smoke lasts for up to 1 minute or until a wind of light or greater speed (at least 5 miles per hour) disperses it. \n'b' Reactions \n'b' Uncanny Dodge . When an attacker the okiti assassin can see hits it with an attack , it can use its reaction to halve the attack\xe2\x80\x99s damage. \n'b' About \n'b' Assassins are sneaky even for okiti, using their innate agility to get into the best position to strike from afar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avalanche Screamer \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., burrow 20 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 19 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Athletics +7, Stealth +5 Damage Resistances cold Damage Immunities bludgeoning, thunder Condition Immunities frightened , prone Senses tremorsense 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Snow Camouflage . The avalanche screamer has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The avalanche screamer makes three attacks: one with its bite and two with its legs. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage. \n'b' Leg . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer\xe2\x80\x99s leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can\xe2\x80\x99t move. If it has four creatures impaled, it can\xe2\x80\x99t make leg attacks. It can release all impaled creatures as a bonus action. \n'b' Scream (Recharge 5-6) . The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn\xe2\x80\x99t deafened . \n'b'\n'b' ABOUT \n'b' Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature. \n'b' Primordial Beings . Avalanche screamers were apex predators when the world was younger and covered in ice.\xc2\xa0As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. \n'b' Devious Hunter . A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible.\xc2\xa0In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. \n'b' Summer Hibernation . Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okiti Brigand \n'b' Small humanoid (okiti), chaotic neutral \n'b' Armor Class 15 (leather armor, parrying dagger) Hit Points 14 (4d6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +1, Sleight of Hand +5, Stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Okiti Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell . The okiti brigand has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The okiti brigand has advantage on an attack roll against a creature if at least one of the okiti brigand\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The okiti brigand makes one attack with its shortsword, and one with its dagger. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, range 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Actions \n'b' Parrying Dagger . If an attack made with a blade misses the okiti brigand, it can make an opportunity attack against its attacker with its shortsword. \n'b' About \n'b' Brigands are the closest the okiti have to frontline fighters. Large for okiti, they can stand toe to toe with many of the larger races, at least long enough for allies (who are invariably nearby) to arrive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okiti Poisoner \n'b' Small humanoid (okiti), chaotic neutral \n'b' Armor Class 17 (leather armor) Hit Points 19 (3d6 + 9) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +2, Sleight of Hand +5, Stealth +5 Damage Immunities poison Senses darkvision 60 ft., passive Perception 12 Languages Common, Okiti Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The okiti poisoner has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The okiti poisoner has advantage on an attack roll against a creature if at least one of the okiti poisoner\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Tough . The okiti poisoner adds its Constitution modifier to its AC. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, range 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Flask of Poison Cloud . The okiti poisoner throws the flask at a location within 30 feet. When it hits the ground or another hard surface, the flask shatters and releases a cloud of green gas in a 15\xc2\x96foot-radius sphere. All creatures that enter the gas or start their turn there must succeed a DC 15 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. The cloud lasts for 1 minute or until a wind of light or greater speed (at least 5 miles per hour) disperses it. \n'b' Flask of Sleeping Fog . The okiti poisoner throws the flask at a location within 30 feet. When it hits the ground or another hard surface, the flask shatters and releases a cloud of gray fog in a 20\xc2\x96foot-radius sphere. All creatures that enter the fog or start their turn there must succeed on a DC 13 Constitution saving throw or fall asleep if it has 17 (5d6) or fewer current hit points . A sleeping creature wakes up if it takes damage, or is shaken awake as an action. The cloud lasts for 1 minute or until a wind of light or greater speed (at least 5 miles per hour) disperses it. \n'b' About \n'b' Those who think okiti nothing more than a charming nuisance need only open a book of medical history to see their folly. Firebrow, Rat -Bite Fever, Knotgut, Yellow Horror, Rot Bones, The Red Death (which commoners call \xe2\x80\x98dead by dinner\xe2\x80\x99), The Four Day Shakes; all of these and more see their first victim taken in a city with a known okiti problem. \n'b' Masters of their trade, poisoners couple a keen mind with an innate understanding of poisons and disease to cultivate a variety of weapons ranging from noxious fumes to manufactured plagues.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okiti Ringleader \n'b' Small humanoid (okiti), chaotic neutral \n'b' Armor Class 16 (studded leather) Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Intimidation +5, Perception +3, Persuasion +5, Sleight of Hand +6, Stealth +6 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Okiti Challenge 2 (450 XP) \n'b' Special Traits \n'b' Courageous Leader . All okiti within 30 feet of the okiti ringleader, who can see and hear it, can add 1d4 to their attack rolls. \n'b' Keen Smell . The okiti ringleader has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The okiti ringleader has advantage on an attack roll against a creature if at least one of the okiti ringleader\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The okiti ringleader makes three melee attacks . \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' About \n'b' Although nominally in command, ringleaders do not see themselves as superior to their companions; they are respected for their skills and charisma, but have no innate right to lead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okiti Sneak \n'b' Small humanoid (okiti), chaotic neutral \n'b' Armor Class 14 (leather armor) Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatic +5, Perception +1, Sleight of Hand +5, Stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Okiti Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Extra Nimble . The okiti sneak can move through spaces occupied by Medium or larger creatures. Doing so doesn\xe2\x80\x99t provoke an opportunity attack . \n'b' Keen Smell . The okiti sneak has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The okiti sneak has advantage on an attack roll against a creature if at least one of the okiti sneak\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sneak Attack . Once per turn, the okiti sneak deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 +3) piercing damage. \n'b' About \n'b' The okiti venerate the sea, and their creation myths center around life being birthed from the water, possibly being representative of a voyage or shipwreck in their cultural memory, suggesting a foreign origin for the species. Proponents of the theory suggesting okiti are the descendants of magically enhanced common rats have yet to satisfactorily explain this, although it is possible to interpret being washed from the sea, a great and mysterious unknown, to the shore, the tangible and knowable, as an allegory for a sudden gain of sentience. Perhaps the okiti know but, given their proclivity for misleading others, they do not say. \n'b' The best thieves, sneaks are well-respected for their ability to get in, get a job done, and get out without anyone suspecting a thing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okiti Swashbuckler \n'b' Small humanoid (okiti), chaotic neutral \n'b' Armor Class 18 (studded leather, shield) Hit Points 17 (5d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 9 (-1) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +1, Sleight of Hand +6, Stealth +6 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Okiti Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The okiti swashbuckler has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Offensive Stance . Once per turn, the okiti swashbuckler can add 1d4 to its attack roll. \n'b' Pack Tactics . The okiti swashbuckler has advantage on an attack roll against a creature if at least one of the okiti swashbuckler\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The okiti swashbuckler makes two attacks with its rapier. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Reactions \n'b' Riposte . If a melee attack made against the okiti swashbuckler misses, it can make an attack against its attacker with disadvantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Okpe \n'b' Huge elemental (earth) , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 187 (15d10 + 105) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 24 (+7) INT: 9 (-1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., passive Perception 11 Languages Terran, some okpe also speak Common Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the okpe moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, if the target is Huge or smaller it takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . The okpe may also make a throwback attack against the prone target. \n'b' Earth Glide . The okpe can burrow through nonmagical, unworked earth and stone. While doing so, the okpe doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Elemental Demise . If the okpe dies, its body disintegrates into crystalline powder. \n'b' Impervious . The okpe has a damage threshold of 5, it reduces all damage from individual attacks by 5 each before applying its resistances, immunities and vulnerabilities. \n'b' Relentless (Recharges after a Short or Long Rest) . If the okpe takes 20 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Siege Monster . The okpe deals double damage to objects and structures. \n'b' Sure-Footed . The okpe has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The okpe makes two tusk attacks. Tusk. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Throwback . Melee Weapon Attack : +10 to hit, reach 5 ft., one prone creature. Hit : 20 (4d6 + 6) bludgeoning damage and the target is flung 10+1d10 feet away from the okpe. This toss does an additional 1d10 points of bludgeoning damage for each 10 feet travelled to the flung creature, which falls prone when it lands. \n'b'\n'b' ABOUT \n'b' This lumbering creature is a terror of mountains, hills, and rough badlands terrain, a sentient and vicious agglomeration of living rocks that forms stubby legs and a circular grinding mouth. The okpe resembles a massive boar , standing over 6 feet tall at the shoulder and with its massive chest and abdomen rising often 8 or 9 feet above the ground. The okpe is 12 to 15 feet long and weighs nearly 20 tons. \n'b' Stone Carnivore . Unlike most elementals, it hungers for flesh and blood, and it can catch its prey not only in its maw but also between the grinding and shifting bony plates and chunks that make up its body\xe2\x80\x99s substance. It is feared for snatching those who stumble into the cracks along its surface and dragging them off to be consumed at their leisure. An okpe is a persistent hunter and if creatures climb up out of their reach they may wait for days for them to come down, screaming in frustration. Some legends claim the okpe is clever enough to steal cooked meat from human villages and use it to lure children into its clutches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Old Salt (Undead Pirate) \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 117 (18d8 + 36) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 \n'b' Skills Athletics +4, Acrobatics +6, Stealth +6, Survival +5 \n'b' Damage Resistances necrotic \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Experienced Sailor . The old salt has advantage on Strength ( Athletics ) checks made to climb while on a sailing ship and on Dexterity ( Acrobatics ) checks to maintain its footing while on a sailing ship. \n'b' Seaside Rejuvenation . If at least one of the old salt\xe2\x80\x99s accusers is still alive or if the old salt\xe2\x80\x99s name hasn\xe2\x80\x99t been cleared, a destroyed old salt gains a new body in 13 days, regaining all its hp and becoming active again. The new body appears on the beach or dock nearest one of its living accusers. \n'b' Undead Nature . The old salt doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The old salt makes two Desiccating Slam attacks. \n'b' Desiccating Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Wave of Seawater (Recharge 5\xe2\x80\x936) . The old salt throws its hand forward, sending out a wave of seawater in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and begins choking as its lungs fill with seawater. On a success, a creature takes half the damage and isn\xe2\x80\x99t choking. A creature that can breathe water doesn\xe2\x80\x99t choke from failing this saving throw. A choking creature can make a DC 15 Constitution saving throw at the end of each of its turns, coughing up the seawater and ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The old salt can take the Dash , Disengage , or Hide action. \n'b'\n'b' ABOUT \n'b' Clad in fraying clothes and a tricorn hat, this undead sailor skulks the docks, seeking vengeance against all who falsely accused it of capital crimes in its lifetime. \n'b' An old salt is a sailor who was wrongly convicted of a crime and condemned to walk the plank. Just before drowning, the old salt swore an oath of vengeance against those who wronged it. \n'b' Thirteen weeks later, the sailor washed ashore in a port where a false accuser resides. \n'b' Persistent Avenger . If an old salt is killed, it dissolves into a puddle of salt water that trickles back to the ocean and is reborn after 13 days. The only way to truly kill an old salt is upon the death of the old salt\xe2\x80\x99s false accusers\xe2\x80\x94or by clearing the old salt\xe2\x80\x99s name publicly. \n'b' Saline Trail . Wherever the old salt goes, it leaves a trickle of seawater in its wake. Shrewd investigators know to follow the trail quickly before the evidence evaporates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cacodaemon Thrall \n'b' Family: Daemons \n'b' Tiny fiend (daemon), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 28 (8d4 + 8) Speed 5 ft., fly 50 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Deception +5, Perception + 5, Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities acid, necrotic, poisoned Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Infernal, telepathy 120 ft. \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiendish Health . The cacodaemon is immune to disease. \n'b' Innate Spellcasting . The cacodaemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic \n'b' 1/day each : hideous laughter , invisibility \n'b'\n'b' Shapechanger . The cacodaemon can use its action to polymorph into a beast form that resembles a lizard (speed 15 ft.), octopus (5 ft., swim 30 ft.), a small scorpion (15 ft., climb 15 ft.), venomous snake (15 ft., swim 15 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes note. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) piercing damage, and the creature must make a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. A creature is cured after three successful saving throws. If a creature dies while it is poisoned and diseased in this way, its soul automatically becomes trapped as a soul gem in the cacodaemon\xe2\x80\x99s gut. \n'b'\n'b' REACTIONS \n'b'\n'b' Soul Lock . When a sentient creature dies within 60 feet of the cacodaemon, it can ingest its spirit. This causes a soul gem to grow inside of the cacodaemon\xe2\x80\x99s gut, which it can regurgitate as an action. A soul gem is a fine sized object with 1 hit point. Destroying a soul gem frees the soul, though it does not return the deceased creature to life. Attempting to resurrect a creature who\xe2\x80\x99se soul is in a cacodaemon\xe2\x80\x99s soul gem requires the caster of the spell to make a spellcasting ability score check with a DC of 9. If the check succeeds, the soul gem shatters, and the creature is resurrected as normal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oliphaunt \n'b' Dwarfing even the largest mammoth, the beast lumbers forward, its enormous tusks swaying with the rhythm of its thunderous footfalls. \n'b' Gargantuan beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 148 (9d20 + 54) Speed 50 ft.\n'b' STATS STR: 27 (+8) DEX: 9 (-1) CON: 23 (+6) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Trampling Charge . If the oliphaunt moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the oliphaunt can make one stomp attack against it as a bonus action . \n'b' Trunk Slam . If the oliphaunt starts its turn with a target grappled , it can slam the target into the ground as a bonus action . The creature must make a DC 17 Constitution saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. This doesn\xe2\x80\x99t end the grappled condition on the target. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The oliphaunt uses its trunk, then it makes one gore or stomp attack . \n'b' Gore . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 30 (5d8 + 8) piercing damage. \n'b' Stomp . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 35 (5d10 + 8) bludgeoning damage. \n'b' Trunk . Melee Weapon Attack : +11 to hit, reach 15 ft., one creature. Hit : The target is grappled (escape DC 17) if it is a Large or smaller creature. Until the grapple ends, the target is restrained and the oliphaunt can\xe2\x80\x99t use its trunk on another target. \n'b' Tusk Sweep (Recharge 5-6) . The oliphaunt sweeps its tusks in a wide arc. Each creature in a 20-foot cube must make a DC 17 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The largest oliphaunts stand just over 30 feet tall, two to three times the size of a typical elephant . Males often have one pair of large tusks and a pair of shorter tusks known as tushes, which have no marrow inside. Female tusks are enormous, with the outside pair often being a few feet shorter, but no less deadly. \n'b' Oliphaunts that live in hot, dry climates often have very little body hair, while those that live in colder climates will be heavily furred, similar to a mammoth . \n'b' Titanic Mounts . While tribes of humanoids have been known to breed and raise tame oliphaunts to act as beasts of burden, giants are also well known for having oliphaunt mounts. Humanoids tend to build structures of wood and canvas to sit upon the gigantic beasts, while a single giant may ride an oliphaunt bareback or with some form of saddle. \n'b'\n'b'\\'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oliphaunt, Warbeast \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 115 (10d12 + 50) Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foul Temper . All Wisdom ( Animal Handling ) checks made to calm down the oliphaunt have disadvantage. \n'b' Siege Beast . If the oliphaunt uses its trampling charge against an object, it ignores the object\xe2\x80\x99s damage threshold. If the oliphaunt reduces an object\xe2\x80\x99s hit points to 0, each hostile creature within 10 feet of the oliphaunt must succeed on a DC 9 Charisma saving throw or be stunned until the end of its next turn. \n'b' Trampling Charge . If the oliphaunt moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be forced prone . If the target is prone , the oliphaunt can make one stomp attack against it as a bonus action \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 26 (4d8 + 8) slashing damage. \n'b' Stomp . Melee Weapon Attack : +11 to hit, reach 5 feet, one prone creature. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' An oliphaunt is a massive pachyderm with four scimitar-like tusks and a thick gray-brown hide covered with patches of coarse black hair. Its trunk is short and sits above a large maw full of sharp teeth. Large round ears lie hanging at the sides of its head. \n'b' Juvenile oliphaunts are often trained for war and are prized among armies for their ability to easily breach defenses of enemy fortifications.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Olm, Common \n'b' Family: Olm \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 ? 1); Wound Threshold N/A Speed 20 ft., swim 30 ft.\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 8 (-1) INT: 4 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Vulnerabilities fire Senses blindvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The olm can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Stunning Presence . A creature of the sacred olm\xe2\x80\x99s choice that it can see within 15 feet of it must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spring\xe2\x80\x99s Sacrifice . The sacred olm chooses to die. It drops to 0 hp and its luminescent essence turns into a lasting spring of clear, pure water. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Sacred Flame . The sacred olm casts the cantrip sacred flame . \n'b'\n'b' ABOUT \n'b' An olm is an amphibian creature halfway between a freshwater salamander (with its slender black-spotted body) and an axolotl (with its beautiful gills that surround its head like feathers). Viviparous and feeding off insects and small fish, it favors pure waters where it grows and breeds. Olms live in colonies of a dozen individuals, and can grow up to a foot long in their natural environment. Their blue spots and crystalline gills are bioluminescent, and their eyes can be blue, red, or golden. \n'b' Olms are sought for their elegance and their eye-pleasing bright colors. They are docile creatures that usually let themselves be handled and enjoy being petted. They find dryness very unpleasant, and so it is recommended to give them a wet cloth that they can curl up in when at rest. \n'b' Sacred olms are slightly bigger than regular ones, and often feature in legends relating the foundation of cities and communities. They are credited with several miraculous springs that make it possible for life to exist across the Netherworld. A sacred olm\xe2\x80\x99s name or moniker is often given to the spring it has birthed. The fey is considered to still be \xe2\x80\x9calive\xe2\x80\x9d in this new form, and believers gratefully talk to it whenever they come to draw water.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Cubis Malforma \n'b' Family: Avarite \n'b' Medium fiend (avarite), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 10 Languages Infernal Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Helmet Defense . Malforma have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their helmet. Magic Resistance. The spheris has advantage on saving throws against spells and other tragical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Malforma are the rank-and-file of Avarus, arranged by rank. They work in a very strict hierarchy that oversees the damned, whom are a key part of Avarus\xe2\x80\x99 efficiency. Middle management consists of the cubis, cube-headed humanoids who oversee all the other tasks. They report up to Mammon and ensure all operations run smoothly, overseeing the spheris. \n'b' The workers of Avarus are the spheris, who in turn oversee the damned rolling boulders to and fro within Avarus\xe2\x80\x99 great machines. The damned are a limitless power source that is used to power a variety of factories, of which the spheris operate, from hellfire gun assembly to infernal clockworks. \n'b' The guards of Avarus are brutal, partially insane things that only marginally resemble the humanoid souls they once were. They wield oversized weapons and are fond of flensing the skin right off of foes. Pyramis are usually used as muscle to keep the spheris and damned in line, but they can be fielded as troops as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Olm, Sacred \n'b' Family: Olm \n'b' Small fey (enrooted), any \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d6 + 16); Wound Threshold 11 Speed 20 ft., swim 40 ft. \n'b'\n'b' STR \n'b' WIS \n'b' CON \n'b' INT \n'b' SAG \n'b' CHA \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +2, Survival +6 Damage Vulnerabilities fire Damage Immunities radiant Senses blindvision 60 ft., passive Perception 13 Languages Sylvan, Undercommon, and any one language Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The sacred olm can breathe air and water. \n'b' Innate Spellcasting . The sacred olm\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The sacred olm can innately cast the following spells like a 7th-level spellcaster, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , detect poison and disease , purify food and drink , sacred flame \n'b' 3/day each : fog cloud \n'b' 1/day each : control water , invisibility , water walk \n'b'\n'b' ABOUT \n'b' An olm is an amphibian creature halfway between a freshwater salamander (with its slender black-spotted body) and an axolotl (with its beautiful gills that surround its head like feathers). Viviparous and feeding off insects and small fish, it favors pure waters where it grows and breeds. Olms live in colonies of a dozen individuals, and can grow up to a foot long in their natural environment. Their blue spots and crystalline gills are bioluminescent, and their eyes can be blue, red, or golden. \n'b' Olms are sought for their elegance and their eye-pleasing bright colors. They are docile creatures that usually let themselves be handled and enjoy being petted. They find dryness very unpleasant, and so it is recommended to give them a wet cloth that they can curl up in when at rest. \n'b' Certain communities raise olms in springs, wells, and even cisterns, since these creatures\xe2\x80\x99 leaving or dying is a surefire sign that the quality of drinking water is compromised. \n'b' Water Sense \n'b' Olms have such an essential connection with water that they may seem gifted with supernatural abilities. \n'b' At the GM\xe2\x80\x99s option, the following features may be given to olms, and be potentially made use of by explorers of the Netherworld: \n'b'\n'b' Detect Water . Feeling the humidity in the air and sniffing out its source, the olm is intuitively aware of the position and size of the nearest body of freshwater within 1 mile of it. The \xe2\x80\x9cbest\xe2\x80\x9d path that the olm will discern toward the water will not necessarily be the most convenient for humanoid travelers. There may be a large chasm between the olm and the body of water, or a narrow hole that only Tiny creatures will be able to squirm through. \n'b' Portable Source of Water . The olm naturally draws atmospheric humidity to it. Water condenses and trickles off its body in amounts depending on the environment. For example, in a desert, the phenomenon will be barely noticeable and insufficient to sustain the olm, while in a rainforest during the wet season, water will dribble from its body like a small fountain. \n'b' Detect Water Quality . The olm can smell the quality and temperature of water. It knows whether it is drinkable, and will refuse to come near it if it is not. The olm will not approach water that is poisoned , overly acidic, filled with mutagens, salty, or stagnant and dirty. The greater the taint in the water, the further away the olm will detect it. For example, the olm may smell the salty water of an ocean from several hundred yards, but only notice the presence of mutagens in water when within 5 feet of it. Thus, the olm may actively seek a body of water, only to realize that it is undrinkable once it has reached it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Omek Tannou \n'b'\n'b' Large celestial , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 21 (+5) INT: 14 (+2) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +8, Cha +9 Skills Insight +8, Perception +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The omek tannou has advantage on saving throws against spells and other magical effects. \n'b' Storm-Touched Weapons . The omek tannou\xe2\x80\x99s weapon attacks are magical. When the omek tannou hits with any weapon, the weapon deals an extra 18 (4d8) lightning damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The omek tannou makes two melee attacks . \n'b' Battleaxe . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 18 (4d8) lightning damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 18 (4d8) lightning damage. \n'b' Spellcasting . The omek tannou casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' 3/day each : gust of wind , lightning bolt \n'b' 1/day : control weather \n'b'\n'b' ABOUT \n'b' These angels serve a warrior goddess of fertility, the sky, and weather. They serve the will of the goddess, bringing blessings of rain to the faithful and drought to those who anger their mistress. In battle against the goddess\xe2\x80\x99s enemies, the omek tannou also form the front lines of her troops, leading the charge and bringing the fury of the storm against her foes. \n'b' Ritual Attendants . The faithful of the goddess perform an elaborate ceremony after the planting season, with ritual costumes and dancing, to show their devotion. This ritual, named for the omek tannou, is done in the hopes of summoning one of the servants of the goddess to bless their community with rainfall and ensure a good crop for the coming harvest. \n'b' Storm Wardens . An omek tannou is typically assigned a region to oversee and is the one who will regularly respond to the planting ritual of the faithful in that region and carry out the goddess\xe2\x80\x99s commands in that area. A particular omek tannou may develop protective feelings for the faithful people of the region, responding directly to any attacks or calamities that befall them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 (scale mail) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Stealth +6, Survival +3 Senses blindsight 90 ft., darkvision 60 ft., passive Perception 11 Languages Onaryx, Ultari Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Battle-Tech . Onaryx make up the bulk of the Hegemonic ground troops and carry a variety of technological gear that they can use during battle. Roll 1d6 whenever an onaryx uses a tech item and apply the affects. Reroll nonsensical results:\n'b'\n'b'\n'b' Detonation . The onaryx throws a desiccating grenade. All living creatures within 20 ft. radius of the blast point must make a DC 15 Dexterity saving throw or suffer 15 (5d6) necrotic damage. \n'b' Density Nodule . The onaryx activates a device attached to his autograpnel that increases its weight significantly. The next attack weapon attack the onaryx makes deals 1 extra die of damage. \n'b' Disrupting Nodule . For the next attack , the weapon the nodule is attached to strikes a solid creature, it generates a burst of nanites that directly attack organic cells. The affected target takes an additional 2 (1d4) damage of the same type and must make a DC 15 Constitution save or lose its next action. \n'b' Hunter Seeker . The onaryx releases a detonation device that tracks its designated target. It makes an attack at +3 and continues to make an attack until it hits or runs out of fuel (an attack roll less than 10) and drops harmlessly to the ground. If it detonates it covers the target in sticky goo incapacitating them. A DC 15 Strength ability check is required to break free. \n'b' Ray Emitter (Numbing) . This contact lens tech shoots a ray of numbing cold at a target who must make a DC 15 Constitution or Dexterity saving throw. On a failed save they take 7 (2d6) cold damage, lose 10 feet of movement and lose the function of a limb for one minute. \n'b' Rejuvenator . The onaryx takes a pill healing for 6 (2d4+2) hit points of damage. \n'b'\n'b' Echolocation . An onaryx can\xe2\x80\x99t use its blindsight while deafened . \n'b' Flyby Rake . Onaryx are skilled at swooping down on opponents and using their claws (or melee weapons) to rake them to shreds as they fly past. Onaryx do not provoke opportunity attacks when using their fly speed to enter and leave a threatened space. In addition, whenever they fly at least 30 feet towards a target, they do an additional die of damage with a melee attack and automatically do maximum damage if they score a critical hit. \n'b' Hegemony Weapon Familiarity . An onaryx is trained in the use of technological weapons, armour and gear. They gain a +1 bonus to attack and damage rolls when using technological weapons (included). \n'b' Keen Hearing . An onaryx has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The onaryx uses a battle-tech item (as above) then makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, 5 ft. reach. Hit : 12 (2d8 + 3) slashing damage. \n'b' Autograpnel . Ranged Weapon Attack : +2 to hit, range 30/60 ft., one target. Hit : 4 (1d8) piercing damage and the target must make a DC 16 Strength saving throw when hit and at the start of each of its turns or be pulled 10 feet toward the onaryx. The grappling line can be broken (DC 20 Strength check) or cut (AC 12, 20 hp , resistance to slashing, bludgeoning and piecing). \n'b' Sonic Cry (Recharges 5-6) . An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 13. The onaryx uses one of the following cries. \n'b' Nauseating . The onaryx\xe2\x80\x99s sonic cry disturbs the equilibrium of living creatures it strikes causing the target to become nauseated for 1 round unless it makes a Constitution saving throw. Nauseated creatures have disadvantage on ability checks and saving throws. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx Skylord \n'b' Family: Onaryx \n'b' Large fiend , neutral evil \n'b' Armor Class 19 (inertial armor, gothic skymetal plate) Hit Points 326 (31d10+155) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +8, Cha +9 Damage Resistances force Skills Athletics +13, Arcana +8, History +8, Perception +8 Senses blindsight 90 ft., darkvision 60 ft., passive Perception 18 Languages Onaryx, Ultari Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . An onaryx skylord has advantage on saving throws against spells and other magical effects. \n'b' Onaryx Traits . An onaryx shockwarden has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +5), and Keen Hearing traits common to all onaryx. Psychic Warrior. Onaryx skylords are trained in psionic battle. They gain the following benefits (included): \n'b'\n'b' Inertial Armor. +1 to AC and resistance to force damage. \n'b' Soulknife. The skylord may change the damage type of its monowhip and claws to psychic damage as part of his Multiattack action. \n'b' Mindslice. A creature damaged by the skylord must make a DC 19 Charisma saving throw or have disadvantage on spell attack rolls for 1 round. \n'b' Prescient Offensive. The onaryx skylord gains the maneuver reaction . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The onaryx skylord uses its sonic cry (if available) and makes three attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, 10 ft. reach, one target. Hit : 14 (2d6 + 7) slashing (or psychic) damage. \n'b' Monowhip . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 23 (3d8 + 10) slashing (or psychic) damage and scores a critical hit on a roll of 19-20. On a critical hit, the onaryx skylord rolls damage dice three times instead of twice. A monowhip slices through armor that is not made of mithral or adamantine, granting the onaryx skylord a +1 bonus on attack rolls against targets in light armor and granting advantage on attack rolls against targets wearing medium or heavy armor. \n'b' Vortex Gun . Ranged Weapon Attack : +13 to hit, range 120 ft. one target. Hit : 42 (10d6 + 7) force damage and the target must make a DC 15 Constitution saving throw or become nauseated (as slow , but with disadvantage on attack rolls and requiring a Constitution saving throw to recover). A target that fails the saving throw by 5 or more falls prone . \n'b' Sonic Cry (Recharges 5-6) . An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects. The onaryx uses one of the following cries. \n'b'\n'b' Discorporate . This sonic cry must be focused on a single creature or an object of up to a 10-foot cube within 60 ft. of the onaryx. This hypersonic shriek causes the matter and substance of the target to unravel and collapse. A creature targeted by this cry must make a DC 19 Dexterity saving throw. On a failed save, the target takes 75 (10d6 + 40) force damage. If this damage reduces the target to 0 hit points , it is disintegrated. \n'b' Mindshatter . This sonic cry must be focused on a single creature, as its eldritch tones dissolve thought and memory. The target takes 1d4 levels of exhaustion if it fails a DC 19 Intelligence saving throw; a successful saving throw reduces this to 1 level of exhaustion . In addition, a creature failing its saving throw against this cry forgets everything that happened within the previous hour. This does not negate charm or dominate spell effects, but it does cause the target to forget specific instructions it was given within that time. If reminded of a geas , suggestion , or similar order it was given previously, it resumes following that order (though the order cannot be changed). \n'b' Paralyzing Scream . All creatures in the line must make a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, pass or fail, the target gains vulnerability to psychic damage for 1 minute. The creature may spend an action ending the psychic noise causing the vulnerability by spending 5 HD worth of healing . \n'b'\n'b' REACTIONS \n'b'\n'b' Maneuver . When an enemy he threatens attacks one of his allies, the onaryx skylord, can make a melee weapon attack against that target with any attack that can reach. If this attack hits and causes damage, his target takes a -2 penalty on the attack and damage rolls for the remainder of the encounter. This penalty is cumulative. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx Commander \n'b' Large fiend , neutral evil \n'b' Armor Class 18 (baroque plate)\n'b'\n'b' Hit Points 284 (27d10+135) \n'b' Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 21 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +8 \n'b' Skills Athletics +12, Perception +7 \n'b' Senses blindsight 90 ft., darkvision 60 ft., passive Perception 12 \n'b' Languages Onaryx, Ultari \n'b' Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The onaryx commander has advantage on saving throws against being frightened . \n'b' Onaryx Traits . An onaryx commander has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +3), and Keen Hearing traits common to all onaryx. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The onaryx commander makes two attacks from the options below. \n'b' Claw . Melee Weapon Attack : +11 to hit, 10 ft. reach. Hit : 14 (2d6 + 7) slashing damage. \n'b' Null blade . Melee Weapon Attack : +15 to hit, 10 ft. reach. Hit : 31 (6d6 + 10) slashing damage. This weapon critical hits on a natural 19 and 20 and does double damage against constructs and is considered an adamantine and magic weapon for the purposes of overcoming damage resistances and immunities. Whenever the onaryx commander scores a critical hit he may make another attack with the null blade as a bonus action and the null blade erupts in green energy increasing its magical bonus to +2 (not included) for 1d4 rounds. Finally, each time a null blade strikes an enemy the target must make a DC 15 Constitution saving throw or 1 random magic item or technological device is suppressed for 1 minute, and a random spell affecting the target (if any) is affected as dispel magic , using the onaryx\xe2\x80\x99s Charisma modifier. Photon Blaster. Ranged Weapon Attack : +8 to hit, range 120 ft. one target. Hit : 13 (3d6+3) radiant damage and the target must make a DC 15 Constitution saving throw or be stunned for 1 minute. A stunned creature may make a DC 15 Constitution save at the end of its turn to remove the condition. \n'b' Sonic cry (Recharges 5-6) . An onaryx commander is capable of using its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 18. The onaryx uses one of the following cries. \n'b' Shattering Screech . The high-pitched frequencies of this sonic cry causes all creatures and objects in its area of effect to make a DC 18 Constitution saving throw or take 13 (3d8) thunder damage. Objects take double damage and creatures made of inorganic material such as stone, crystal, or metal have disadvantage on this saving throw. \n'b' Paralyzing Scream . All creatures in the line must make a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx Shockwarden \n'b' Large fiend , neutral evil \n'b' Armor Class 18 (skymetal-infused bones)\n'b'\n'b' Hit Points 252 (24d12 + 120) \n'b' Speed 50 ft., fly 70 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9 \n'b' Skills Athletics +14, Perception +9, Survival +9 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , frightened \n'b' Senses blindsight 90 ft., darkvision 60 ft., passive Perception 20 \n'b' Languages Onaryx, Ultari \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, an onaryx shockwarden can move up to his speed toward a hostile creature that it can see. \n'b' Brute . A melee weapon deals one extra die of its damage when an onaryx shockwarden hits with it (included in the attack ). \n'b' Evasion . If an onaryx shockwarden is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, an onaryx shockwarden instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Onaryx Traits . An onaryx shockwarden has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +2), and Keen Hearing traits common to all onaryx. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An onaryx shockwarden may use its sonic cry (if available) and then makes two attacks. \n'b' Synth Battleaxe . Melee Weapon Attack : +14 to hit, 10 ft. reach, one target. Hit : 33 (7d6 + 9) slashing damage. \n'b' Synth Javelin . Melee or Ranged Weapon Attack : +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (1d6 + 9) piercing damage. \n'b' Sonic Cry (Recharges 5-6) . An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 18. The onaryx uses one of the following cries. \n'b' Deafening . This wave of sonic energy deafens targets who fail a Constitution saving throw for 1 hour. Deafened creatures may make a save at the beginning of its turn to end the effect. \n'b' Sonic Bludgeon . Creatures struck by this sonic cry are brutally bludgeoned, being pushed backwards 10 feet and forced prone and taking 14 (4d6) thunder damage on a failed Strength check. A successful saving throw halves the damage but the target is still pushed back and forced prone . \n'b' Stunning . This cry allows the onaryx to bludgeon an opponent\xe2\x80\x99s nervous system. If the targeted creatures fail a Constitution saving throw, they become stunned for 1 minute. They can attempt a new save at the end of each of their turns to end the effect. \n'b'\n'b' REACTIONS \n'b'\n'b' Rampage . When an onaryx rager reduces a creature to 0 hit points with a melee attack on his turn, he can move up to his speed and make a synth battleaxe attack . Its sonic cry also recharges if not ready . \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cacodaemon, Cackling \n'b' Family: Daemons \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 110 (13d10 + 39) \n'b' Speed 0 ft., fly 20 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 \n'b' Skills Arcana +7 \n'b' Damage Immunities lightning \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed, exhaustion, prone \n'b' Senses darkvision 120 ft., passive Perception 12 \n'b' Languages Abyssal, Infernal, telepathy 120 ft. \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The cacodaemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The cacodaemon can innately cast the following spells, requiring no somatic or material components: \n'b'\n'b' At will : call lightning, flaming sphere (3rd level) \n'b' 3/day : lightning bolt (4th level) \n'b' 1/day : chain lightning, confusion \n'b'\n'b' Magic Resistance . The cacodaemon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cacodaemon can use its Frightful Presence. It then either makes a bite attack or uses call lightning. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage and 22 (4d10) psychic damage. If it takes psychic damage, the target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Frightful Presence . Each creature of the cacodaemon\xe2\x80\x99s choice that is within 120 feet of the cacodaemon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that cacodaemon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Spit . When the cacodaemon takes damage from a spell, it can spit some of the spell\xe2\x80\x99s magic back at the caster as a reaction. The cacodaemon momentarily gains resistance to the damage dealt by that spell and makes a ranged spell attack (with a +8 bonus) to hit the caster. On a hit, the caster takes damage equal to the damage the cacodaemon took from the spell. \n'b'\n'b' ABOUT \n'b' A cackling cacodaemon chafes in the presences of its peers, so it seeks out bands of weaker fiends to bully into serving it at all times, including as its shields in battle. Cackling cacodaemons also often take the initiative to consult with Archlords and other potent fiends, so a cackling cacodaemon might well be an adviser, court mage, or jester to an even worse fiend. \n'b' When expecting battle, cackling cacodaemons tend to favor void maggot minions they can use as laborers or performers, alongside one or a few underfiend bodyguards. They have a fondness for tormenting grylluses in what they consider to be amusing ways, including forcing them to face too-powerful adversaries, so grylluses avoid these sort of cacodaemons whenever possible. \n'b' This towering abomination resembles little more than a flying, fanged mouth below leering eyes. Glinting, sparking spines protrude from the quivering hide on its barrel-sized cheeks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx Shockwarden Lieutenant \n'b' Large fiend , neutral evil \n'b' Armor Class 18 (baroque plate)\n'b'\n'b' Hit Points 284 (27d10+135) \n'b' Speed 40 ft., 60 ft. fly ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 21 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +8 \n'b' Skills Athletics +12, Perception +7 \n'b' Senses blindsight 90 ft., darkvision 60 ft., passive Perception 12 \n'b' Languages Onaryx, Ultari \n'b' Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Onaryx Traits . An onaryx shockwarden lieutenant has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +3), and Keen Hearing traits common to all onaryx. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The onaryx shockwarden lieutenant uses its sonic cry (if available) and makes two attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, 10 ft. reach, one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Null blade . Melee Weapon Attack : +11 to hit, 10 ft. reach, one target. Hit : 31 (6d6 + 10) slashing damage. This weapon critical hits on a natural 19 and 20 and does double damage against constructs and is considered an adamantine and magic weapon for the purposes of overcoming damage resistances and immunities. Whenever the onaryx shockwarden scores a critical hit it may make another attack with the null blade as a bonus action and the null blade erupts in green energy increasing its magical bonus to +2 (not included) for 1d4 rounds. Finally, each time a null blade strikes an enemy the target must make a DC 15 Constitution saving throw or 1 random magic item or technological device is suppressed for 1 minute, and a random spell affecting the target (if any) is affected as dispel magic , using the onaryx\xe2\x80\x99s Charisma modifier. Arcgun. Ranged Weapon Attack : +8 to hit, range 120 ft., one target. Hit : 13 (3d6+3) lightning damage and the target must make a DC 15 Constitution saving throw or be stunned for 1 minute. A stunned creature may make a DC 15 Constitution save at the end of its turn to remove the condition. \n'b' Sonic cry (Recharges 5-6) . An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 18. The onaryx uses one of the following cries. \n'b'\n'b' Concussive . The onaryx screeches out a concussive hypersonic blast that causes creatures\xe2\x80\x99 conscious minds to shut down, dazing them for 1 minute and dealing 17 (5d6) points of bludgeoning damage on a failed Wisdom saving throw, or half as much damage on not dazed on a success. While dazed the creature cannot use reactions , bonus actions , has disadvantage on Wisdom saving throws and loses half of its movement speed. \n'b' Crippling . This wave of destructive sonic energy disrupts tissue, deadens reflexes, and shatters bone. Creatures that fail the Strength or Dexterity saving throw (as appropriate) have disadvantage on Strength or Dexterity ability checks and only do half damage when using weapons keyed to the selected ability score. A creature failing its save while already taking a penalty to one of these ability scores instead takes the same penalty to a different physical ability score chosen randomly. \n'b' Stupefying . This wave of transonic signals disrupts targets\xe2\x80\x99 rational capacity for thought. Creatures that fail the Intelligence , Wisdom or Charisma saving throw (as appropriate) have disadvantage on the related ability score affected and only do half damage when using spells keyed to the selected ability score. A creature failing its save while already taking a penalty to one of these ability scores instead takes the same penalty to a different mental ability score chosen randomly. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx Soldier \n'b' Large fiend , neutral evil \n'b' Armor Class 16 (baroque skymetal scale)\n'b'\n'b' Hit Points 230 (20d12 + 100) \n'b' Speed 40 ft., fly 60 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9, Cha +9 \n'b' Skills Athletics +14, History +8, Perception +9 \n'b' Senses blindsight 90 ft., darkvision 60 ft., passive Perception 19 \n'b' Languages Onaryx, Ultari \n'b' Challenge 12 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Onaryx Traits . An onaryx soldier has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +2), and Keen Hearing traits common to all onaryx. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The veteran onaryx warrior makes two skymetal greatsword attacks. \n'b' Skymetal Greatsword . Melee Weapon Attack : +14 to hit, 10 ft. reach, one target. Hit : 30 (6d6 + 9) slashing damage. \n'b' Heavy photon Blaster . Ranged Weapon Attack : +9 to hit, range 120 ft. one target. Hit : 19 (4d6 + 4) radiant damage and the target must make a DC 15 Dexterity saving throw or be blinded for 1 minute. A blinded creature may make a DC 15 Constitution save at the end of its turn to remove the condition. \n'b' Overcharged Heavy Photon Blaster (Recharge 5\xe2\x80\x936) . The onaryx overcharges his photon blaster for a one-off artillery-style attack . It picks a point it can see within 240 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 58 (12d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. The target is also blinded on a failed save until the end of its next turn. The heavy photon blaster attack option becomes unavailable while the overcharged heavy photon blaster is recharging. \n'b' Sonic Cry (Recharges 5-6) . An onaryx is capable of using its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 17. The onaryx uses one of the following cries. \n'b' Disorientating . Targets struck by this subsonic cry become dizzy and disoriented for 1 minute on a failed Constitution saving throw, losing all sense of direction. They treat all creatures as if they had concealment, and whenever they attempt to move there is a 50% chance each time they move 5 feet that they move in a random direction rather than their intended direction. If they remain stationary for the entire round, there is a 50% chance they fall prone at the end of their turn. On a successful save the target is only disorientated for 1 round. \n'b' Echolocate . Using this ability, the onaryx sends forth sonic frequencies that bounce of its surroundings, allowing it to perceive creatures and within the area of its cry as if it had tremorsense out to 60 ft. until the end of its turn. This sensory effect persists within the area of the cry and does not follow creatures that leave that area. \n'b' Sickening . The onaryx\xe2\x80\x99s sonic cry causes targets to become poisoned (but living creatures immune to poison are affected) for 1 minute. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx, Dread \n'b' Large fiend , neutral evil \n'b' Armor Class 20 (half plate) Hit Points 110 (13d10 + 39) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +3, Cha +5 Senses blindsight 90 ft., darkvision 60 ft., passive Perception 11 Languages Onaryx, Ultari Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Onaryx Traits . A dread onaryx has the Battle-tech, Echolocation, Flyby Rake, Hegemony Weapon Familiarity, and Keen Hearing traits common to all onaryx. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The onaryx makes three claw attacks. Alternatively, it can make two ranged attacks with its plasma javelins. \n'b' Claw . Melee Weapon Attack : +9 to hit, 10 ft. reach. Hit : 12 (2d8 + 3) slashing damage. \n'b' Plasma Javelin . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 11 (2d6 + 4) radiant damage. \n'b' Sonic Cry (Recharges 5-6) . An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 15. The onaryx uses one of the following cries. \n'b' Nauseating . The onaryx\xe2\x80\x99s sonic cry disturbs the equilibrium of living creatures it strikes causing the target to become nauseated for 1 round unless it makes a Constitution saving throw. Nauseated creatures have disadvantage on ability checks and saving throws. \n'b' Terrifying . The onaryx\xe2\x80\x99s sonic cry strikes terror into its victim, causing it to become frightened for 1 minute on a failed Wisdom saving throw. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx, Dread Strike Wing \n'b' Huge troop of Medium fiends , neutral evil \n'b' Armor Class 17 (heavy trooper armor) Hit Points 260 (40d8 + 80) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Stealth +6, Survival +3 Senses blindsight 90 ft., darkvision 60 ft., passive Perception 11 Languages Onaryx, Ultari Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . An onaryx can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . An onaryx has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Troop . The troop can occupy another creature\xe2\x80\x99s space and vice versa, and the troop can move through any opening large enough for a Medium fiend. The troop can\xe2\x80\x99t regain hit points or gain temporary hit except with its Rejuvenator ability. A troop takes half damage from attacks that use an attack roll and double damage from area effects. Creatures that are not troops are impaired while they remain in the troop\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. A troop\xe2\x80\x99s damage is halved when reduced to below half its maximum hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Battle-Tech . Onaryx make up the bulk of the Hegemonic ground troops and carry a variety of technological gear that they can use during battle. Roll 1d6 whenever an onaryx troop uses a tech item and apply the affects to all enemy creatures sharing the same space as the troop or within 20 feet. Reroll nonsensical results:\n'b'\n'b'\n'b' Detonation . The onaryx troop throws a desiccating grenade up to 40 feet away. Living creatures in a 10-foot sphere take 70 (20d6) necrotic damage, or half as much with a successful DC 15 Constitution saving throw. \n'b' Density Nodule . The onaryx troop activates a device attached to its autograpnel that increases its weight significantly. Three creatures of the wing\xe2\x80\x99s choice within 60 feet take 9 (2d8) piercing damage and must make a DC 16 Strength saving throw or be pulled 20 feet toward the troop. \n'b' Disrupting Nodule . The troop uses detonation with the added effect of the disrupting nodule. It generates a burst of nanites that directly attack organic cells, increasing damage by 10 (3d6), and creatures failing their save lose their next action. \n'b' Hunter Seeker . The onaryx troop releases a detonation device that tracks its designated target. It makes an attack each round at +10 to hit and continues to attack until it hits or runs out of fuel (an attack roll less than 10)10). A target struck is paralyzed by sticky polymers (adjacent creatures are restrained if they fail a DC 17 Dexterity save). Creatures can escape with a DC 17 Strength ( Athletics ) check. \n'b' Ray Emitter (Numbing) . This contact lens tech shoots a ray of numbing cold at a target who must make a DC 15 Constitution or Dexterity saving throw. On a failed save they take 36 (8d6) cold damage, lose 10 feet of movement and lose the function of a limb for one minute. \n'b' Rejuvenator . The onaryx pops a pill healing for 12 (8d4+2) hit points of damage. \n'b'\n'b' Nauseating Cry (Recharges 5-6) . The dread strike wing\xe2\x80\x99s cry disturbs the equilibrium of all non-onaryx within 60 feet. Those that fail a DC 13 Constitution saving throw are affected as slow due to dizziness and nausea for up to 1 minute. They can attempt a new save at the end of each of their turns. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Decalith \n'b' Family: Avarite \n'b' Large fiend (avarite), neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 105 (10d10 + 50) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 14 (+2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +9 \n'b' Skills Perception +6, Stealth +9 \n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses truesight 120 ft., passive Perception 16 \n'b' Languages Infernal \n'b' Proficiency Bonus +4 \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The decalith has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The decalith\xe2\x80\x99s weapon attacks are magical. \n'b' Reactive Arms . The decalith can take up to ten reactions on every turn in a combat. \n'b' Shapechanger . The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The decalith makes nine ranged attacks or eight Pistol Whip and one Rapier attack . \n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 5) piercing damage. \n'b' Pistol Whip . Melee Weapon Attack : +9 to hit, range 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage. \n'b' Pistol . Ranged Weapon Attack : +9 to hit, range 30/90 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' This fiend known as Decalith is a fearsome assassin in Avarus, the circle of Greed in Dante\xe2\x80\x99s Inferno. It stands tall and gaunt, with a humanoid form that is both unsettling and imposing. Its most notable feature is the ten arms that extend from its torso, each one capable of wielding a pistol with deadly accuracy. \n'b' The Decalith\xe2\x80\x99s long overcoat is a symbol of its deadly specialization in assassination. It is said that no one can see beneath its cloak and live to tell the tale. Decaliths are known to be the fastest shots in Avarus and are feared for their ability to take down even the most well-protected targets. \n'b' While they are capable of engaging in melee combat, Decaliths prefer to keep their distance and rely on their pistols to eliminate their targets. They are known for their ruthless efficiency and will not hesitate to shoot first and ask questions later. \n'b' In the hierarchy of Avarus, Decaliths report to Plutus, the Duke of Greed. They are considered to be among the most valuable and effective tools in Plutus\xe2\x80\x99 arsenal, and are often called upon to eliminate rivals or deal with threats to his power.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onaryx, Elder \n'b' Large fiend , neutral evil \n'b' Armor Class 17 (baroque splint)\n'b'\n'b' Hit Points 200 (19d10+95) \n'b' Speed 40 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 9 (-1) CON: 21 (+5) INT: 9 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +4, Cha +5 \n'b' Skills Athletics +10, Perception +4 \n'b' Senses blindsight 90 ft., darkvision 60 ft., passive Perception 14 \n'b' Languages Onaryx, Ultari \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Onaryx Traits . The elder onaryx has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity, and Keen Hearing traits common to all onaryx. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The onaryx soldier makes two adamantine sheathed claw attacks. \n'b' Adamantine Sheathed Claws . Melee Weapon Attack : +10 to hit, 10 ft. reach. Hit : 25 (3d12 + 6) slashing damage. \n'b' Photon Blaster . Ranged Weapon Attack : +4 to hit, range 120 ft. one target. Hit : 8 (2d6+1) radiant damage and the target must make a DC 15 Dexterity saving throw or be blinded for 1 minute. A blinded creature may make a DC 17 Constitution save at the end of its turn to remove the condition. \n'b' Sonic Cry (Recharges 5-6) . An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 17. The onaryx uses one of the following cries. \n'b' Nauseating . The onaryx\xe2\x80\x99s sonic cry disturbs the equilibrium of living creatures it strikes causing the target to become nauseated for 1 round unless it makes a Constitution saving throw. Nauseated creatures have disadvantage on ability checks and saving throws. \n'b' Terrifying . The onaryx\xe2\x80\x99s sonic cry strikes terror into its victim, causing it to become frightened for 1 minute on a failed Wisdom saving throw. \n'b' Sonic Thrust . The sonic cry creates a dense pulse of sound that knocks targets prone on a failed Dexterity saving throw and deals 13 (1d6 + 10) points of thunder damage. \n'b'\n'b' ABOUT \n'b' One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. \n'b' Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. \n'b' Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'One-Eyed Crow \n'b' Tiny monstrosity , neutral good \n'b' Armor Class 15 Hit Points 15 (6d4) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 6 (-2) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4 Senses passive Perception 14 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Murder Tactics . The crow has advantage on an attack roll against a creature if at least one one-eyed crow is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . If four or more one-eyed crows are within 5 feet of the creature and at least 4 of them aren\xe2\x80\x99t incapacitated , the crow automatically succeeds an attack roll against the creature but deals half as much damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crow makes two beak attacks. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' With a monstrous anatomy on the inside and a normal appearance on the outside, a one-eyed crow seems like any other crow except that it has only one eye. In terms of their internal characteristics, they are a lot more clever than regular crows. They are creatures who could be misunderstood, simply trying to survive among other sentient beings Good Intended. These monstrous birds take unattended small shiny objects and give them to people who seem to work tirelessly to earn small shiny objects. Their good intentions might be misunderstood in situations like when a one-eyed crow takes an unattended gold bracelet from a noble\xe2\x80\x99s vanity and gives it to a laborer covered in dust.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oni \n'b' Large giant , lawful evil \n'b' Armor Class 16 (chain mail) Hit Points 110 (13d10 + 39) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Skills Arcana +5, Deception +8, Perception +4 Senses : darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting : The oni\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: \n'b' At will : darkness , invisibility \n'b' 1/day each : charm person , cone of cold , gaseous form , sleep \n'b' Magic Weapons : The oni\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration : The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Actions \n'b' Multiattack : The oni makes two attacks, either with its claws or its glaive. \n'b' Claw (Oni Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Glaive : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. \n'b' Change Shape : The oni magically polymorphs into a Small or Medium humanoid , into a Large giant , or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. \n'b' About \n'b' Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oni Magus \n'b' Large giant (shapechanger) , lawful evil \n'b' Armor Class 17 (chain mail) \n'b' Hit Points 153 (18d10+54) \n'b' Speed 30 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +8, Con +9, Str +9 \n'b' Skills Arcana +10, Deception +13, Perception +5 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Giant \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The oni magus\xe2\x80\x99 spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : darkness , invisibility \n'b' 3/day each : charm person , cone of cold , gaseous form , sleep \n'b'\n'b' Magic Weapons . The oni magus\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The oni magus regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oni magus makes two attacks with either two claws or one attack with its greatsword. \n'b' Claw ( Oni Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 32 (8d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage in Small or Medium form. \n'b' Change Shape . The oni magus magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size , its statistics are the same in each form. The only equipment that is transformed is its greatsword, which shrinks so that it can be wielded in humanoid form. If the oni magus dies, it reverts to its true form, and its greatsword reverts to its normal size . \n'b'\n'b' ABOUT \n'b' The oni magus, like all oni , is descended from evil spirits come to the Material Plane and clad in living flesh. The majority of oni are giants, though less common are goblinoid, kenku, and reptilian oni . Of course, as shapechangers oni magi can alter their appearance to infiltrate other societies and work their way into positions of leadership and influence. They may take command or serve leaders of their less-intelligent giant kin such as ogres, but some prefer to become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or captives, lest they take more than they ask.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cacodaemon, Rampant \n'b' Family: Daemons \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 93 (11d10 + 33) \n'b' Speed 0 ft., fly 20 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 \n'b' Skills Arcana +6 \n'b' Damage Immunities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed, exhaustion, prone \n'b' Senses darkvision 120 ft., passive Perception 12 \n'b' Languages Abyssal, Infernal, telepathy 120 ft. \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The cacodaemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cacodaemon can innately cast the following spells, requiring no somatic or material components: \n'b'\n'b' At will : burning hands (3rd level), scorching ray (3rd level) \n'b' 3/day : fireball \n'b' 1/day : chain lightning \n'b'\n'b' Magic Resistance . The cacodaemon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cacodaemon can use its Frightful Presence. It then either makes a bite attack or casts scorching ray. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) piercing damage and 22 (4d10) psychic damage. If it takes psychic damage, the target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Frightful Presence . Each creature of the cacodaemon\xe2\x80\x99s choice that is within 120 feet of the cacodaemon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that cacodaemon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A rampant cacodaemon is an unrestrained force of destruction that revels in watching others run in fear. The most common and least potent of cacodaemons, they are nonetheless extremely dangerous magic-users and deadly artillery on the battlefield. Grylluses flock to serve less-potent and easily-distracted rampant cacodaemons, hoping to learn their magical secrets and eventually become cacodaemons themselves. \n'b' Although rampant cacodaemons are cunning strategists, they like to attempt risky maneuvers to see if they can pull them off, prioritizing the entertainment value of an engagement just as highly as progress toward strategic goals. These cacodaemons are also intensely curious about mortal magic and might disregard more useful prizes in order to capture practitioners or records of powerful and distinctive discoveries. This towering abomination resembles little more than a flying fanged mouth below leering eyes. Its red hide emanates palpable heat, causing the air above it to waver visibly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oni, Go-zu \n'b' Large giant (shapechanger) , lawful neutral \n'b' Armor Class 17 (chain mail) \n'b' Hit Points 144 (17d10 + 51) \n'b' Speed 30 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Str +11 \n'b' Skills Deception +13, Intimidation +13, Perception +5 \n'b' Senses darkvision 60 ft., passive Perception 15, see invisibility \n'b' Languages Common, Giant \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The go-zu oni \xe2\x80\x98s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b'\n'b' Constant : see invisibility \n'b' At will : chromatic orb, invisibility \n'b' 3/day each : fear , gaseous form \n'b' 1/day each : contact other plane , plane shift \n'b'\n'b' Magic Weapons . The go-zu oni \xe2\x80\x98s weapon attacks are magical. \n'b' Regeneration . The go-zu oni regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The go-zu oni makes one attack with its gore and one attack with its greataxe. \n'b' Gore ( Oni Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 28 (7d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage in Small or Medium form. \n'b' Spit Copper (Recharges after Long Rest) . Ranged Spell Attack . +7 to hit, range 10/20 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage and 7 (2d6) fire damage. The target must make a DC 16 Dexterity saving throw or be restrained by the molten copper as it begins to harden. The target takes 1d6 fire damage at the beginning of each of its turns until it breaks free (escape DC 16). \n'b' Change Shape . The go-zu oni magically polymorphs into a Small or Medium humanoid or beast, into a Large giant, or back into its true form. Other than its size , its statistics are the same in each form. The only equipment that is transformed is its greataxe, which shrinks so that it can be wielded in humanoid form. If the oni magus dies, it reverts to its true form, and its greatsword reverts to its normal size . \n'b'\n'b' ABOUT \n'b' Go-zu oni are outwardly similar to other oni , with powerfully built humanoid bodies of prodigious size , but with the heads of beasts. A typical go-zu oni is 9 to 10 feet tall and weighs between 500 and 1000 pounds. Their skin is typically orange, gray, purple, or brown, and they favor wearing fine robes and well-crafted armor to mark their perceived station as creatures of power, wisdom, and cleverness. \n'b' Most oni on the Material Plane pursue their plans for power in the mortal world, but the go-zu oni retain more of their connection to their ancient progenitors in the Outer Planes. They are often encountered near planar gateways, whether intentionally created by diabolists and death cults of all kinds or simply naturally occurring thin spaces in the planar fabric. They travel back and forth between worlds and often consider themselves guardians and guides of the paths of the dead. They may be the first creatures encountered by planar travelers venturing into the realms beyond, and if not precisely benevolent they can be impartial servants who simply assist with the spiritual journey. \n'b' Go-zu and Me-zu . While many mortals see beast-headed giants and flee in terror without bothering to learn more about them, there are a variety of different beast-headed giants that mortals all lump together as go-zu oni . In fact, the go-zu oni (also called niutou) specifically refer to those oni with heads like horned bulls or oxen. \n'b' Their most common kin, the me-zu oni (also called mamian) have heads like shaggy horses. Others are reported to have heads like predatory beasts, monkeys, or even insects. Whether this indicates a specific caste or rank is unclear but go-zu and me-zu oni often work together as messengers, battle leaders, guardians, and more, and their game statistics are identical. \n'b' Soul-Stealers . Many among the go-zu oni cleave more closely to their fiendish ancestors in their hellish realms, and they look for opportunities to enslave and kidnap mortals, spiriting them away into torment and judgment in the Lower Planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onuzhe \n'b' Family: Onuzhe \n'b' Small elemental , neutral evil \n'b' Armor Class 18 (Shield Spell) Hit Points 45 (10d6+10) Speed 40 ft., Swim 120 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 5 (-3) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances non-magical fire Damage Vulnerabilities magical fire Senses passive Perception 8 Languages Primordial Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . At the start of its turn, the Onuzhe regenerates 5 hit points if it is in contact with water. \n'b' Shield . The Onuzhe appears to wield a shield made of electricity. This is, in fact, a shield spell that is in effect at all times. When the Onuzhe is slain, roll a d20. On a 20, the shield remains. Anyone can wield it as a regular shield. If it is attuned, the wielder may cast the shield spell once per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Lightning sword . Melee Weapon Attack : +5 to hit, one target. Hit : 6 (1d6+3) lightning damage. \n'b'\n'b' ABOUT \n'b' The onuzhe are rare, strange creatures born of the elements. Small, ranging only 3 feet long, they are vaguely humanoid in shape. It is difficult to see the onuzhe, for their whole bodies seem to be a white-blue in color and they blend with the dark storms that give them birth. They carry no weapons or gear but use the elements to attack. \n'b' Children of the Storm . The onuzhe are water elementals carried on the winds. They are born of violent storms and take form only after the water has gathered in puddles and pools. In swamps, near streams, rivers, ponds, and lakes, they form all the faster, for the greater the groundwater, the more substance for them. Fighters can take multiple swings at them, as stabbing them or bludgeoning them does damage. When killed, they fall to the ground like so much water; there they lay dormant until they rejoin the wind. \n'b' Hostile . They are very aggressive, attacking any human, demi-human, humanoid, giant, or similar creature they encounter. They never attack druids, sensing in them a hint of their maker. They also never enter indoors, including inside wagons, huts, tents, or the tiny hut spell. If they die in such a place, they are not reborn but dry, passing from the earth. The onuzhe attack the moment they form from the water. They do not attack with any clear purpose or target; they do not use any tactics. The onuzhe have little mind for anything and will not help their fellows. As soon as they kill a victim, they turn to the next nearest. They swing \xe2\x80\x98swords\xe2\x80\x99 made of water and driven by the wind to strike for damage. \n'b' No Possessions . The onuzhe have no treasure, nor are they able to carry anything. However, there is a small chance that the water shields they fashion for themselves retain their form after the onuzhe die.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onuzhe, Greater \n'b' Small elemental , neutral evil \n'b' Armor Class 18 (shield spell) Hit Points 90 (20d6+20) Speed 40 ft., Swim 120 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 5 (-3) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances non-magical fire Damage Vulnerabilities magical fire Senses passive Perception 8 Languages Primordial Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . At the start of its turn, the Onuzhe regenerates 10 hit points if it is in contact with water. \n'b' Shield . The Onuzhe appears to wield a shield made of electricity. This is, in fact, a shield spell that is in effect at all times. When the Onuzhe is slain, roll a d20. On a 20, the shield remains. Anyone can wield it as a regular shield. If it is attuned, the wielder may cast the shield spell once per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Greater Onuzhe strikes twice with its lighting sword. \n'b' Lightning sword . Melee Weapon Attack : +5 to hit, one target. Hit : 6 (1d6+3) lightning damage. \n'b'\n'b' ABOUT \n'b' The onuzhe are rare, strange creatures born of the elements. Small, ranging only 3 feet long, they are vaguely humanoid in shape. It is difficult to see the onuzhe, for their whole bodies seem to be a white-blue in color and they blend with the dark storms that give them birth. They carry no weapons or gear but use the elements to attack. \n'b' Children of the Storm . The onuzhe are water elementals carried on the winds. They are born of violent storms and take form only after the water has gathered in puddles and pools. In swamps, near streams, rivers, ponds, and lakes, they form all the faster, for the greater the groundwater, the more substance for them. Fighters can take multiple swings at them, as stabbing them or bludgeoning them does damage. When killed, they fall to the ground like so much water; there they lay dormant until they rejoin the wind. \n'b' Hostile . They are very aggressive, attacking any human, demi-human, humanoid, giant, or similar creature they encounter. They never attack druids, sensing in them a hint of their maker. They also never enter indoors, including inside wagons, huts, tents, or the tiny hut spell. If they die in such a place, they are not reborn but dry, passing from the earth. The onuzhe attack the moment they form from the water. They do not attack with any clear purpose or target; they do not use any tactics. The onuzhe have little mind for anything and will not help their fellows. As soon as they kill a victim, they turn to the next nearest. They swing \xe2\x80\x98swords\xe2\x80\x99 made of water and driven by the wind to strike for damage. \n'b' No Possessions . The onuzhe have no treasure, nor are they able to carry anything. However, there is a small chance that the water shields they fashion for themselves retain their form after the onuzhe die.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onuzhe, Lesser \n'b' Small elemental , neutral evil \n'b' Armor Class 18 (Shield Spell) Hit Points 9 (2d6+2) Speed 40 ft., Swim 120 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 5 (-3) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances non-magical fire Damage Vulnerabilities magical fire Senses passive Perception 8 Languages Primordial Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . At the start of its turn, the Onuzhe regenerates 2 hit points if it is in contact with water. \n'b' Shield . The Onuzhe appears to wield a shield made of electricity. This is, in fact, a shield spell that is in effect at all times. When the Onuzhe is slain, roll a d20. On a 20, the shield remains. Anyone can wield it as a regular shield. If it is attuned, the wielder may cast the shield spell once per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Lightning Sword . Melee Weapon Attack : +5 to hit, one target. Hit : 6 (1d6+3) lightning damage. \n'b'\n'b' ABOUT \n'b' The onuzhe are rare, strange creatures born of the elements. Small, ranging only 3 feet long, they are vaguely humanoid in shape. It is difficult to see the onuzhe, for their whole bodies seem to be a white-blue in color and they blend with the dark storms that give them birth. They carry no weapons or gear but use the elements to attack. \n'b' Children of the Storm . The onuzhe are water elementals carried on the winds. They are born of violent storms and take form only after the water has gathered in puddles and pools. In swamps, near streams, rivers, ponds, and lakes, they form all the faster, for the greater the groundwater, the more substance for them. Fighters can take multiple swings at them, as stabbing them or bludgeoning them does damage. When killed, they fall to the ground like so much water; there they lay dormant until they rejoin the wind. \n'b' Hostile . They are very aggressive, attacking any human, demi-human, humanoid, giant, or similar creature they encounter. They never attack druids, sensing in them a hint of their maker. They also never enter indoors, including inside wagons, huts, tents, or the tiny hut spell. If they die in such a place, they are not reborn but dry, passing from the earth. The onuzhe attack the moment they form from the water. They do not attack with any clear purpose or target; they do not use any tactics. The onuzhe have little mind for anything and will not help their fellows. As soon as they kill a victim, they turn to the next nearest. They swing \xe2\x80\x98swords\xe2\x80\x99 made of water and driven by the wind to strike for damage. \n'b' No Possessions . The onuzhe have no treasure, nor are they able to carry anything. However, there is a small chance that the water shields they fashion for themselves retain their form after the onuzhe die.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onyx Deer \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 76 (9d10 + 27) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Condition Immunities petrified \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The onyx deer has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Onyx Bite . Creatures bitten by an onyx deer must succeed on a Constitution saving throw or slowly begin to turn into onyx (included in the attack ). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The onyx deer makes four attacks: one bite, one gore, and two with its hooves. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage and the creature must make a DC 14 Constitution saving throw. On a failed save, the creature magically begins to turn to onyx 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 petrified in onyx until freed by a greater restoration spell or other magic. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Bellow (Recharge 5-6) . The onyx deer unleashes a rumbling bellow. Each creature that is within 60 feet of the onyx deer and able to hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' This creature looks like a deer about 5 feet tall at the shoulders with a dark-brown head and chest changing to light brown on the rest of its body. \n'b' A large white patch is prevalent across its back and rump. It has huge antlers at least as wide as a typical human is tall. \n'b' Other than being larger than most common deer, an onyx deer resembles its (thought to be distant) lesser cousin. These creatures are found in temperate and warm forested lands in the same general habitat as their normal counterparts though onyx deer do not associate with ordinary deer. Onyx deer are herd animals, congregating in groups of up to 20 individuals. Among the adults, the males outnumber the females by nearly a 2-to-1 ratio. Young (called does) make up the rest of the herd (their total number usually equals the number of adults in the herd). \n'b' Mating season for onyx deer comes in the fall. During this time males within the herd often clash with one another. Such clashes see the animals square off and charge headlong into each other crashing their antlers together and slashing with their sharp hooves. When one falls, the battle ends. The loser of the battle usually survives, but always leaves the herd. \n'b' Females give birth to 1d3 young in the early summer months. \n'b' Onyx deer stand 5 to 6 feet tall at the shoulder and weigh more than 800 pounds. \n'b' Onyx deer are generally passive creatures and only attack when threatened or when their herd is threatened. If a herd is molested, both male and female onyx deer defend the young does to the death. An onyx deer begins combat by releasing a loud bellow in an attempt to scare off any would-be attackers. \n'b' Those who stand their ground are met with either a gore attack and hooves or a ferocious bite and hooves. The bite of an onyx deer transforms the wound and flesh surrounding it into a gem-like stone that resembles onyx.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Malforma (Cubis) \n'b' Family: Avarite \n'b' Medium fiend (avarite), lawful evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 33 (6d8 + 6) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +2, Perception +2 \n'b' Damage Immunities fire \n'b' Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 12 \n'b' Languages Infernal \n'b' Proficiency Bonus +2 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Helmet Defense . Malforma have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their helmet. \n'b' Magic Resistance . The cubis has advantage on saving throws against spells and other tragical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cubis malforma makes two fist attacks or four pistol attacks. \n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Pistol . Ranged Weapon Attack : +4 to hit, range 30/90 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Malforma are the rank-and-file of Avarus, arranged by rank. They work in a very strict hierarchy that oversees the damned, whom are a key part of Avarus\xe2\x80\x99 efficiency. Middle management consists of the cubis, cube-headed humanoids who oversee all the other tasks. They report up to Mammon and ensure all operations run smoothly, overseeing the spheris. \n'b' The workers of Avarus are the spheris, who in turn oversee the damned rolling boulders to and fro within Avarus\xe2\x80\x99 great machines. The damned are a limitless power source that is used to power a variety of factories, of which the spheris operate, from hellfire gun assembly to infernal clockworks. \n'b' The guards of Avarus are brutal, partially insane things that only marginally resemble the humanoid souls they once were. They wield oversized weapons and are fond of flensing the skin right off of foes. Pyramis are usually used as muscle to keep the spheris and damned in line, but they can be fielded as troops as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Onyx Magistrate \n'b' Large construct , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 123 (13d10 + 52) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 16 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +8, Intimidation +8, Perception +8, Persuasion +8, Religion +6 Damage Resistances cold, fire, psychic Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , prone Senses darkvision 60 ft., passive Perception 18 Languages Common, Infernal Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The onyx magistrate is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The onyx magistrate has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The onyx magistrate\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice. \n'b' Scepter . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Necrotic Ray . Ranged Spell Attack : +8 to hit, range 30/120 ft., one target. Hit : 17 (3d8 + 4) necrotic damage. \n'b' Dire Judgement (1/Day) . Each creature of the onyx magistrate\xe2\x80\x99s choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can\xe2\x80\x99t regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic. \n'b'\n'b' Reactions \n'b'\n'b' Tip the Scales (Recharge 5-6) . The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed. \n'b'\n'b' About \n'b' This large onyx statue looks down critically from an ornate chair. \n'b' It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair. \n'b' Grand Sculptures . Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment. \n'b' Judge, Jury, and Executioner . Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a barbed devil or fiend of similar power, and some onyx magistrates bear traces of their diabolical heritage in the form of smoking embers for eyes or glowing cracks covering their bodies. \n'b' Construct Nature . The onyx magistrate doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oonlulth \n'b' Huge elemental, any evil \n'b' Armor Class 18 (natural) Hit Points 382 (45d12+90) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 15 (+2) INT: 19 (+4) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +8, Wis +9 Damage Immunities fire Condition Immunities frightened , grappled , petrified , poisoned , restrained Damage Resistances lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons Senses tremorsense 30 ft., darkvision 120 ft., passive Perception 13 Languages Primordial Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The oonlulth has advantage on saving throws against spells and other magical effects. \n'b' Aura of Darkness . A thick cloud of magic ash surrounds the oonlulth. The area within 30 feet of the oonlulth is considered darkness. Non-magical light is blotted out. Magical light can penetrate the area but only creates dim lighting. \n'b' Lightning Storm . When the creature manifests, the air around it becomes heated and charged. Each round, one creature within 30 feet of the oonlulth chosen at random is struck by lightning. The target can make a Dexterity save (DC 18), taking 22 (4d10) lightning damage on a failed save, or half as much on a successful save. \n'b' Regeneration . The oonlulth regenerates 20 hit points at the start of its turn as long as it is conscious. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oonlulth strikes three times with its hammer each turn. \n'b' Hammer . Melee Weapon Attack : +12 to hit, reach 15 ft., one creature. Hit : 22 (3d10+6) bludgeoning damage. This weapon is considered to be magical. Further, the target must make a Constitution save (DC 19). If the target fails the save, they suffer a crippling wound, effectively giving them a level of fatigue. \n'b'\n'b' ABOUT \n'b' The oonlulth have no true shape or form. Crushed by the weight of the world, their essence alone drifted through dark fissures and cracks in the stone; however, in the long years since their uprooting, the oonlulth have learned to take form. When in the lonely dark they are nothing more than a cloud of shadow, dark soot that flows across the ground in undulating waves. But when they take form they rise up, twisting their knowledge the under-deep, taking form with flame, lightning, and ash. They stand some 30 feet tall when fully roused with bodies vaguely humanoid. The ash that is their substance moves constantly, like clouds of dark smoke. As they walk, the ash rises in clouds and tumbles about their claw-like feet. They burn with a fire within, the sickly, white flames consuming their substance, making ever more ash for their form. They have no facial features, only the shadow of eyes, and a gaping mouth filled with an echoing white fire. In battle, the oonlulth prefer to wield a huge black hammer. Shaped after a sledgehammer this massive cudgel delivers immense damage. As soon as they take shape, the hammer appears in their hand, made of the same ash and flame as their bodies are. \n'b' Horrors of the Deep . The oonlulth are spirits of the deep. They dwell in deep caves, or dungeons long abandoned. They generally have no form or shape, though occasionally an oonlulth assumes a form and retains it. They linger in dark places, almost always large caverns. Their minds cannot imagine much beyond a vague form so when they do take shape, it is quick and always vaguely humanoid. \n'b' Haters of Life . They have no lusts, nor drive, nor are they possessed of any worldly thought other than to smother all things that live in their ash and fire. There are no worldly awards they seek, their treasure is usually scattered throughout their halls, left on the bodies of men and elves, dwarves or monsters that they have slain. \n'b' Aura of Ash . When the Oonlulth takes shape, a cloud of thick ash forms around it. This cloud blots out light, warms the air, and charges the area around the creature with electricity. The cloud immediately dissipates of the creature is slain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oozasis \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 7 Hit Points 217 (14d20 + 70) Speed 20 ft., burrow 20 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 5 (-3) CON: 20 (+5) INT: 8 (-1) WIS: 20 (+5) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3, Wis +9, Cha +5 Skills Deception +5, History +3, Insight +9, Perception +9 Damage Vulnerabilities cold Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19 Languages understands all languages but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The oozasis can move through a space as narrow as 1 foot wide without squeezing. \n'b' Oasis Appearance . While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis\xe2\x80\x99s body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis\xe2\x80\x99s water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water. \n'b' Ooze Nature . The oozasis doesn\xe2\x80\x99t require sleep. \n'b' Waters of Unfathomable Compulsion . A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas , the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oozasis makes three Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained . The oozasis can have up to two creatures grappled at a time. \n'b' Compelling Vapors (Recharge 5\xe2\x80\x936) . The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a DC 16 Constitution saving throw. On a failure, a creature takes 45 (10d8) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer tranquility or turmoil. A creature suffering tranquility is charmed and can\xe2\x80\x99t attack . A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The oasis appears as an idyllic desert respite, offering water, shade, and even edible fruit and nuts in the trees above. \n'b' Mockmire . The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between activity and dormancy. \n'b' Quest Givers . Within its odd physiology stirs an ancient mind with an inscrutable purpose. \n'b' Far from being a mindless sludge, its fractured intelligence occasionally reads the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons. \n'b' Ancient Minds . Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Black Pudding (Elder) \n'b' Family: Ooze - Black Pudding \n'b' Huge ooze , unaligned \n'b' Armor Class 8 Hit Points 147 (14d12 + 56) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 18 (+4) INT: 3 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning and piercing from nonmagical attacks Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrosive Form . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon made of metal or wood (or other organic material) that hits the pudding partly dissolves. After hitting the pudding, the weapon takes a permanent and cumulative -1 to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood (or other organic material) that hits the pudding is destroyed after dealing damage. The pudding can eat through 4-inch thick, nonmagical metal or wood (or other organic material) in 1 round. \n'b' Spider Climb . The pudding can climb difficult surfaces, including upside down and ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The pudding makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Reactions \n'b' Split . When a pudding that is Medium or larger is exposed to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points . Each new pudding has hit points equal to half the original pudding\xe2\x80\x99s, rounded down. New puddings are one size smaller than the original pudding. \n'b' About \n'b' Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month\xe2\x80\x99s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed. \n'b' Larger specimens of black puddings have been encountered in the deepest parts of the world, with Gargantuan individuals having up to 30 HD. Other colored puddings are rumored to exist, with white ones living in the arctic, brown ones living in swamps, and tan ones living in deserts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cacodaemon, Shrieking \n'b' Family: Daemons \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 133 (14d10 + 56) \n'b' Speed 0 ft., fly 20 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 18 (+4) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 \n'b' Skills Arcana +7 \n'b' Damage Immunities cold \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed, exhaustion, prone \n'b' Senses darkvision 120 ft., passive Perception 12 \n'b' Languages Abyssal, Infernal, telepathy 120 ft. \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The cacodaemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The cacodaemon can innately cast the following spells, requiring no somatic or material components: \n'b'\n'b' At will : blight, ice storm \n'b' 3/day : cone of cold \n'b' 1/day : freezing sphere (8th level) \n'b'\n'b' Magic Resistance . The cacodaemon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cacodaemon can use its Frightful Presence. It then either makes a bite attack or casts blight. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) piercing damage and 33 (6d10) psychic damage. If it takes psychic damage, the target can\xe2\x80\x99t take reactions until the end of its next turn. \n'b' Frightful Presence . Each creature of the cacodaemon\xe2\x80\x99s choice that is within 120 feet of the cacodaemon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that cacodaemon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Limited Possession (Recharge 6) . One creature other than a construct that the cacodaemon can see within 5 feet of it must succeed on a DC 17 Charisma saving throw or be possessed by the cacodaemon; the cacodaemon then disappears, and the target is incapacitated and loses control of its body. The cacodaemon now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The cacodaemon can\xe2\x80\x99t be targeted by any attack, spell, or other effect, except ones that banish fiends, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed. It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body takes damage and is left with half its maximum hit points (if it was already below half maximum hit points, the possession ends after any amount of damage), the cacodaemon ends it as a bonus action, or the cacodaemon is banished or forced out by an effect like the dispel evil and good spell. When the possession ends, the cacodaemon reappears in an unoccupied space within 5 feet of the body. The target is immune to that cacodaemon\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b'\n'b' ABOUT \n'b' A shrieking cacodaemon most often serves as leader of an elite squad of shock troops deployed at the personal command of an Archlord or other unique fiend, sowing chaos to make the attacks of its allies all the deadlier. Although they are eerily quiet outside combat, once engaged, shrieking cacodaemons loose resounding battle cries that echo for miles. The unearthly sound draws fiends from far away eager to watch the carnage. \n'b' When a mortal dares challenge a shrieking cacodaemon in melee or the cacodaemon wants to loose a devastating surprise attack, it can force its soul into the body of a mortal creature. It can be surprisingly clever about impersonating its victim when it knows the strategic stakes are high, but most of the time it maintains its habitual silence until it is in position to lay waste to all the mortals nearby. The shrieking cacodaemon knows its control is easier to break than a ghost\xe2\x80\x99s possession, such as by damaging the host, so it favors possessing targets with effective ranged attacks that can stay far away from allies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Gray Ooze (Advanced) \n'b' Family: Ooze - Gray \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 114 (12d10 + 48) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrode Metal . Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 3-inch-thick nonmagical metal in 1 round. \n'b' False Appearance . While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. \n'b' Actions \n'b' Multiattack . The ooze makes three Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Ochre Jelly (Advanced) \n'b' Family: Ooze - Ochre Jelly \n'b' Huge ooze , unaligned \n'b' Armor Class 8 Hit Points 126 (12d12 + 48) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 18 (+4) INT: 4 (-3) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Damage Immunities lightning, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amorphous . The jelly can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage plus 14 (4d6) acid damage. \n'b' Reactions \n'b' Split . When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points . Each new jelly has hit points equal to half the original jelly\xe2\x80\x99s, rounded down. New jellies are one size smaller than the original jelly. \n'b' About \n'b' Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter-in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill. Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies. \n'b' An ochre jelly\xe2\x80\x99s highly specialized acid only dissolves flesh. This discovery has led many poisoners and hack alchemists to search out specimens for their tinkering. Some specialized weapons have resulted from these experiments that target the living body in wicked ways. Rumors of a slow-release poison that breaks down the cellular walls in living creatures surfaced a few years ago, but its creator guards the secret with his life. \n'b' Notes in a long-forgotten tome mention a burial practice used in faraway places that resembles cremation. Instead of burning the corpse to ashes, the practitioners seal the body into a stone sarcophagus with an ochre jelly so it can dissolve the body. Afterward, the morticians place the ochre jelly into a large canopic jar, complete with a bronze plaque naming the deceased. This practice protects items entombed with the body (which is quickly reduced to nothing but a polished skeleton), and the creature\xe2\x80\x99s essence, it is believed, still rides along with the living jelly. \n'b' Ochre jellies stand about 6 inches tall, spread out to a little over 10 feet in diameter, and weigh upward of 2,600 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slam and grapple anything that moves. \n'b' Although the typical ochre jelly has stats as presented here, in the deepest reaches of the underground world these mindless predators can grow to enormous sizes. Perhaps more disturbing, though, are rumors of ochre jellies that have developed additional methods of capturing prey. Adventurers speak of jellies capable of poisoning foes with a touch or exuding clouds of noxious gas that burns the eyes and throat, leaving those who draw too near helpless as the immense protoplasmic beast slithers over their bodies and begins to feed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Alchemical Apprentice \n'b' The pile of color-changing ooze springs to life on the refuse heap behind an alchemical laboratory. \n'b' Small ooze , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 63 (14d6 + 14) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 13 (+1) INT: 16 (+3) WIS: 6 (-2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5 Damage Resistances acid, cold, fire, poison Condition Immunities blinded , charmed , deafened, frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages understands Common but can\xe2\x80\x99t speak, telepathy 10 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Absorb Potion . The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it. \n'b' Ooze Nature . An alchemical apprentice ooze doesn\xe2\x80\x99t require sleep. \n'b' Perishable . These oozes don\xe2\x80\x99t fare well in sunlight and don\xe2\x80\x99t easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its \xe2\x80\x9cbirth\xe2\x80\x9d place, the ooze must succeed on a DC 12 Constitution saving throw or die. \n'b' Produce Potion (1/day) . The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 1) bludgeoning damage. \n'b' Magical Burble . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 10 (3d6) acid, cold, fire, or poison damage. \n'b' About \n'b' It\xe2\x80\x99s Alive! Alchemical apprentice oozes form spontaneously from the waste product of alchemy labs. The creatures do not travel far from the source of their birth, as it is often the only supply of food in the region. \n'b' Assistants and Guardians . Alchemists keep these oozes as pets and assistants in their labs. The creatures possess a surprising intelligence pertaining to alchemy and can help an alchemist in her work. They require little care and can survive a very long time on a small pile of sulfur or similar compounds. They seem to absorb minerals and garbage without ill effect. The oozes often offer protection to a laboratory, as their survival is linked to its continued usage. \n'b' Burbling and Bubbling Sounds . When an alchemical apprentice ooze uses its telepathy, it emits a series of blurbs, blops, and other rather liquid and sometimes almost-sensible sounds. Those hearing these noises often become convinced it is a dialect of Aquan.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Ale \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 30 (4d10 + 8) Speed 10 ft., climb 10 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Damage Immunities lightning, poison, psychic, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus humanoids must make a successful DC 12 Constitution saving throw become intoxicated. Once intoxicated the target gain one level of exhaustion and is at disadvantage for all saving throws, ability checks, and attack rolls for 10 minutes. The target can repeat the saving throw at the end of each of the ooze\xe2\x80\x99s turns. \n'b' Reactions \n'b' Split . When an ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 15 hit points . Each new ooze has hit points equal to half the original ooze\xe2\x80\x99s, rounded down. New oozes are one size smaller than the original ooze. \n'b' About \n'b' As a rowdy tavern closes its doors, a large amber creature slides past the bar. It moves across the floor towards an innocent barkeep. His scream goes unheard on the nearby deserted street. \n'b' Like other oozes, they are attracted by the warmth of living creatures. Therefore, they are especially fond of taverns, inns, and other places where many humanoids gather. It will attack with its pseudopods to weaken and intoxicate its victims. Finally, the ooze will ingest their bodies. \n'b' Ale oozes are most active at night. Tavern staff often have to check under tables, on the ceilings, in the kitchen, and in storerooms to make sure they are safe. An ale ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Amber \n'b' Tiny ooze , unaligned \n'b' Armor Class 8 Hit Points 13 (3d4 + 6) Speed 10ft., climb 10 ft.\n'b' STATS STR: 12 (+1) DEX: 8 (-2) 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 acid Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move. \n'b' Infuse . A victim that has ingested an amber ooze must make a DC 12 Constitution saving throw. On a successful saving throw, the amber ooze is expelled from the host\xe2\x80\x99s body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host\xe2\x80\x99s body. The amber ooze has total cover from effects outside the host\xe2\x80\x99s body, and is blind and deafened. While the amber ooze is infused, the host creature must succeed on a DC 12 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to 0 hit points , its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as lesser restoration . \n'b'\n'b' Actions \n'b'\n'b' Attach . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11 Strength ( Athletics ) check to pull the ooze from the creature it is attached to. \n'b'\n'b' About \n'b' This creature resembles a small pool of liquid the color and consistency of mead. \n'b' Amber oozes were created by an evil wizard as a means of gaining control over the elders of a powerful city. He bred many of the creatures in secret and sealed them into kegs of ale, then hired merchants to distribute this ale throughout the city. The wizard was ultimately slain and the city saved by a band of heroic adventurers. \n'b' Unknown to the adventurers, the merchants had wanted to line their own pockets without the knowledge of their employer. Unaware of the plot they sold some of the kegs of ale in illegal markets. Now, many of the kegs containing amber oozes have been shipped to other cities and the creatures are spreading. When an amber ooze divides, one of the new creatures seeps out of the keg to find its own lair. Stacked in rows with other kegs of uncontaminated ale, amber oozes can quickly take over a storeroom or pantry. \n'b' An amber ooze is approximately 1 foot in diameter and is a dark amber color. The designs of the mad mage even provided the amber ooze with the scent of mead or heady ale. Amber oozes can lay in a state of hibernation for years, coming out of it only to replicate \xe2\x80\x93 a process they undergo once every few months \xe2\x80\x93 or when they are alerted by movement of the keg. \n'b' When a keg containing an amber ooze is tapped, the creature makes its way to the opening. Within the drawing of a few drinks, the amber ooze squeezes out of the tap and into the mug. As soon as the victim drinks, the ooze forces itself down the victim\xe2\x80\x99s throat and into its belly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Amber \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 76 (9d10 + 27) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 17 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Arboreal Movement . The ooze can move through trees as if they were difficult terrain . Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed. \n'b' Spider Climb . The ooze 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' Multiattack . The amber ooze uses its Engulf. It then makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage. \n'b' Engulf . The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the ooze enters a creature\xe2\x80\x99s space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature\xe2\x80\x99s space and the creature is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and, after 1d4 rounds, the creature is petrified . A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength ( Athletics ) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. \n'b'\n'b' About \n'b' Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved. \n'b' Arboreal Origins . With magical trees comes magical sap.\xc2\xa0An amber ooze is created when a magical tree, usually a treant, is felled or drained of its sap. Most amber oozes are large, orange blobs of sap that pick up anything they come across. \n'b' Preserved Innards . While most oozes are made of corrosive materials and dissolve their prey, the amber ooze subsists on dead plant matter and preserves animals inside it. Though unintelligent, amber oozes contain a portion of their progenitor tree\xe2\x80\x99s desire to protect life in the forest. If an amber ooze comes across a living creature, it immediately attempts to engulf the creature to preserve it. \n'b' Ooze Nature . An amber ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Malforma (Pyramis) \n'b' Family: Avarite \n'b' Medium fiend (avarite), lawful evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 60 (8d8 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Perception +4 \n'b' Damage Immunities fire \n'b' Condition Immunities charmed , frightened \n'b' Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 14 \n'b' Languages understands Infernal but can\xe2\x80\x99t speak \n'b' Proficiency Bonus +3 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the pyramis can move up to its speed toward a hostile creature that it can see. \n'b' Helmet Defense . Malforma have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their helmet. \n'b' Magic Resistance . The pyramis has advantage on saving throws against spells and other tragical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pyramis makes two melee attacks . \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage \n'b' Unarmed Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the pyramis can\xe2\x80\x99t use this hand on another target or wield its greatsword. The pyramis has two hands. If this attack is a critical hit, the target also can\xe2\x80\x99t breathe or speak until the grapple ends. \n'b' Flense . Melee Weapon Attack : +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the pyramis. Hit : The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points , the pyramis kills the target by tearing its skin off. Each creature of the pyramis\xe2\x80\x99 choice that is within 60 feet of it and able to see it must succeed on a DC 15 Wisdom saving throw or be frightened of the pyramis for 1 minute. While frightened in this way, a creature is incapacitated , can\xe2\x80\x99t understand what others say, can\xe2\x80\x99t read, and speaks only in gibberish; the DM controls the creature\xe2\x80\x99s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the pyramis\xe2\x80\x99 flense effect for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Unbridled Fury . In response to being hit by a melee attack , the pyramis can make one melee weapon attack with advantage against the attacker. \n'b'\n'b' ABOUT \n'b' Malforma are the rank-and-file of Avarus, arranged by rank. They work in a very strict hierarchy that oversees the damned, whom are a key part of Avarus\xe2\x80\x99 efficiency. Middle management consists of the cubis, cube-headed humanoids who oversee all the other tasks. They report up to Mammon and ensure all operations run smoothly, overseeing the spheris. \n'b' The workers of Avarus are the spheris, who in turn oversee the damned rolling boulders to and fro within Avarus\xe2\x80\x99 great machines. The damned are a limitless power source that is used to power a variety of factories, of which the spheris operate, from hellfire gun assembly to infernal clockworks. \n'b' The guards of Avarus are brutal, partially insane things that only marginally resemble the humanoid souls they once were. They wield oversized weapons and are fond of flensing the skin right off of foes. Pyramis are usually used as muscle to keep the spheris and damned in line, but they can be fielded as troops as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Assembly \n'b' Medium ooze , unaligned \n'b' Armor Class 13 Hit Points 8 (1d8+4) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 18 (+4) INT: 1 (-5) WIS: 6 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 8 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assemble . Assembly oozes can shape raw materials and manipulate parts to create finished products. They can also disassemble existing mundane items to obtain raw materials. Given access to materials, the ooze will create random arms, armor, tools and adventuring equipment until the materials run out. \n'b'\n'b' ACTIONS \n'b'\n'b' Disassemble . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 4 (1d6 + 1) acid damage. \n'b'\n'b' ABOUT \n'b' Thought to have been created as a biotechnological replacement for automation processes, assembly oozes are essentially cores of nanobots suspended within blobs of animated protoplasm. As the ooze absorbs raw materials, the nanobots work at the molecular level to turn that matter into a functioning technological device, the blueprints of which have been entered into the machines\xe2\x80\x99 original programming. \n'b' An assembly ooze resembles a human-sized, silvery cube, though its amorphous form allows it to slip through incredibly small openings. As it moves, surging forward on its pseudopods, random scraps the ooze has already collected sometimes float near the creature\xe2\x80\x99s surface before quickly disappearing into its form. Entirely focused on absorbing and reshaping any available technology, assembly oozes usually ignore organic matter, living or otherwise, unless threatened. However, should a creature have mechanical or cybernetic elements attached to or incorporated into its physical form, an assembly ooze could very well cause that creature incidental harm in its attempts to harvest the technological parts. Sentient robots are extremely wary of assembly oozes, as their entire bodies could be targeted for processing into raw resources. \n'b' Corrupted Technology . Due to sloppy programming procedures, the code embedded within an assembly ooze has an unfortunate tendency to easily become corrupted, causing the ooze to haphazardly deconstruct any nearby tech and use the pieces to build random items. The first time this occurred, several assembly oozes escaped the ensuing purge and built copies of themselves, eventually spreading to various shadowy corners of the galaxy. \n'b' While these rogue oozes are not all that dangerous and have no innate malice, they are the bane of space stations, starships, weapon depots, and anywhere else technology is present. When discovered in such a location, assembly oozes are ruthlessly exterminated, lest their nonstop disassembling of all things mechanical and electronic destroy critical systems\xe2\x80\x94to say nothing of the new, potentially lethal devices left in their wake. While assembly oozes are still used in some factories and its more toxic moons, their use is highly regulated.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Blood \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 76 (8d10 + 32) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 18 (+4) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, necrotic, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Blood Drain . A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction . Its temporary hp can\xe2\x80\x99t exceed half its maximum hp . If the ooze takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the ooze\xe2\x80\x99s next turn, although it retains any temporary hp it previously gained. \n'b' Ooze Nature . A blood ooze doesn\xe2\x80\x99t require sleep. \n'b' Spider Climb . The ooze 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' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken. \n'b'\n'b' Reactions \n'b'\n'b' Overflow . When the blood ooze is hit with a melee attack , it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken. \n'b'\n'b' About \n'b' A slick of spilled blood lurches forward as it senses nearby blood, revealing itself to be a heavy mound of sticky, crimson sludge. \n'b' Blood Seeking . Like a vampire, a blood ooze craves hot, fresh blood. It draws the blood out of its victims, leaving nothing behind but a dry and withered husk. \n'b' Temple Guardians . Blood oozes are often found as guardians of shrines, blood vaults, or temples where dark gods are propitiated with human or animal blood. The congealed remains of these sacrifices sometimes take on the dark energies of their surroundings and answer unholy prayer. In most cases, this means that they obey the directives of the temple\xe2\x80\x99s high priest in exchange for an occasional meal from an initiate or supplicant.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Blood \n'b' Tiny beast , unaligned \n'b' Armor Class 9 Hit Points 1 (1d2) Speed 1 ft.\n'b' STATS STR: 1 (-5) DEX: 8 (-1) CON: 10 (+0) INT: 2 (-5) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Replicate . Each successful bite that causes damage instantly spawns a new blood ooze. The newly created blood ooze will immediately attack as well, seeking to replicate again. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 0 ft., one target. Hit : 1 hp necrotic damage. \n'b'\n'b' ABOUT \n'b' Blood oozes are tiny, wormlike creatures, roughly 1 inch in length. They are fat to the point of looking as if they will explode, and they are segmented like maggots but colored a distinct dark red. On either end of the worm are small teeth-lined apertures, which they use to bite their victims. They move by sliding and pulling themselves along. Their skin is thin, almost translucent, allowing one to see shadows of veins within the creature. They are soft and smash very easily. When smashed, they explode with a pop, splattering tissue and blood everywhere. \n'b' Magical Creations . The blood ooze is a magical creature formed in the laboratories of evil wizards. These creatures exist to cause pain and suffering, serving many an evil lord as a plague upon their victims. The worms reproduce so quickly that any region afflicted with only a few can suddenly find itself swamped with thousands of them. Blood oozes do not need food or water due to their magical nature. They only seek \xe2\x80\x9cfood\xe2\x80\x9d to create more of themselves. \n'b' Duplication . If the blood ooze scores a successful hit that does 1 point of damage, the worm releases and moves to bite again. The wound sprouts a second blood worm, replicating the first one almost immediately. \n'b' Hordes of the Things . Blood oozes are dangerous creations, for when they strike a victim and cause damage, they instantly replicate, splitting in two. The second blood ooze immediately attacks. In this way a few blood oozes can turn into scores and threaten even the most powerful.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Creusadaemon \n'b' Family: Daemons \n'b' Medium fiend (daemon), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 17 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +4, Cha +5 Skills Intimidation +5, Medicine +4, Perception +4, Stealth +7 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Daemon Fever . A creature exposed to daemon fever must make a DC 14 Constitution saving throw. On a success, the creature is not infected and gains advantage on the next saving throw against disease it makes within the next 30 days. On a failure, the creature becomes diseased and gains one level of exhaustion , unless it is already infected with daemon fever. The diseased creature repeats the saving throw every 24 hours, gaining a level of exhaustion on each failure. This exhaustion can\xe2\x80\x99t be removed until the disease is cured. After 3 successes, the disease is cured. \n'b' Feversense . The creusadaemon can magically pinpoint the location of any creature with a disease within 60 feet. \n'b' Innate Spellcasting . The creusadaemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The creusadaemon can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , dimension door \n'b' 3/day : dispel magic \n'b'\n'b' Springing Leap . The creusadaemon\xe2\x80\x99s long jump is up to its speed and its high jump is up to half its speed, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creusadaemon attacks twice with its bite or twice with its heavy crossbow. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 3 (1d6) necrotic damage, and the target is exposed to daemon fever. \n'b' Heavy Crossbow . Ranged Weapon Attack : +7 to hit, range 100/400 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) necrotic damage, and the target is exposed to daemon fever. \n'b' Inflame Fever . One creature within 30 feet of the creusadaemon that the creusadaemon can see is exposed to daemon fever. If the creature is already infected with daemon fever, it instead makes a saving throw against the disease as if 24 hours had passed. \n'b'\n'b' ABOUT \n'b' Creusadaemons are the daemonic incarnation of death by fever. Manifesting as humanoid fleas with reptilian mouths and eyes, these daemons boast amazing leaping abilities thanks to their long, powerful legs. Like fleas, a creusadaemon\xe2\x80\x99s limbs and backs are covered in long, hard, needle-like bristles; unlike fleas, these monsters can pluck and fire their bristles like bolts from their infernal crossbows. \n'b' These vile daemons love nothing so much as watching a mortal\xe2\x80\x99s body turn on itself. To creusadaemons, a victim\xe2\x80\x99s burning fever, chilling shakes, and phlegmatic cough combine to create a beautiful symphony of agony. To other daemons, however, a creusadaemon\xe2\x80\x99s meddling is sometimes more of a detriment than a boon; the same magical fever that a creusadaemon induces in a mortal can, in fact, ultimately purge the victim of the disease inflicted on it by some other daemon. No matter to the creusadaemon-so long as there is a chance of the person dying, this monstrous flea cares little about anything else. \n'b' When encountered in a group, creusadaemons often consort with other daemons whose dominion causes or overlaps with high fevers and sickly symptoms, such as leukodaemons and piscodaemons. However, creusadaemons are highly unpredictable, bouncing from foe to foe and even inadvertently curing diseased adversaries, and so many other daemons view their flealike kin as the nuisance that they are.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Brown Pudding \n'b' Large ooze , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 68 (8d10 + 24) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing from nonmagical attacks Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrosive Form . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of wood or other organic material that hits the pudding partly dissolves. After hitting the pudding, the weapon takes a permanent and cumulative -1 to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of wood or other organic material that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch thick, nonmagical wood or other organic material in 1 round. \n'b' Spider Climb . The pudding can climb difficult surfaces, including upside down and ceilings, without needing to make an ability check. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical armor made of leather or other organic material worn by the target is partly dissolved and takes a permanent and cumulative -1 to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Reactions \n'b' Split . When a pudding that is Medium or larger is exposed to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points . Each new pudding has hit points equal to half the original pudding\xe2\x80\x99s, rounded down. New puddings are one size smaller than the original pudding. \n'b' About \n'b' A variety of the black pudding, the brown pudding is found only in temperate and subtropical swamps. It is dark brown in color. They attack by grabbing and constricting their prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Corrupting \n'b' Large ooze , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 115 (10d10 + 60) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 22 (+6) INT: 4 (-3) WIS: 2 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances bludgeoning, slashing Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ooze Nature . The ooze doesn\xe2\x80\x99t require sleep. \n'b' Putrid Stench . A creature that starts its turn within 5 feet of the corrupting ooze must succeed on a DC 14 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corrupting ooze makes two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or one nonmagical leather, metal, or wooden item the creature is wearing or carrying is destroyed. This effect can\xe2\x80\x99t destroy armor or weapons. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) poison damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reshape Body . The corrupting ooze can reshape its mass into a vaguely Humanoid shape or back into its amorphous shape. It reverts to its amorphous shape if it dies. While in a Humanoid shape, it can take any action that requires hands, except it can\xe2\x80\x99t wield weapons or a shield or don armor. \n'b'\n'b' ABOUT \n'b' The ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer. It leaves a stinking trail of acidic slime wherever it goes. \n'b' Swim and Walk . A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets. Its stench and its lack of speech, however, make it unlikely that anyone might mistake it for a person. They are frequently soldiers and servants to heralds of blood and heralds of darkness. \n'b' Dissolve Bones . A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything in a matter of minutes. This function makes them an important element of certain dark rituals. \n'b' Strong Swimmer . A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Crystal \n'b' Medium ooze , unaligned \n'b' Armor Class 9 \n'b' Hit Points 30 (4d8 + 12) \n'b' Speed 20 ft., swim 20 ft.\n'b' STATS STR: 13 (+1) DEX: 8 (\xe2\x80\x931) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 6 (\xe2\x80\x932) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 \n'b' Damage Immunities acid, cold, fire \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/2 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The crystal ooze can move through a space as narrow as one inch wide without squeezing. \n'b' Corrode Metal . Any nonmagical weapon made of wood or other organic material that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative \xe2\x80\x931 penalty to damage rolls . If its penalty drops to \xe2\x80\x935, the weapon is destroyed. Nonmagical ammunition made of wood or other organic material that hits the ooze is destroyed after dealing damage. The ooze can eat through two-inch-thick, nonmagical wood, leather, or other organic material in one round. \n'b' False Appearance . While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. \n'b' Partially Amphibious . Crystal oozes can survive out of the water for five hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crystal ooze makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical leather armor, its armor is partly corroded and takes a permanent and cumulative \xe2\x80\x931 penalty to the Armor Class it offers. The armor is destroyed if the penalty reduces its Armor Class to 10. In addition, a creature hit by this attack must succeed on a DC 14 Constitution saving throw or become paralyzed . A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b'\n'b' ABOUT \n'b' The crystal ooze is an aquatic variety of the gray ooze . It is semitransparent and clear, almost impossible to see in the water, and looks like nothing more than a puddle of water. The crystal ooze can grow to a length of up to eight feet and a thickness of about six inches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Dun Pudding \n'b' Large ooze , neutral \n'b' Armor Class 9 Hit Points 68 (8d10 + 24) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 (+4 if not moving) Damage Resistances piercing from nonmagical attacks Damage Immunities acid, fire, lightning, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrosive Form . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood (or other organic material) that hits the pudding partly dissolves. After hitting the pudding, the weapon takes a permanent and cumulative -1 to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood (or other organic material) that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch thick, nonmagical metal or wood (or other organic material) in 1 round. \n'b' Spider Climb . The pudding can climb difficult surfaces, including upside down and ceilings, without needing to make an ability check. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Reactions \n'b' Split . When a pudding that is Medium or larger is exposed to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points . Each new pudding has hit points equal to half the original pudding\xe2\x80\x99s, rounded down. New puddings are one size smaller than the original pudding. \n'b' About \n'b' A variety of the black pudding, the dun pudding is found only in warm, dry, arid regions. It is light tan or brown in color. \n'b' Dun puddings attack by grabbing and constricting their prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Ebon \n'b' Huge ooze , neutral evil \n'b' Armor Class 8 Hit Points 150 (12d12 + 72) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 23 (+6) DEX: 7 (-2) CON: 23 (+6) INT: 8 (-1) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, thunder Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amorphous . The ebon ooze can move through a space as narrow as one inch without squeezing. \n'b' Negative Energy Affinity . An ebon ooze is healed by negative energy attacks and harmed by positive energy. When an ebon ooze is subjected to necrotic damage, instead of losing hit points , it heals a number of hit points equal to the damage dealt, up to its hit point maximum. Casting a healing spell on the ebon ooze inflicts an amount of damage equal to the number of hit points the spell would have healed. \n'b' Slimy Doom . A creature that touches the ebon ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) necrotic damage and must make a DC 15 Constitution saving throw. On a failure, the creature begins to bleed uncontrollably and has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after three successful saving throws. The disease can also be cured by a greater restoration or heal spell. \n'b' Sunlight Sensitivity . While in sunlight, the ebon ooze has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage and 18 (4d8) necrotic damage. The creature must succeed on a DC 15 Constitution saving throw or be infected with slimy doom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Eldritch \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 153 (18d10 + 54) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The eldritch ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Maddening Form . When a creature with an Intelligence of 3 or higher that can see the eldritch ooze starts its turn within 30 feet of the ooze, the ooze can force it to make a DC 14 Wisdom saving throw if the ooze isn\xe2\x80\x99t incapacitated and can see the creature. If the creature fails, it takes 7 (2d6) psychic damage and is incapacitated until the end of its turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the eldritch ooze until the start of its next turn, when it can avert its eyes again. If the creature looks at the ooze in the meantime, it must immediately make the saving throw. \n'b' Spider Climb . The eldritch ooze 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' Void-Infused Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) psychic damage. The target must succeed on a DC 14 Wisdom saving throw or its Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b'\n'b' Reactions \n'b'\n'b' Split . When an eldritch ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hp. Each new ooze has hp equal to half the original ooze\xe2\x80\x99s, rounded down. New oozes are one size smaller than the original ooze. \n'b'\n'b' About \n'b' The dark gelatinous creature\xe2\x80\x99s form constantly shifts and swirls incomprehensibly. \n'b' There are places in the depths of the world where the barrier between the Material Plane and the Void grows thin. When a black pudding spends too much time in one of these places, it absorbs the foul energies and becomes an eldritch ooze. These creatures move mindlessly through the lightless depths, seeking wills to destroy. \n'b' Drawn to Madness . Despite their mindlessness, eldritch oozes seem to be drawn to areas where madness is already rampant. When they escape to the surface world, they inevitably migrate to asylums or other locations where the insane congregate. \n'b' Ooze Nature . An eldritch ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Flesh Pudding \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 68 (8d10 + 24) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 7 (-2) CON: 17 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities piercing, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing. \n'b' Reactive Regeneration . When the pudding is exposed to piercing or slashing damage, it regains 6 hit points . \n'b' Spider Climb . The pudding can climb difficult surfaces, including upside down and ceilings, without needing to make an ability check. \n'b' Tumorous Form . Any creature who touches the pudding or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Constitution saving throw or contract a tumorous disease which manifests immediately. The diseased creature suffers disadvantage on Charisma checks and -2 on attack rolls, and its hit point maximum is reduced by 10 for every 24 hours that elapse. Magic such as a lesser restoration spell cures the disease. If the disease reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and reanimates in 2 (1d4) hours as a flesh pudding. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must make a DC 14 Constitution saving throw. On a failure, the creature is afflicted with a tumorous disease. The diseased target suffers disadvantage on Charisma checks and -2 on attack rolls, and its hit point maximum is reduced by 10 for every 24 hours that elapse. Magic such as a lesser restoration spell will cure the disease. If the disease reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and reanimates in 2 (1d4) hours as a flesh pudding. \n'b' Devour Corpse . The pudding consumes the dead body of a creature at least Small in size. It gains a cumulative +1 to attack and damage rolls for 1 minute and regains 12 hit points . Any points beyond its hit point maximum are treated as temporary hit points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Malforma (Spheris) \n'b' Family: Avarite \n'b' Medium fiend (avarite), lawful evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire \n'b' Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages Infernal \n'b' Proficiency Bonus +2 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Helmet Defense . Malforma have advantage against being blinded , deafened , knocked unconscious , and gaze attacks while wearing their helmet. \n'b' Magic Resistance . The spheris has advantage on saving throws against spells and other tragical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Malforma are the rank-and-file of Avarus, arranged by rank. They work in a very strict hierarchy that oversees the damned, whom are a key part of Avarus\xe2\x80\x99 efficiency. Middle management consists of the cubis, cube-headed humanoids who oversee all the other tasks. They report up to Mammon and ensure all operations run smoothly, overseeing the spheris. \n'b' The workers of Avarus are the spheris, who in turn oversee the damned rolling boulders to and fro within Avarus\xe2\x80\x99 great machines. The damned are a limitless power source that is used to power a variety of factories, of which the spheris operate, from hellfire gun assembly to infernal clockworks. \n'b' The guards of Avarus are brutal, partially insane things that only marginally resemble the humanoid souls they once were. They wield oversized weapons and are fond of flensing the skin right off of foes. Pyramis are usually used as muscle to keep the spheris and damned in line, but they can be fielded as troops as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Foxfire \n'b' Smelling a bit like ozone and looking like a cloud of glowing lights, this ooze is filled with strange lines of dots and nerve-like filaments. \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 126 (12d10 + 60) Speed 20 ft., climb 20 ft., swim 20 ft., fly 10 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 20 (+5) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, lightning Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Ambusher . The ooze has advantage on attack rolls against any creature it has surprised. \n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Lightning Storm . A creature that touches the ooze while wearing metal or hits it with a melee attack with a metal weapon takes 9 (2d8) lightning damage and triggers a lightning storm. All creatures within 20 feet of the ooze that are holding or wearing metal must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage. \n'b' Ooze Nature . A foxfire ooze doesn\xe2\x80\x99t require sleep. \n'b' Spider Climb . The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The foxfire ooze makes three pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 20 (3d10 + 4) bludgeoning damage plus 4 (1d8) lightning damage. \n'b' About \n'b' Cloud of Glowing Lights . From a distance, a foxfire ooze often resembles swamp gas or a cloud of fireflies. Its amorphous shape is filled with tiny glowing lights, generally green or yellow but sometimes orange, blue, purple, or even pink. A potential prey\xe2\x80\x99s curiosity is often what brings it close enough to strike. \n'b' Natural Swimmers . Foxfire oozes are able to swim for short distances. Some even use ponds, slow -moving streams, or underground pools as lairs and breeding areas. \n'b' Open Sky Hunter . Foxfire oozes are not relegated to caverns and dim sewers and are often found in rivers, forests, marshlands, and even sometimes in open plains, especially when storms threaten. A foxfire ooze encountered during a lightning storm is particularly aggressive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Gelatinous Cube \n'b' Large ooze , unaligned \n'b' Armor Class 6 Hit Points 84 (8d10 + 40) Speed 15 ft.\n'b' STATS STR: 14 (+2) DEX: 3 (-4) CON: 20 (+5) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ooze Cube : The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube\xe2\x80\x99s Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. \n'b' Transparent : Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube\xe2\x80\x99s space while unaware of the cube is surprised by the cube. \n'b' Actions \n'b' Pseudopod : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 10 (3d6) acid damage. \n'b' Engulf : The cube moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the cube enters a creature\xe2\x80\x99s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the cube\xe2\x80\x99s turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. \n'b' About \n'b' Bits of broken weapons, coins, and a partially digested skeleton are visible inside this quivering cube of slime.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cyhyraeth \n'b' Family: Daemons \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 187 (25d8+75) Speed fly 40 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 27 (+8) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +13, Dex +13 Skills Intimidation +13, Perception +8, Stealth +13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 18 Languages Common Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rejuvenation . When a cyhyraeth is destroyed, it reforms in 5 (2d4) days at its location of origin. To permanently destroy a cyhyraeth, a hallow spell must be cast at its location of origin and no deaths can occur in the area of the spell while it is being cast. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cyhyraeth makes two cursed staff attacks. \n'b' Cursed Staff . Melee Weapon Attack : +13 to hit, 5 ft. reach, one target. Hit : 14 (1d12 + 8) bludgeoning damage and 16 (3d10) necrotic damage. A creature damaged in this way must succeed a DC 18 Wisdom saving throw or imagine that the cyhyraeth is covered in mist, obscuring their view of it. The creature has disadvantage on attack rolls against the cyhyraeth and the cyraeth has advantage on attack rolls against the creature until the end of the affected creature\xe2\x80\x99s next turn.\n'b'\n'b' Curse of Accidents (1/Day). The cyhyraeth can curse a location up to 100 feet in radius. For 24 hours, any creatures that roll a 1 on an attack roll or ability check takes 5d6 points of damage from some accident that happens. The GM should decide the type of damage dealt. \n'b'\n'b' REACTIONS \n'b'\n'b' Corpselight Attraction (1/Day) . When the cyhyraeth kills a living creature, it can summon a will-o\xe2\x80\x99wisp from the corpse. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cyhyraeth 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. \n'b' The cyhyraeth regains spent Legendary Actions at the star t of its turn. \n'b'\n'b' Cursed Staff . The cyhyraeth makes a cursed staff attack . \n'b' Heart Grip . The cyhyraeth chooses one creature it can see and forces it to make a DC 18 Charisma saving throw. On a failure, the creature is stunned until the end of its next turn. \n'b' Moan of Demise (Costs 2 Actions). The cyhyraeth utters a horrible moan of agony which causes all creatures within 100 feet to attempt a Wisdom saving throw. On a failure, a creature is frightened for 1 minute. A frightened creature can attempt a new saving throw at the end of each of its turns to end this effect. \n'b'\n'b' ABOUT \n'b' A cyhyraeth is a spirit that arises after a tragic death has claimed its life along with others. Its hazy and indistinct appearance results from the many different echoes of those who died along with the spirit. While a cyhyraeth is intrinsically tied to the site of the tragedy, it is not limited to that site and travels to various locations, acting as a harbinger of death wherever it travels. It is attracted to imminent mass deaths, like those caused by a massive battle or an accident involving many casualties, or the imminent demise of powerful or important figures. The spirit keeps its ears open for rumors of upcoming conflicts or persistent problems at a site to determine the whereabouts of its next haunting. It also listens for news on traveling personages of interest. \n'b' Symbol of Death . Macabrely complementing its role as a harbinger of death, a cyhyraeth has a suite of preternatural capabilities allowing it hasten death wherever it appears. At important and troubled locales, it spends considerable time determining how events will transpire to trigger multiple deaths. While it does this, it imbues the location with a curse, such that any trivial accident compounds itself. A cyhyraeth prefers seagoing vessels as its primary targets, where a simple mistake by a ship\xe2\x80\x99s captain or during an innocuous task performed by the crew results in the ship foundering with all hands on board. Other targets for its curse are tenement buildings on the verge of collapse or areas beset by regular fires or by a virulent disease. \n'b' Destroying a cyhyraeth is difficult, since it rarely sticks around to allow its victims to complete the deed, and is half of the solution to eliminating it. Finding its location of origin, sanctifying the spot where it died, and ensuring no deaths occur on the site is the only way to truly rid the world of a cyhyraeth. \n'b' Mortal Moaning . On a more personal level, a cyhyraeth lets loose with a moan not unlike that uttered by a person on the verge of death. Hearing the moan hastens the listener\xe2\x80\x99s death by causing it to become more susceptible to physical harm. \n'b' Hearing the moan a total of three times causes the listener to drop dead. While the cyhyraeth typically has a target chosen as the recipient of its inexorable death-bringing, its moan doesn\xe2\x80\x99t discriminate and affects all creatures within listening distance. The spirit desires to remain until it kills its intended target but is satisfied if it weakens its target and must flee because of stiff resistance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Giant Shark Bowl \n'b' Huge ooze , unaligned \n'b' Armor Class 6 \n'b' Hit Points 172 (15d12 + 75) \n'b' Speed 20 ft., swim 20 ft.\n'b' STATS STR: 23 (+6) DEX: 3 (-4) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, slashing \n'b' Damage Immunities lightning \n'b' Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The giant shark bowl can breathe air and water. \n'b' Blood Frenzy . The giant shark bowl has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Electrical Charge . When the giant shark bowl is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, its attacks deal an extra 2 (1d4) lightning damage. \n'b' Ooze Fish Bowl . The shark bowl takes up its entire space. Other creatures can enter the space, but they are subjected to the bowl\xe2\x80\x99s Engulf and have disadvantage on the saving throw. Creatures inside the bowl can be seen but have total cover . A creature within 5 feet of the bowl can take an action to pull a creature out. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 22 (3d10 + 6) piercing damage. The bowl can hold one Large creature or up to six Medium or smaller creatures inside it at a time. \n'b' Ooze Nature . The giant shark bowl doesn\xe2\x80\x99t require sleep. \n'b' Symbiotically Bound . The ooze and the giant shark\xe2\x80\x99s life forces have been entwined by an arcane force. They share statistics as if they were one monster and can\xe2\x80\x99t be separated. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant shark bowl makes two attacks: one with its bite and one with its pseudopod. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Pseudopod . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Engulf . The giant shark bowl moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the bowl enters a creature\xe2\x80\x99s space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the bowl. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the bowl enters the creature\xe2\x80\x99s space, and the creature takes 22 (3d10 + 6) piercing damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 22 (3d10 + 6) piercing damage at the start of each of the bowl\xe2\x80\x99s turns. When the bowl moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the bowl. \n'b'\n'b' About \n'b' A giant shark within a huge fishbowl circles a myriad of shells, a small castle, and a treasure chest. \n'b' Bizarre Curiosity . A shark on dry land may not be very threatening, but a shark that shares its life force with a massive ooze is a different beast. It draws in its prey with the promise of treasure. \n'b' Endless Appetite . The two monsters share a symbiotic attachment and would be doomed without one another. The shark and ooze both gain sustenance from living tissue the ooze gathers as the shark swims in the ooze, consuming it all. The magic within the giant shark bowl requires great energy to maintain, keeping the creature constantly hungry. \n'b' Unknown Origin . A paranoid lich concocted this creature as an \xe2\x80\x9cimprovement\xe2\x80\x9d on other oozes built to guard phylacteries. The lich reasoned that the illusion of a reward hidden inside the transparent ooze might sway possible thieves away from its true phylactery, especially if such a treasure had a \xe2\x80\x9cguard.\xe2\x80\x9d'}