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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Ichor \n'b' Medium ooze , neutral evil \n'b' Armor Class 8 Hit Points 39 (6d8 + 12) Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 14 (+2) INT: 3 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire 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'\n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Magic Resistance . The ooze has advantage on saving throws against spells and other magical effects. \n'b' Sense Destroyer . The ichor ooze knows the direction and distance to the creature that performed the killing blow on the fiend that created the ooze, as long as the two of them are on the same plane of existence. \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 : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). \n'b' Hurl Mote . Ranged Weapon Attack : +4 to hit, range 10/30 ft., one target. Hit : 5 (1d6 + 2) fire damage. \n'b' Life Drain . One creature grappled by the ooze must make a DC 12 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the damage taken, and the ooze regains hp equal to that amount. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b'\n'b' About \n'b' Black sludge with glowing red veins seeps out of a crack in the wall, sizzling as it pushes forward. \n'b' Ichor oozes are vengeful slimes created by the destruction of fiends. \n'b' Born from Destroyed Fiends . When a fiend is destroyed on a plane of existence other than its home plane, ichor is all that remains in the place where it was slain. When a strong-willed, hateful fiend dies cursing its slayers, a small piece of its lust for vengeance can infuse the ichor, giving the remains life. The ichor becomes one or more ichor oozes, which have a single-minded goal: revenge. \n'b' Revenge Seekers . Ichor oozes stop at nothing to hunt down the people who killed the fiends that created them. They can sense their quarries over any distance and attack other life they come across to fuel their pursuits. The destruction of a bigger fiend, like a balor, can result in many ichor oozes pursuing a single target. Once an ichor ooze has its revenge, it goes on a rampage, killing all life it can find until it is destroyed. \n'b' Ooze Nature . An ichor ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Ink Guardian \n'b' A spill of ink slowly grows in size, corroding intruders without harming the nearby texts. \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 102 (12d10 + 36) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 7 (-2) CON: 16 (+3) INT: 6 (-2) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, slashing, thunder Damage Immunities acid 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 ink guardian can move through a space as narrow as 1 inch wide without squeezing. \n'b' Bottled Rejuvenation . When activated, the creature launches from its bottle, landing within 20 feet of the bottle. It starts as Tiny, and at the start of each of its turns, it increases in size by one step to a maximum of Large. When the ink guardian is defeated, the bottle becomes inactive for 3d8 hours. After that time, the ink guardian regains all its hp and is active again. The bottle has AC of 20, 10 hp , and is immune to damage that isn\xe2\x80\x99t bludgeoning. If the bottle is destroyed, the ink guardian dies and can\xe2\x80\x99t rejuvenate. \n'b' Ooze Nature . An ink guardian doesn\xe2\x80\x99t require sleep . \n'b' Selectively Caustic . A creature that touches the ink guardian or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The ink guardian can eat through flesh quickly, but it doesn\xe2\x80\x99t harm metal, wood, or paper. \n'b' Volatile . When the ink guardian is subjected to thunder damage, it takes no damage and instead splashes onto creatures within 5 feet of it. Each creature in the area takes 4 (1d8) acid damage. When the ink guardian is reduced to 0 hp , it explodes. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Actions \n'b' Multiattack . As a Medium or Large creature, the ink guardian makes two 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. \n'b' About \n'b' Often left by wizards in libraries or studies, these small bottles produce an ink that can endanger any intruder that might come near. They protect their creators\xe2\x80\x99 residences while posing little risk to the books and manuscripts around them. \n'b' Expansive Presence . An ink guardian first appears as a very small blob of ink, but, as it confronts intruders, it grows in size until it is large and imposing. \n'b' Projected Protector . The bottles from which these guardians come are often mundane in appearance and seamlessly fit into the environments where they are found. \n'b' Dangerous to Intruders . An ink guardian\xe2\x80\x99s ink is corrosive only to flesh, not wood or paper. It is not uncommon for wizards to return to their studies to find no sign of invasion other than the odd staff or pile of clothes lying on the floor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Livestone \n'b' Large ooze (fungus), unaligned \n'b' Armor Class 10 Hit Points 168 (16d10 + 80) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' False Appearance . While the livestone is solidified and remains motionless, it is indistinguishable from a typical stone. \n'b' Stone Camouflage . The livestone has advantage on Dexterity ( Stealth ) checks made to Hide in rocky terrain. \n'b' Actions \n'b' Multiattack . The livestone makes two attacks with its pseudopod. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. The livestone can grapple two targets. \n'b' Engulf . The livestone engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the livestone\xe2\x80\x99s turns or take 14 (2d8 + 5) bludgeoning damage. If the livestone moves, the engulfed target moves with it. The livestone can have only one creature engulfed at a time. \n'b' Reactions \n'b' Solidify . As a reaction , the livestone can solidify all or part of itself into material with the same consistency of solid rock. The livestone adds 4 to its AC against one melee attack that would hit it. The livestone does not have to see the attack to use this ability. A livestone cannot take attack or move actions if its entire form is solidified. A livestone must use an action to desolidify itself. \n'b' About \n'b' A large slab of moss-covered rock seems to ooze and move before you. \n'b' Livestone is a strange species of ooze that can solidify itself into a consistency that very closely resembles that of stone. In its solidified form, a livestone is indistinguishable from a normal boulder or slab of rock. No one is quite sure from where livestones originated, but ancient legends say that the dwarves accidentally unleashed these horrors on the surface world by digging into their subterranean lairs. Eventually, some livestones found their way to the surface. Livestones are incredibly long lived, solidifying and entering a form of hibernation and remaining that way indefinitely until a food source wanders too near. Livestones have a simple chameleon-like ability to mimic local stone by ingesting a small sample and adjusting its own color and texture to match. A hibernating livestone can become covered in moss and lichens to further the deception. \n'b' Livestones generally attack from ambush, waiting for a potential meal to pass before flowing into their ooze form and rushing up to engulf the prey. If the surprise attack fails, a livestone resorts to hammering with a hard-as-rock pseudopod.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Living Lake \n'b' Gargantuan ooze , neutral (50%), neutral good (25%), or neutral evil (25%) \n'b' Armor Class 14 (natural armor) Hit Points 495 (30d20 + 180) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 23 (+6) INT: 18 (+4) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +13, Intelligence +10, Wisdom +8 Skills History +10, Insight +8, Religion +10 Damage Immunities acid, cold, lightning Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 Languages Aquan, Common, Sylvan Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' False Appearance . While the living lake remains motionless, it is indistinguishable from an ordinary lake or other large body of water. \n'b' Legendary Resistance (3/day). If the living lake fails a saving throw, it can choose to succeed instead. \n'b' Ooze Nature . The living lake doesn\xe2\x80\x99t require sleep . \n'b' Spellcasting . The living lake is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The living lake has the following druid spells prepared: \n'b' Cantrips (at will): druidcraft, guidance , mending , thorn whip \n'b' 1st level (4 slots): create or destroy water , cure wounds , entangle , fog cloud , speak with animals \n'b' 2nd level (3 slots): animal messenger , beast sense, gust of wind , spike growth \n'b' 3rd level (3 slots): call lightning , sleet storm , water breathing \n'b' 4th level (3 slots): blight , control water , dominate beast \n'b' 5th level (3 slots): conjure elemental , insect plague , scrying \n'b' 6th level (1 slot): wall of thorns \n'b' 7th level (1 slot): fire storm \n'b' 8th level (1 slot): control weather \n'b' 9th level (1 slot): storm of vengeance \n'b' Actions \n'b' Multiattack . The living lake makes two Pseudopod attacks and one Grasping Tendrils attack . It can use its Engulf in place of one Grasping Tendrils attack . \n'b' Pseudopod . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) acid damage. \n'b' Grasping Tendrils . Melee Weapon Attack : +15 to hit, reach 10 ft., one Huge or smaller creature. Hit : 21 (6d6) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained . \n'b' Engulf . The living lake makes one Grasping Tendrils attack against one Large or smaller target it is grappling. If the attack hits, the target is also engulfed, and the grapple ends. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 21 Constitution saving throw at the start of each of the living lake\xe2\x80\x99s turns or take 28 (8d6) acid damage. If the living lake moves, the engulfed target moves with it. The living lake can have only four creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 23 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the living lake. A creature within 5 feet of the living lake can take an action to pull a creature or object out of the living lake. Doing so requires a successful DC 23 Strength check, and the creature making the attempt takes 14 (4d6) acid damage. \n'b' Legendary Actions \n'b' The living lake can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The living lake regains spent legendary actions at the start of its turn. \n'b' Cantrip . The living lake casts a cantrip \n'b' Pseudopod . The living lake makes a Pseudopod attack . \n'b' Protoplasm Splash (costs 2 actions ). The living lake splashes bits of its protoplasm onto nearby creatures. If the living lake is good, each creature within 20 feet of it regains 14 (4d6) hit points . If the living lake is evil, each creature within 20 feet of it must make a DC 21 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. If the living lake is neutral, it chooses each day whether its Protoplasm Splash will heal nearby creatures or harm them that day. \n'b' Cast a Spell (costs 3 actions ). The living lake casts a spell from its list of prepared spells, using a spell slot as normal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Magma \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 85 (9d10 + 36) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 4 (-3) CON: 18 (+4) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, lightning, poison, psychic, 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 6 (2,300 XP) \n'b' Special Traits \n'b' Amorphous . The magma ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Superheated . Creatures that touch the magma ooze take 7 (2d6) fire damage. Any nonmagical weapon used to attack the magma ooze melts and warps. 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 that hits the ooze is destroyed after dealing damage. The ooze can melt through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' Spider Climb . The magma 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 : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage plus 28 (8d6) fire damage. In addition, any nonmagical armor worn by the target is partially burned and melted and takes a permanent and cumulative -1 penalty 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 magma ooze that is Medium or larger is subjected to slashing damage, it splits into two new magma oozes if it has at least 10 hit points . Each new magma ooze has hit points equal to half the original ooze\xe2\x80\x99s, rounded down. New oozes are one size smaller than the original magma ooze. \n'b' About \n'b' This creature appears to be a pool of bubbling and churning molten rock. \n'b' A magma ooze is encountered primarily on the Material Plane but is thought to have its origins on the Plane of Fire. They are almost always found in or near volcanoes and other warm or hot places. Magma oozes do not approach water and are never found near such sources. Magma oozes can grow to a length of 10 feet, with a thickness of about 6 inches.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Metallic \n'b' Large ooze , unaligned \n'b' Armor Class 9 (natural armor) Hit Points 95 (10d10 + 40) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 5 (-3) CON: 19 (+4) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities acid 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' False Appearance . The metallic ooze is indistinguishable from a pile of coins as long as it remains motionless. \n'b' Irritating Fumes . If a metallic ooze takes fire damage, it emanates a cloud of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within 10 feet of it. All creatures other than undead or constructs within the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) acid damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The cloud disperses in 1 minute, or can be dispersed by a moderate or greater wind. \n'b' Spider Climb . The metallic ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 18 (4d8) acid damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. \n'b' About \n'b' A large pile of seemingly unguarded coins lies before you. \n'b' A metallic ooze appears as a 9-foot blob of protoplasm of varying hue and color, and come in a variety of sizes and colors: gold, silver, platinum, copper, brass, or bronze. Regardless of the color or size, metallic oozes resemble large piles of coins. The oozes use their appearance to lure would-be treasure hunters to their doom. Because of this, they are sometimes referred to as hoard oozes. Its form is coarse and rough giving it the appearance of piles of coins. A metallic ooze can flatten its body in order to squeeze through spaces and cracks where it normally could not go. \n'b' A metallic ooze can be found virtually anywhere, though it tends to inhabit dungeons, ruined temples, castles, and other buildings where treasure seekers seem to enjoy perfecting their craft. From a distance of 30 feet or more, a metallic ooze resembles a pile of loose coins (of whatever type its coloration most closely resembles). A creature can attempt a DC 20 Perception check to notice the ooze for what it is. This monster does not collect treasure, but the remnants of living creatures that meet their demise at the hands of this creature are often found scattered about its lair. \n'b' A metallic ooze lies still until it detects a potential meal within range. It then forms a pseudopod and pummels the opponent. Creatures killed by a metallic ooze are devoured. While a metallic ooze can cling to walls and ceilings (and often does drop on unsuspecting prey), it prefers to wander dungeon corridors and such on the ground, often waiting in one spot until living prey wanders too close.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Mineral \n'b' Large ooze , neutral \n'b' Armor Class 9 Hit Points 76 (8d10 + 32) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 18 (+4) INT: 1 (-5) WIS: 5 (-3) CHA: 3 (-4) \n'b'\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 7 Languages \xe2\x80\x93 Challenge 3 (700 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' False Appearance . While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. \n'b' Mineralize . As a bonus action when it has encased a creature, the ooze hardens the minerals in its body, turning the surface of its body into a stone-like material. While mineralized, the ooze has a walking speed of 5 feet, and it has resistance to bludgeoning, piercing, and slashing damage. The ooze remains mineralized until the creature it has encased dies, or until the ooze takes a bonus action to end it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mineral ooze makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the ooze uses its Encase on the target. \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage. \n'b' Encase . The mineral ooze encases a Medium or smaller creature grappled by it. The encased target is blinded , restrained , and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ooze\xe2\x80\x99s turns or take 7 (2d6) acid damage. If the ooze moves, the encased target moves with it. The ooze can have only one creature encased at a time. An encased creature can try to escape by taking an action to make a DC 12 Strength check. The creature has disadvantage on this check if the ooze is mineralized. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized. \n'b'\n'b' ABOUT \n'b' Gray and amorphous, this creature skulks along the stone floor. \n'b' Its body appears wet and oily, though an unusual crystalline pattern decorates the surface. \n'b' Subterranean Menace . A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature. \n'b' Earthy Consistency . The mineral ooze has a high concentration of silicates and crystal, which appear on the surface of the creature when it is in its gelatinous form. When it engulfs a creature, these minerals are pushed to the surface, where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes. \n'b' Ooze Nature . A mineral ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Afkarn \n'b' Large beast , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d10+18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The afkarn makes three attacks: one with its bite, one with its claws, and one with its horn. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) slashing damage. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d12+2) piercing damage and the target is grappled (escaped DC 12). Until this grapple ends, the target is restrained , and the afkarn can\xe2\x80\x99t attack a different target with its horn. \n'b'\n'b' ABOUT \n'b' The afkarn are large predatory creatures with long, powerfully muscled legs and clawed feet. They have no arms or wings. A thick layer of long, thin feathers, almost like scales, covers the creature except for its feet and head. The feathers are generally dark green or blue and scintillate in the light. The creatures\xe2\x80\x99 necks are as thick as their torsos and laced with powerful muscles. Their wide, flat heads end in a short snout. Boney protrusions line their upper and lower jaws. A sharp black horn extends about 12 inches from their upper jaw, appearing like a beak. The afkarn use this horn as their primary hunting tool. The jaws of the beast are wide and a little flat but lined with amazingly sharp fangs. \n'b' Solitary Wanderers . Afkarn are solitary hunters, though they occasionally hunt in packs of up to four. They roam throughout the known world, and they can be found in almost any climate. They give birth to one or two live young, which they immediately abandon to their own devices. \n'b' Nightstalkers . The afkarn generally hunt at night and have superior night vision. They do not pounce upon their prey but rather stalk it, waiting for the victim to enter an open area, allowing the afkarn room to charge. When such an opportunity presents itself, they rush forward in a mock head butt; however, just before smashing into the prey, they slam their horn into it. If a hit is successful, they tuck their heads and attempt to drag the prey back, away from any other creatures. They then pin the captured target to the ground and claw the creature to death with their powerful claws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Pyramis Malforma \n'b' Family: Avarite \n'b' Medium fiend (avarite), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 60 (8d8 + 24) 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 Damage Immunities fire Condition Immunities charmed , frightened Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 14 Languages understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +3 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. 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 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'Daemon, Alorbidaemon \n'b' Family: Daemons \n'b' Large fiend ( daemon ), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 202 (27d10+54) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 22 (+6) CON: 14 (+2) 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 +5, Wis +5 Damage Immunities acid, necrotic, poison Condition Immunities poisoned Damage Resistances cold, fire, lightning Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Infernal; telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hazardous Reality . An alorbidaemon can distort reality around themself. Each creature within 100 feet of the alorbidaemon must succeed at a DC 16 Wisdom save or have disadvantage to saving throws against illusions; this penalty persists while the creature remains in the aura and for 1 minute afterward. Any creature taking this penalty must make an additional saving throw at the end of each turn that they\xe2\x80\x99re within an area of holographic terrain or within 30 feet of a holographic image, as the holographic threats attack them and inflict mental strain. On a failed save, the creature takes 22 (4d10 psychic damage). A creature that succeeds at either save against hazardous reality is immune to that alorbidaemon\xe2\x80\x99s aura for 24 hours. \n'b' Life Sense . An alorbidaemon can sense living creatures as though it had blindsense 60 ft. \n'b' Magic Resistance . The alorbidaemon has advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Gauntlet Electro Discharge . Ranged Weapon Attack : +9 to hit, range 20/60 ft., one target. Hit : 16 (3d10) lightning damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d6+1) bludgeoning damage. \n'b' Holographic Image . The alorbidaemon creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within 60 feet and lasts for as long as the alorbidaemon concentrates (like a spell) to a maximum of ten minutes. The image is purely visual; it isn\xe2\x80\x99t accompanied by sound, smell, or other sensory effects. It can use its action to cause the image to move to any spot within range. As the image changes location, it can alter its appearance so that its movements appear natural for the image. For example, if the image is of a creature and moves it, it can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful DC 16 Intelligence ( Investigation ) check. If a creature discerns the illusion for what it is, the creature can see through the image. \n'b' Holographic Terrain (1/day) . The alorbidaemon makes terrain in a 150-foot cube within 300 feet look, sound, and smell like some other sort of terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Vehicles are also affected. Creatures within the area aren\xe2\x80\x99t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn\xe2\x80\x99t obvious by touch, a creature carefully examining the illusion can attempt a DC 16 Intelligence ( Investigation ) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. \n'b' Laser Net (1/day) . The alorbidaemon creates a net of dangerous lasers between two solid points, up to 100 feet away. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. The laser net can span up to 20 feet in each direction. Creatures that move through the laser net must make a DC 16 Dexterity save; on a failure, the creature takes 4 (1d6+1) radiant damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive advantage to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn has disadvantage on this saving throw. \n'b' Remote Operation . Choose one operable technological device no larger than a vehicle that is not a starship. A holographic duplicate of the target\xe2\x80\x99s controls appears within its reach. For one minute, the alorbidaemon (and only the alorbidaemon) can use these holocontrols to operate the target as if it were able to touch its actual controls. The effect ends if the target moves out of range. The alorbidaemon must concentrate, as if casting a spell. \n'b' Virtual Mortality . An alorbidaemon can focus on a single living creature it can see within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 16 Wisdom save, the device immediately activates a vidgame that compels the target to play it. While the vidgame is active, the target has disadvantage on saving throws, and attacks against them have advantage. The target can use an interaction to play the vidgame, allowing it to attempt another save to end the effect. The target cannot move and playing the vidgame reduces its speed to 0 until the beginning of its next turn. At the end of each turn that the target doesn\xe2\x80\x99t use this interaction, it begins to lose the vidgame and takes 13 (3d8) psychic damage from the vidgame as deadly feedback. A creature is immune to further uses of this ability by that alorbidaemon for 24 hours. \n'b'\n'b' ABOUT \n'b' Originating from the desolate plane of Abaddon, daemons strive to end all life in existence\xe2\x80\x94even destroying themselves after snuffing out or consuming every other soul. A daemon\xe2\x80\x99s favorite method of killing often shapes their form and abilities. Traditional daemons might embrace more conventional means of inflicting death, though newer daemons have adapted to the galaxy\xe2\x80\x99s evolving technology. Both alucidaemons and alorbidaemons prey upon those who lose themselves in digital media. The former drain the life from those who grow obsessed with vidgames. Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect. \n'b' Tele-Team . Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe. \n'b' Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body. \n'b' A typical alucidaemon is 3 to 4 feet tall but weighs 200 pounds due to their mechanical components. A typical alorbidaemon is 4\xe2\x80\x935 feet tall but can weigh 1,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Mudbog \n'b' Large ooze , unaligned \n'b' Armor Class 5 Hit Points 76 (9d10 + 27) Speed 10 ft., swim 10 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +1 Damage Resistances fire Damage Immunities acid, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid . A mudbog secretes a digestive acid that quickly dissolves organic material, but not metal or stone. A creature that attacks the mudbog takes 3 (1d6) acid damage. Any wood or other organic material that touches the mudbog is pitted. Wooden weapons suffer a cumulative -1 penalty to damage rolls made with it unless it is magical. When this penalty reaches -5, the weapon is destroyed. \n'b' Amorphous . The ooze can move through a space as narrow as one inch wide without squeezing. \n'b' False Appearance . The mudbog, while not moving, is indistinguishable from a mud puddle. \n'b'\n'b' ACTIONS \n'b'\n'b' Engulf . The mudbog moves up to its speed. While doing so, it can enter Medium or smaller creatures\xe2\x80\x99 spaces. Whenever the mudbog enters a creature\xe2\x80\x99s space, the creature must make a DC13 Dexterity saving throw. On a failure, the mudbog enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) acid damage and is engulfed. On a success, the creature can choose to be pushed five feet back or to the side of the mudbog. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the ooze\xe2\x80\x99s turns. When the mudbog moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within five feet of the ooze.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Ruby \n'b' The rough stone wall reveals a vein of blood-red gemstone running through it. \n'b' Medium ooze , unaligned \n'b' Armor Class 9 Hit Points 93 (11d8 + 44) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 6 (2,300 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' Corrosive Form . A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood that hits the ooze is coated in a corrosive red slime. 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 or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' False Appearance . While the ooze remains motionless, it is indistinguishable from a pile of rubies. \n'b' Ooze Nature . A ruby 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 ruby ooze makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage. \n'b' Acid Spray (Recharge 5-6) . The ooze sprays its bright red protoplasm in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, the creature takes 21 (6d6) acid damage and is restrained as its flesh begins to turn into a translucent ruby-like stone. On a success, the creature takes half the damage and isn\xe2\x80\x99t restrained . The restrained creature must make a DC 15 Constitution saving throw at the end of its next turn, taking 21 (6d6) acid damage and becoming petrified on a failure or ending the effect on a success. \n'b' About \n'b' Miners\xe2\x80\x99 Menace . The ruby ooze has simple tricks, but they work well where humanoids are concerned. Ruby oozes hunt by packing themselves into crevasses in walls and surfaces near areas of high traffic, which has led to many costly battles inside mineshafts. \n'b' Treasure Stalker . Ruby oozes are known to take on a semisolid form that strongly resembles a pile of cut stones. As soon as something warm and moving comes within reach, the ruby ooze lunges with its pseudopods. When confronted with strong and resisting prey, the ruby ooze launches some of its own protoplasm at the creature. This substance hardens the flesh it touches into a ruby-like stone, slowing and harming the creature enough for the ruby ooze to devour what flesh remains. When its prey is immobilized by its acid, the ruby ooze covers the body entirely and dissolves it down to the odd tooth or bit of ruby-colored bone. \n'b' Hoard Bane . The creatures have been employed by those wishing to protect hoards of wealth, but the number of substances the ooze can dissolve makes this an infrequent method of security.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Shadow \n'b' A globe of impenetrable darkness slithers along the floor, rippling as deep a black as can be seen by the naked eye. \n'b' Medium ooze , unaligned \n'b' Armor Class 8 Hit Points 76 (9d8 + 36) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 18 (+4) INT: 2 (-4) WIS: 6 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Immunities acid, necrotic 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 ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Aura of Darkness . The ooze devours all natural and magical light within 30 feet of it. This area is heavily obscured by darkness for all creatures except shadow fey . \n'b' Frozen Defense . When a creature wielding a metal melee weapon hits the ooze, it takes 5 (2d4) cold damage. \n'b' Ooze Nature . A shadow 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 ooze makes one pseudopod attack and then uses Snuff Out. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage and 3 (1d6) acid damage. \n'b' Snuff Out . The ooze extinguishes one natural or magical light source within 60 feet of it. If the light source is created by a spell, it is dispelled. \n'b' About \n'b' Shadow oozes are pitch-black gelatinous blobs that swallow all nearby light. They yearn to destroy any place that is not the Plane of Shadow. \n'b' Liquid Shadow . When some of the Plane of Shadow leaks into another world, it animates into one or more shadow oozes. These creatures despise living in a place that is not the Plane of Shadow and seek to consume almost any other creature they come across. This need to consume drives the oozes. Instinct tells them that if they grow large enough, they can cover the world in darkness and transform it into a second Plane of Shadow. If the ooze is sent back to the Plane of Shadow, it rejoins with the essence of that plane and no longer exists as an ooze. \n'b' Guards of Shadow Fey . Shadow oozes show no interest in devouring shadow fey . As a result, shadow fey use shadow oozes to serve as guardians of their greatest treasures and most hidden fortresses. The shadow fey feed prisoners to the oozes and release the gelatinous monsters when intruders are afoot or when non-ooze guards are resting. \n'b' Variant: Freezing Shadow Ooze \n'b' Some shadow oozes are touched with freezing elemental energy. They are immune to cold damage and gain the following trait.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Stone Pudding \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 76 (8d10 + 32) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 5 (-3) CON: 18 (+4) 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' Petrifying Form . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained . If it used a nonmagical weapon made of wood or other organic material to hit the pudding, that weapon turns to stone. The creature 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 until freed by the greater restoration spell or other magic. Nonmagical ammunition made of wood or other organic material that hits the pudding is turned to stone after dealing damage. Nonmagical ammunition made of stone that hits the pudding is destroyed after dealing damage. \n'b' Corrosive Form . The pudding can eat through 2-inch thick, nonmagical stone, including petrified creatures, 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. If the target is a creature, it must make a DC 15 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained . If it is wearing armor made of leather or other organic material when hit by the pudding, that armor is turned to stone. The creature 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 until freed by the greater restoration spell or other magic. \n'b' Eat Stone . The pudding touches an object or creature made of stone and digests up to 2 inches of material over a one-foot square surface. The pudding recovers 5 (1d10) hit points . \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.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Stonebuilder \n'b' Huge ooze , unaligned\n'b' STATS STR: 24 (+7) DEX: 6 (-2) CON: 20 (+5) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 10 ft., climb 10 ft. Skills Stealth +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities acid, thunder Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Acidic Touch . The stonebuilder ooze does 5 (2d4) acid damage to any organic matter (wood, leather, living tissue) that it is in contact with at the end of its turn. \n'b' Camouflage . A motionless stonebuilder ooze has advantage on stealth checks. \n'b' Engulf . The stonebuilder ooze can occupy another creature\xe2\x80\x99s space, and vice versa. A creature that starts its turn in the ooze\xe2\x80\x99s space is subject to its secretion.. The ooze\xe2\x80\x99s space is difficult terrain . \n'b' Secretion . A creature engulfed by the stonebuilder ooze, or hit by its slam attack , must succeed at a DC 16 Dexterity saving throw or become restrained for one minute. A creature that spends an action trying to remove the resin is entitled to another saving throw at the end of its turn. After 1 minute the resin hardens into stone, and requires either magic or an hour\xe2\x80\x99s labor with appropriate tools to remove. \n'b' Actions \n'b' Multiattack . The stonebuilder ooze makes two slam attacks, plus an additional slam attack against each creature within its space. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage and the target is subject to Secretion. \n'b' Surge (recharge 5-6) . The ooze raises itself up into a wave taller than a man and surges forward 20 feet. \n'b' Tactics \n'b' Only found outside its lair at night, the stonebuilder ooze invariably tries to Engulf and Slam opponents, and will fight to the death, not recognizing when it is outmatched. \n'b' Description \n'b' This enormous ooze, twenty feet or more in diameter, has a dull, pebbled surface, strongly resembling local rock and sand. It flows with a curious rippling motion, occasionally rising into great waves. \n'b' Stone builders secrete an acidic resin that they combine with dust and sand to create a sturdy stone-like material, which the ooze builds up into a rough cone, pocked with entrance tunnels. In the heat of the day, the ooze takes shelter from the sun inside its stoney home, and at night it emerges to hunt. \n'b' This One is Just Right . The stonebuilder\xe2\x80\x99s conical homes are as strong as solid stone, 20 or more feet wide and high, and have walls 2 to 3 feet thick. The cones are a marvel of engineering, for they remain cool even under the hot desert sun. They are consequently prized as housing by creatures that are able to seize them from their oozy creators. But woe to the intruder still inside when its owner returns!'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Stunjelly \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 57 (6d10 + 24) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 9 (-1) CON: 18 (+4) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing Damage Immunities acid, cold, lightning, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned , 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 stunjelly can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrosive Form . A creature that touches the stunjelly or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of wood or other organic material that hits the stunjelly partly dissolves. After hitting the stunjelly, 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 stunjelly is destroyed after dealing damage. \n'b' Engulfing . When the stunjelly hits a creature with a Slam attack, it may make one Engulf attack against that creature as a bonus action. \n'b' Spider Climb . The stunjelly can climb difficult surfaces, including upside down and ceilings, without needing to make an ability check. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it must make a DC 14 Constitution saving throw. On a failed save, the creature is paralyzed for 1 minute. The creature may repeat this saving throw at the end of each of its turns, ending the paralysis on itself on a success. If the creature is wearing armor made of leather or other organic material when hit by the stunjelly, that armor 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' Engulf . The stunjelly attempts to engulf one creature of size Large or smaller within 5 feet of it. The creature must make a DC 15 Dexterity saving throw. On a failed save, the stunjelly enters the creature\xe2\x80\x99s space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The creature may repeat this Constitution saving throw at the end of each of its turns, ending the paralysis on itself on a success. At the start of each of the stunjelly\xe2\x80\x99s turns, the engulfed creature takes 14 (4d6) acid damage, and any equipment it is carrying made of leather or other organic material is partly dissolved (see Slam above). When the stunjelly moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the stunjelly. The stunjelly may only engulf 1 Large, 2 Medium, or 4 Small or smaller creatures at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Suppurating \n'b' A sentient pool of blood and protoplasm seeps forward, the thin membrane encasing its form rippling with undulating pustules. \n'b' Medium ooze , unaligned \n'b' Armor Class 8 Hit Points 30 (4d8 + 12) 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: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Damage Resistances cold, necrotic, slashing Damage Immunities poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 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' Ooze Nature . An ooze doesn\xe2\x80\x99t require sleep. \n'b' Seeping Death . A living creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 13 Constitution saving throw or contract a disease. At the end of each long rest , the diseased creature must succeed on a DC 13 Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature\xe2\x80\x99s Dexterity to 0, the creature dies and its body becomes a suppurating ooze 1d4 hours later. The disease lasts until removed by the lesser restoration spell or other similar magic. \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 : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with the seeping death disease (see the Seeping Death trait). \n'b' About \n'b' Unnatural Antibodies . Suppurating oozes lurk in horrible, disease-ridden places. These semi-transparent accretions of pus and coagulant are borne from the liquefied remains of victims of a disease called the Seeping Death. \n'b' Morbid Liquefaction . The contagion spread by the suppurating ooze is a radically advanced form of liquefactive necrosis and helps the ooze slowly digest its fleshy prey. \n'b' Variant: Seeping Death Skeleton \n'b' Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic. Seeping Death Skeletons are considered CR 2 monsters and gain the following attack : \n'b' Diseased Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become infected with the seeping death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Tar \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 120 (15d10 + 45) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) 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 fire, necrotic, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Fire Hazard . When the ooze takes fire damage, it bursts into flame. The ooze continues burning until it takes cold damage or is immersed in water. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it while it is burning takes 5 (1d10) fire damage. While burning, the ooze\xe2\x80\x99s weapon attacks deal an extra 5 (1d10) fire damage. \n'b' Sticky Situation . A creature covered in the ooze\xe2\x80\x99s tar has its speed halved for 1 minute. In addition, the tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns until a creature takes an action to snuff out the flames. A creature that starts its turn covered with burning tar takes 10 (2d10) fire damage. A humanoid that dies while covered in tar rises 1 hour later as tar ghoul, unless the humanoid is restored to life or its body is destroyed. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tar ooze makes two pseudopod attacks. If both attacks hit the same target, the target is covered in tar (see Sticky Situation). \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. \n'b' Hurl Tar . Ranged Weapon Attack : +2 to hit, range 60 ft., one target. Hit : 14 (4d6) necrotic damage and the target must succeed on a DC 14 Dexterity saving throw or be covered in tar (see Sticky Situation). \n'b'\n'b' About \n'b' A pool of black pitch bubbles on the ground. Skulls and bones rise to the surface with each burst of putrid air. The tar lets out a burbling hiss, as if releasing the last gasp of a creature trapped within it. \n'b' Necrotic Sludge . When a group of tar ghouls is destroyed near each other, the tar sometimes coalesces into a necrotic sludge. Driven by the hunger and hatred of the ghouls, the resulting ooze preys on the fearful. \n'b' Ghoulish Allies . Tar oozes view tar ghouls as allies and don\xe2\x80\x99t attack them. Tar ghouls often keep tar oozes as pets or guardians to their underground lairs. Occasionally, a tar ghoul gets the idea to build an army of tar ghouls by feeding humanoids to its pet tar oozes, but infighting quickly dismantles any organization the tar ghouls manage to create. \n'b' Eternal Flame . The tar that makes up the ooze is never consumed by fire, and it burns forever. It is prized as an alchemical component for making torches that never extinguish. \n'b' Ooze Nature . A tar ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Undead \n'b' Huge undead , neutral evil \n'b' Armor Class 5 Hit Points 67 (9d12 + 9) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 1 (-5) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, necrotic, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned , prone Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The ooze can move through a space as narrow as one inch without squeezing. \n'b' Ooze Mass . The ooze takes up most of its space. Other creatures can enter the space, but a creature that does so is subjected to the ooze\xe2\x80\x99s engulf and has disadvantage on the saving throw. Creatures inside the ooze can be seen but have total cover . A creature within 5 feet of the ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the skeletons ability was used. \n'b' Undeath . An undead ooze doesn\xe2\x80\x99t need air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 14 (3d8 + 1) bludgeoning damage and 9 (2d8) necrotic 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 15 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 takes 18 (4d8) necrotic damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 27 (6d8) necrotic damage at the start of each of the ooze\xe2\x80\x99s turns. 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 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. \n'b' Skeletons . An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze\xe2\x80\x99s form holds up to 10 skeletons of Medium size. These skeletons are included in the determination of the undead ooze\xe2\x80\x99s CR and experience points. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them. \n'b'\n'b' About \n'b' This creature appears as a large, undulating mass of black goo from which rotted and broken bones protrude. \n'b' When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. \n'b' The undead ooze has an advantage over any other ooze: intelligence. It uses this new gift to its fullest in combat by attacking from surprise or by stalking its prey and attacking when the opportunity presents itself. The undead ooze attacks by slamming its body into its prey. It usually engulfs its foes or expels its skeleton allies to contend with its enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oozeling \n'b' Tiny ooze , chaotic neutral \n'b' Armor Class 13 Hit Points 22 (4d4 + 12) Speed 10 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 17 (+3) INT: 8 ( 1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities poison Condition Immunities blinded , deafened , exhaustion , poisoned , prone Senses blindsight 30 ft., passive Perception 11 Languages understands up to three languages but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The oozeling can move through a space as narrow as 1 inch wide without squeezing. \n'b' Aversion to Cold . If the oozeling takes cold damage, it is incapacitated and its speed is reduced to 0 until the end of its next turn. \n'b' Oozing Mimicry . The oozeling can reshape itself into virtually any shape, allowing it to depict simple, soundless images, scenes, and ideas. \n'b' Regeneration . The oozeling regains 1 hit point per minute, if it has at least 1 hit point. If the oozeling is destroyed, it regains all its hit points after 24 hours unless its remains are completely obliterated such as by a disintegrate spell or by being submerged in acid or lava. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Latch On . The oozeling attempts to cling to a creature within 5 feet of it. An unwilling target must make a DC 13 Dexterity ( Acrobatics ) check. On a failure, the oozeling successfully moves into the target\xe2\x80\x99s space and clings to its body. While in the target\xe2\x80\x99s space, the oozeling moves with the target. As long as the oozeling is latched onto a creature, the creature has disadvantage on saving throws made to maintain its concentration. Any creature within reach of the oozeling, can use its action to make a DC 10 Strength ( Athletics ) check, dislodging the oozeling into an unoccupied space within 5 feet of the creature on a success. The oozeling can also detach itself from a creature as a bonus action. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Distract . The creature the oozeling is latched onto must subtract 1d4 from the next attack roll, ability check, or saving throw it makes before the start of the oozeling\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Distort Magic (3/Day) . When the creature the oozeling is latched onto casts a spell, the oozeling forces the creature to roll on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' An oozeling is a viscous blob of chaotic magical energy. It constantly twists and contorts itself, creating confusing, unusual shapes. It moves erratically, at speeds that are somewhat uncanny for an ooze. While unaggressive in nature, its ability to distort the magic around it demands wariness from any creature that attempts to handle it. \n'b' Often appearing near planar rifts, intra-dimensional portals, and pockets of raw magic, oozelings are a rare byproduct of spells and events that forcefully bend the weave of magic. Being nigh indestructible and highly chaotic, many wizards and alchemists seeking to control them eventually resort to trapping them in jars or vials. Any oozeling that is freed from such imprisonment often expresses its gratitude by swirling and bouncing around its savior. Some even choose to accompany said creature on their travels, provided that the oozeling\xe2\x80\x99s endless need for mischief is met.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Alucidaemon \n'b' Family: Daemons \n'b' Small fiend ( daemon ), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 56 (16d6) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 11 (+0) INT: 12 (+1) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2, Wis +3 Damage Immunities acid, necrotic, poison Condition Immunities poisoned Damage Resistances cold, fire, lightning Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Infernal; telepathy 100 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Life Sense . An alucidaemon can sense living creatures as though it had blindsense 30 ft. \n'b' Magic Resistance . The alucidaemon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Gauntlet Electro Discharge . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d10) lightning damage. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) bludgeoning damage. \n'b' Holographic Image (1/day) . The alucidaemon creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within 60 feet and lasts for as long as the alucidaemon concentrates (like a spell) to a maximum of ten minutes. The image is purely visual; it isn\xe2\x80\x99t accompanied by sound, smell, or other sensory effects. It can use its action to cause the image to move to any spot within range. As the image changes location, it can alter its appearance so that its movements appear natural for the image. For example, if the image is of a creature and moves it, it can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful DC 15 Intelligence ( Investigation ) check. If a creature discerns the illusion for what it is, the creature can see through the image. \n'b' Laser Net (1/day) . The alucidaemon creates a net of dangerous lasers between two solid points, up to 100 feet away. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. The laser net can span up to 20 feet in each direction. Creatures that move through the laser net must make a DC 15 Dexterity save; on a failure, the creature takes 4 (1d6+1) radiant damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive advantage to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn has disadvantage on this saving throw. \n'b' Remote Operation (1/day) . Choose one operable technological device no larger than a vehicle that is not a starship. A holographic duplicate of the target\xe2\x80\x99s controls appears within its reach. For one minute, the alucidaemon (and only the alucidaemon) can use these holocontrols to operate the target as if it were able to touch its actual controls. The effect ends if the target moves out of range. The alucidaemon must concentrate, as if casting a spell. \n'b'\n'b' ABOUT \n'b' Originating from the desolate plane of Abaddon, daemons strive to end all life in existence\xe2\x80\x94even destroying themselves after snuffing out or consuming every other soul. A daemon\xe2\x80\x99s favorite method of killing often shapes their form and abilities. Traditional daemons might embrace more conventional means of inflicting death, though newer daemons have adapted to the galaxy\xe2\x80\x99s evolving technology. Both alucidaemons and alorbidaemons prey upon those who lose themselves in digital media. The former drain the life from those who grow obsessed with vidgames. Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect. \n'b' Tele-Team . Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe. \n'b' Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body. \n'b' A typical alucidaemon is 3 to 4 feet tall but weighs 200 pounds due to their mechanical components. A typical alorbidaemon is 4\xe2\x80\x935 feet tall but can weigh 1,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Skitterskull \n'b' Family: Avarite \n'b' Tiny undead (avarite), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 10 (3d4 + 3) Speed 30 ft., climb 20 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 Perception +2, Stealth +4 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive perception 12 Languages understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . The skitterskull can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the skitterskull senses as long as they are within 1 mile of each other. If its master causes it physical harm , the skitterskull will end its service as a familiar, breaking the telepathic bond . \n'b' Pack Tactics . The skitterskull has advantage on an attack roll against a creature if at least one of the skitterskull\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Spider Climb . The skitterskull can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This skull skitters along on eight segmented legs! A byproduct of the inevitable mechanization of everything on Avarus, skitterskulls are created by rogue mechanicals bonding with the corpses of the dead and dying littered throughout the junk piles that dot the landscape. Eventually, the right combination creates a skitterskull, where the head simply walks off on its own. Skitterskulls are most a nuisance, but they make useful familiars and spies for the right caster willing to bond with one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alchemical Ooze Swarm, Melancholic \n'b' Family: Oozes \n'b' Medium swarm of Tiny oozes , unaligned \n'b' Armor Class 13 Hit Points 23 (5d8) Speed 25 ft.\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 14 (+2) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities acid Damage Resistances lightning, bludgeoning, piercing, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , prone Senses blindsight 60 ft. (blind beyond this radius); passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Paralyzing Slime . A creature exposed to the swarm\xe2\x80\x99s slime must succeed on a DC 12 Constitution saving throw or be poisoned for 1 round. While poisoned in this way the creature is paralyzed . \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny ooze. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Viscous . A creature that starts its turn in the swarm\xe2\x80\x99s space must succeed on a DC 13 Dexterity saving throw. On a failed save it is covered in sticky globules. Until removed, the sticky patches of goo reduce the creatures speed to half, impose disadvantage on attack rolls and ability checks, and is subject to the swarm\xe2\x80\x99s Paralyzing Slime at the start of its turn. A creature can remove the sticky globs as an action. If a creature affected by this ability takes acid damage, the goo is removed immediately. \n'b'\n'b' Actions \n'b'\n'b' Feed . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target is subject to the swarm\xe2\x80\x99s Paralyzing Slime. \n'b'\n'b' About \n'b' Formed from accumulations of runoff from arcane laboratories and regions of magical calamity, alchemical oozes are fist-sized blobs of volatile chemicals. Although composed of unpredictable compounds and toxins, these mobile oozes pose little threat individually, but in polluted quagmires and tainted sewers can collect in numbers great enough to threaten creatures many times their size . \n'b' Swarms of the slimes linger in such contaminated areas and seek new accretions of vital solutions, like those found within the bodies of higher life forms, to fuel their erratic life cycles. Found in numerous varieties with a host of differing abilities, these weird , clinging oozes have been differentiated by likening them to the humors said to compose the bodies of living beings. \n'b'\n'b' Hungry Fluids . Appearing at first to be a collection of tiny blobs of viscous, translucent fluid, alchemical oozes become far more terrifying once their hungry nature becomes apparent. Each swarm is composed of several hundred palm-sized balls of ooze that all scuttle along as a single unit. Different types of alchemical oozes have various unique abilities, though they otherwise share the same statistics below. \n'b' Choleric Ooze Swarm . Choleric oozes are composed of caustic chemicals, and living creatures failing their save against the swarm\xe2\x80\x99s paralyzing slime takes 5 (2d4) acid damage instead of being paralyzed . Wooden or metal objects in contact with the swarm for 1 round take 8 (3d4) acid damage. A choleric ooze swarm has damage resistance to acid and damage vulnerability to lightning, and any amount of lightning damage ends the swarm\xe2\x80\x99s viscous ability. \n'b' Phlegmatic Ooze Swarm . Phlegmatic oozes are composed of volatile mind-altering compounds, and living creatures failing their save against the swarm\xe2\x80\x99s paralyzing slime are stunned instead of being paralyzed . A phlegmatic ooze swarm has damage resistance to cold (instead of acid) and damage vulnerability to fire (instead of acid), and any amount of fire (rather than lightning) damage ends the swarm\xe2\x80\x99s viscous ability. \n'b' Sanguine Ooze Swarm . Sanguine oozes are composed of euphoric hallucinogens, and living creatures failing their save against the swarm\xe2\x80\x99s paralyzing slime are charmed and blinded instead of being paralyzed . A phlegmatic ooze swarm has damage resistance to fire (instead of acid) and damage vulnerability to cold (instead of acid), and any amount of cold (rather than lightning) damage ends the swarm\xe2\x80\x99s viscous ability.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Black Pudding \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 85 (10d10 + 30); Wound Threshold N/A Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \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 that hits the pudding 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 or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' False Appearance . While the pudding remains motionless, it is indistinguishable from a shadowy area. \n'b' Spider Climb . The pudding 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 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When a pudding that is Medium or larger is subjected 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'\n'b' ABOUT \n'b' Entirely black, made of a substance that barely reflects light, the black pudding hunts stealthily by sticking to the ceiling and dropping onto prey. Its highly corrosive fluids can melt practically anything: flesh, wood, metals vulnerable to corrosion\xe2\x80\xa6 However, gold, mithral, platinum, and adamantium are unaffected. \n'b' SPECIAL OPTION \n'b' By using this option, attacking with the wrong weaponry is even more dangerous when confronting a black pudding, as its offspring take advantage of their numbers and have the following trait: \n'b'\n'b' Pack Tactics . The pudding has advantage on attack rolls against a creature if at least one of the pudding\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Black Pudding, Lethe-Corrupted \n'b' Family: Oozes \n'b' Large ooze , neutral evil \n'b' Armor Class 8 \n'b' Hit Points 75 (10d10 + 20) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (\xe2\x80\x932) CON: 15 (+2) INT: 1 (\xe2\x80\x935) WIS: 8 (\xe2\x80\x931) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, lightning, slashing \n'b' Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\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 that hits the pudding 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 metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' Spider Climb . The pudding 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 : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) acid damage, and the target must make a DC 13 Charisma saving throw or become supernaturally isolated. If the target fails its save by 5 or more, it is also stunned until the start of the pudding\xe2\x80\x99s next turn. An isolated target cannot take the Help action and is not considered an ally of any other creature. This isolation lasts until the target finishes a short rest. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative \xe2\x80\x931 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' REACTIONS \n'b'\n'b' Failed Split . When the pudding is subjected to lightning or slashing damage, it moves up to 10 feet if it has at least 10 hit points. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'\n'b' ABOUT \n'b' Fiends of the Lethe legion often inflict stunning strikes in combat, but when free to torment their foes over a longer period of time, they enjoy inflicting feelings of isolation and despair. Creatures left behind by friends or family in lands controlled by the Lethe legion are particularly susceptible to corruption, as the self-destructive feelings of desperate loneliness already echo inside their minds. Once a corrupted creature has given way to these feelings and its descent into evil is complete, it passes those same feelings along to other creatures it attacks. Lethe-corrupted creatures are most often encountered alone and emanate a palpable sense of loneliness. \n'b' Lethe corruption \n'b' Lethe corruption grants the Isolating Strikes trait. \n'b' Isolating Strikes (1/Turn) . A living creature hit by an attack from the corrupted creature must make a Charisma saving throw or become supernaturally isolated. If the target fails this save by 5 or more, it is also stunned until the start of the corrupted creature\xe2\x80\x99s next turn. An isolated target cannot take the Help action and is not considered an ally of any other creature. This isolation lasts until the target finishes a short rest. \n'b' Arising from befouled, desolate swamps favored by the Lethe legion, Lethe-corrupted black puddings are mindless creatures that resemble a tarry sludge. Dissolving all materials other than stone, corrupted black puddings leave nothing in their wake. Their strikes similarly dissolve happy memories of friendship and camaraderie. This wide patch of tarry sludge appears to be a lonely shadow cast by no particular object.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Blood Pudding \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 85 (10d10 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 16 (+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 fire Damage Immunities cold, lightning, necrotic, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The pudding can move through a space as narrow as 1 inch wide without squeezing. \n'b' Bloody Miasma . A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage. Any nonmagical weapon made of metal or wood that hits the pudding has its energy drained and ages prematurely. 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 or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' Spider Climb . The pudding 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 18 (4d8) necrotic damage and the target is grappled (Escape DC 13). In addition, nonmagical armor worn by the target has its energy drained and ages prematurely and takes a permanent and cumulative ?1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When a pudding that is Medium or larger is subjected 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.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ceiling Ooze \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 95 (10d10 + 40); Wound Threshold N/A Speed 10 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 19 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +6, Stealth * +5 Damage Resistances acid, cold, fire, lightning, thunder; non-magical bludgeoning, piercing, and slashing damage Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ceiling ooze can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b' Cunning Action . On each of its turns, the ceiling ooze can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Oil Spit . The ground in a 5-foot radius around the ceiling ooze is covered in a slippery, oily substance. Each creature entering or ending its turn in this area must succeed a DC 15 Dexterity saving throw or be knocked prone . \n'b' Spider Climb . The ceiling 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 ceiling ooze makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage. If the target is Large or smaller, it is grappled (escape DC 14). \n'b'\n'b' ABOUT \n'b' The ceiling ooze is a Netherworld predator that mostly hunts by staying put, adhered to the tunnel ceilings. It lets filaments and pseudopods dangle, with which it usually catches insects, but it won\xe2\x80\x99t turn down larger prey. It is also known to spit out an oily liquid that makes the ground extremely slippery. \n'b' SPECIAL OPTION \n'b' It isn\xe2\x80\x99t rare for these creatures to form colonies, stuck together edge to edge over large surfaces. They create synergy with each other and develop a kind of instinctual cooperation. Therefore, if the leader uses this optional rule, they gain the following trait: \n'b' Pack Tactics . The ooze has advantage on attack rolls against a creature if at least one of the ooze\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' SPECIAL OPTION \n'b' The leader can use this option to make combat more dynamic and devious. If a ceiling ooze uses its oil spit (see the Oil spit trait) on a slope, any creature made\xc2\xa0 prone on this ground slides down an equal distance to the movement made before falling. It can then get up as per normal movement rules. Knowing this, some particularly powerful or vicious individuals use ceiling oozes as traps in some structures. The floor is then designed to drop intruders into chasms, prison cells, or spike pits. \n'b' Training Ceiling Oozes \n'b' In some shops, young ceiling oozes kept in jars can be bought to be raised in places that need protection. \n'b' During their growth, these creatures are exposed to different stimuli that condition their behavior. \n'b' Ooze trainers utilize various scents and fragrances, with each distinct smell corresponding to an order. There are different strategies for choosing the scents. Some choose an expensive and rare perfume that only they use. Others prefer a more mundane scent, but one which intruders are unlikely to have on them (garlic, aged cheese, etc.). Some mischievous guardians-proud of their superior intellect-might even display riddles at the entrance of a tunnel that describe either the scent or how to create it\xe2\x80\xa6 which might be nothing more than a ruse by a nefarious individual to lead undesirables into enraged oozes! \n'b' The oozes typically learn three behaviors: \n'b'\n'b' Hide . The ooze retracts its pseudopods and stays inert for 10 minutes. It will only react if attacked. \n'b' Flee . The ooze withdraws as if frightened , doing its best to escape the source of the scent. \n'b' Kill . The ooze attacks the source of the scent until its target is killed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chamber Ooze \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 93 (11d10 + 33) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 17 (+3) INT: 1 (-5) WIS: 7 (-3) 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 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Integrate . The chamber ooze can spend 1 minute to balloon outward, coating every square inch of the walls, fixtures, and furniture of a room up to 40 feet by 40 feet in size . The ooze can create one or two openings for creatures to enter the room, such as through a door. While integrated, the chamber ooze has an automatic result of 18 on Dexterity ( Stealth ) checks and DCs to remain undetected, and creatures can enter its space. The only action an ooze can take while integrated is Snap Shut. \n'b' Paralyzing Touch . The first time on a turn that a creature is struck by the ooze, the creature must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) acid damage, and the target is subjected to the ooze\xe2\x80\x99s Paralyzing Touch. \n'b' Engulf . The ooze attempts to engulf up to 4 Medium or smaller creatures in its space. Each creature must succeed on a DC 10 Dexterity saving throw. On a success, the creature is pushed to an unoccupied space within 5 feet of the ooze. On a failure, the creature takes 10 (3d6) acid damage, is subjected to the ooze\xe2\x80\x99s Paralyzing Touch, and is engulfed. While engulfed, the creature is blinded and restrained , it can\xe2\x80\x99t breathe, it has total cover against attacks and other effects outside the ooze, and it takes 10 (3d6) acid damage at the start of each of the ooze\xe2\x80\x99s turns. If the ooze takes 15 damage or more on a single turn from the engulfed creature, or if the ooze dies, the creature is no longer engulfed and falls prone in a space within 5 feet of the ooze. A creature can use an action to make a DC 14 Strength check, freeing itself or an engulfed creature within 5 feet on a success. On a failure, the creature is subjected to the ooze\xe2\x80\x99s Paralyzing Touch. \n'b'\n'b' REACTIONS \n'b'\n'b' Snap Shut . If a creature ends its turn within the room in which the ooze is integrated, the ooze can relax its grip and violently snap inward on its prey. Each creature in the room must make a DC 14 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The ooze then returns to its usual Large size, occupying a 10-foot-square space of its choice within the room. If any creatures are in that 10-foot-square area, the ooze uses Engulf. \n'b'\n'b' ABOUT \n'b' Chamber oozes are viscous, algae-like creatures that coat the walls and fixtures of entire dungeon rooms, then engulf living creatures who wander into the seemingly mundane chamber. \n'b' To accomplish their namesake feat, chamber oozes fill themselves with air and expand dramatically, stretching to the point that their orange color is discernible only as a wet sheen over the dungeon\xe2\x80\x99s surfaces. Most adventurers take unpleasant grime as a given in the sodden crypts and ruins they frequent and so pay no heed to rooms that appear to be dripping with rank mildew. \n'b' Such precariousness has led to many spelunkers\xe2\x80\x99 demise as they simply walk unknowingly into a chamber ooze\xe2\x80\x99s stretched-out stomach. The ooze then snaps in on itself, smashing its victims with ooze-wrapped furniture before engulfing its unsuspecting prey. \n'b' Though mindless, chamber oozes sometimes exhibit uncanny deference to certain other dungeon denizens, most notably mimics. The ooze allows the mimic to dwell within its space, then the two fight in tandem to create a perilous encounter for treasure hunters. Of course, sometimes a chamber ooze might get carried away and consume its weakened mimic friend as well. The smartest mimic partners make sure to have a clear path to the room\xe2\x80\x99s exit at all times.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Coagulated Ooze \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 8 \n'b' Hit Points 45 (6d10 + 12) \n'b' Speed 10 ft., climb 10 ft.\n'b' STATS STR: 12 (+2) DEX: 6 (-2) CON: 14 (+2) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid \n'b' Damage Immunities necrotic, slashing \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\x93 \n'b' Challenge 2 (400 XP) \n'b' Proficiency Bonus +2 \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' Spider Climb . The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' False Appearance . If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the ooze move or act, it is indistinguishable from a pool of blood. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Arterial Spray, if available. \n'b' Pseudopod . Melee weapon attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b' Arterial Spray (Recharge 6) . The ooze expels a spray of its bloody mass in a 30-foot cone. Each creature in that area must attempt a DC 13 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) necrotic damage. On a successful save, the creature takes half as much damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When an ooze that is Medium or larger is subjected to slashing damage, it splits into two new oozes if it has at least 10 hit points . Each new ooze has hit points equal to half of the original ooze, rounded down. New oozes are one size smaller than the original. \n'b'\n'b' ABOUT \n'b' Easily mistaken for a large pool of blood, the coagulated ooze is a creature brought to life by necrotic magic. This ooze constantly seeks to grow by absorbing more blood. \n'b' Coagulated ooze typically operates as an ambush predator. The ooze takes the form of a large pool of blood, waiting to attack any creature foolish enough to investigate.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Darkshard Ooze \n'b' Family: Oozes \n'b' Medium ooze , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Resistances cold, fire, lightning, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , prone , restrained Senses blindsight 120 ft., passive Perception 13 Languages Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ooze can enter a creature\xe2\x80\x99s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. \n'b' Light Weakness . While in bright light, the ooze has disadvantage on attack rolls, ability checks, and saving throws. \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 ooze makes two Darkspike attacks. \n'b' Darkspike . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). \n'b' Possess Corpse . The ooze disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller creature. The ooze is now effectively the possessed creature and it gains a number of temporary hit points equal to the corpse\xe2\x80\x99s hit point maximum in life. While inside a corpse, the ooze uses the creature\xe2\x80\x99s Strength and Dexterity , AC, and speed, if they re higher than its own. The ooze loses its immunity to being grappled , prone , and restrained , and its Liquid Form, Light Sensitivity, and Spider Climb traits. It gains any armor or weapon proficiencies the creature had and can use any equipment the creature is wearing or carrying. The possession lasts until the temporary hit points are lost (at which point the corpse is completely destroyed) or the ooze ends its possession as a bonus action. When the possession ends, the ooze reappears in an unoccupied space within 5 feet of the corpse. \n'b' Spiky Gobbet . The ooze lobs a gobbet of spiky goo at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw as the goo explodes into a cloud of spikes. A creature takes 7 (2d6) piercing damage on a failed save, or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Rip Flesh . A target the ooze is grappling takes 3 (1d6) piercing damage and must succeed on a DC 12 Constitution saving throw or have disadvantage on attacks rolls, ability checks, and saving throws until the end of its next turn. \n'b' Darkshard Infestation . The ooze attempts to infest a creature it is grappling. The target must succeed on a DC 12 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points and must repeat the saving throw after each hour that elapses. On a failed save, the target\xe2\x80\x99s hit point maximum is reduced by 10 (3d6). The target dies if its hit point maximum is reduced to 0 as a darkshard ooze spawns inside it. If the target succeeds on three of these saves, it is no longer diseased. \n'b'\n'b' ABOUT \n'b' Liquid metal brought to life by fell magic, the mysterious darkshard ooze is a nightmarish creature. \n'b' Resembling ferrofluid, the ooze\xe2\x80\x99s dark, metallic body contorts and writhes with glistening spikes as it drags itself across a dungeon\xe2\x80\x99s floor. Sensitive to light, the ooze prefers to remain in darkness. In combat, the ooze can extend its form to create long spikes that can pierce and rend flesh. It can also lob pieces of itself to scatter fragments of spiked metal in all directions. \n'b' Darkshard oozes scavenge on carrion and will often seek out any dark location where corpses are plentiful, such as disused dungeons and ancient ruins. The darkshard ooze eats its meals by crawling into them and consuming them from inside. \n'b' Once it has hollowed a corpse, it often extends itself to fill out the corpse and wear it like a second skin. \n'b' This provides the ooze with both a layer of protection and shields it against the light it so hates. While inhabiting a corpse this way, the ooze lies perfectly still, waiting for new prey to wander too close.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Darkshard Ooze, Forge Leader \n'b' Family: Oozes \n'b' Medium ooze , chaotic evil \n'b' Armor Class 16 (chain mail) \n'b' Hit Points 39 (6d8 + 12) and 60 temporary hit points \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 \n'b' Damage Resistances cold, fire, lightning, poison \n'b' Condition Immunities blinded, charmed, deafened, exhaustion, frightened \n'b' Senses blindsight 120 ft., passive Perception 14 \n'b' Languages \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Corpse Possession . If the ooze loses all its temporary hit points, the corpse it possesses is completely destroyed and the ooze reappears in an unoccupied space within 5 feet of the corpse, using the regular statistics of a darkshard ooze. The ooze can also end the possession as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze makes two weapon attacks. \n'b' Darkspike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). \n'b' Spike Explosion (Recharge 5-6) . The ooze creates a blast of razor-sharp dark spikes around it. Each creature within 15 feet of it must succeed on a DC 14 Dexterity saving throw or take 21 (6d6) piercing damage and suffer a lingering wound. While wounded, the creature\xe2\x80\x99s speed is halved and it loses 3 (1d6) hit points at the start of each of its turns due to blood loss. Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check, and the wound also closes if the target receives magical healing. On a successful save, the creature takes half as much damage with no additional effects. \n'b' Spiky Gobbet . The ooze lobs a gobbet of spiky goo at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw as the goo explodes into a cloud of spikes. A creature takes 14 (4d6) piercing damage on a failed save, or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Darkshard Infestation . The ooze attempts to infest a creature it is grappling. The target must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points and must repeat the saving throw after each hour that elapses. On a failed save, the target\xe2\x80\x99s hit point maximum is reduced by 10 (3d6). The target dies if its hit point maximum is reduced to 0 as a darkshard ooze spawns inside it. If the target succeeds on three of these saves, it is no longer diseased. \n'b' Rip Flesh . A target the ooze is grappling takes 7 (2d6) piercing damage and must succeed on a DC 13 Constitution saving throw or have disadvantage on attacks rolls, ability checks, and saving throws until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Disruptive Skewer . When a creature the ooze can see within 60 feet of it begins casting a spell, the ooze makes a weapon attack against it. If the attack hits, the creature must make a spellcasting ability check against a DC equal to 10 + the spell\xe2\x80\x99s level. On a failure, the creature\xe2\x80\x99s spell fails and has no effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anacite Ambassador \n'b' Family: Anacite \n'b' Medium construct (robot), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 104 (19d8+19) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 18 (+4) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, up to four other languages Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Weakness . The anacite has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Integrated Weapons . The anacite ambassador has a retractable laser welded into its body, making it impossible to disarm or destroy. \n'b' Language Assimilation . An anacite ambassador can spend 1 minute while on a planet to learn any one language spoken on that planet. Alternatively, it can learn a language by spending 1 day listening to and reading that language. An anacite ambassador can have up to 4 languages known in this manner and when it learns a new one it can choose which of its known languages to replace. \n'b' Light Dependency . An anacite ambassador can acquire power from dim or brighter light, and it can store power generated in this way. The anacite ambassador can operate in darkness for 2 hours. After this time, the anacite ambassador gains the poisoned condition (ignoring its immunity to the condition) until it returns to an area of dim or brighter light. \n'b' Retractable Laser . Unless it is in use, the anacite ambassador\xe2\x80\x99s retractable laser is unnoticeable. As it comes out of its body, the retractable laser leaves the anacite ambassador\xe2\x80\x99s hands free even when in use. \n'b' Shortwave . An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The three integrated laser attacks. \n'b' Retractable Laser . Ranged Weapon Attack : +7 to hit, range 120/360 ft., one target. Hit : 12 (2d8 + 3) fire damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 5 (1d10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. Anacites have varied general designs, but some have been engineered for specialized tasks. Two such specialists are the ambassador and the predator drone. While \xe2\x80\x9canacite\xe2\x80\x9d officially refers only to the sentient varieties many off-worlders use it as a catchall term for the world\xe2\x80\x99s mechanical life. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances. \n'b' In the uncounted millennia since the departure of the so-called \xe2\x80\x9cFirst Ones,\xe2\x80\x9d anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. \n'b' While they variously wait for the First Ones to return or work toward taking on their progenitors\xe2\x80\x99 mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal\xe2\x80\x99s fulfillment. \n'b' These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet\xe2\x80\x99s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack off-worlders or other anacites. \n'b'\n'b' Ambassadors . Anacite ambassadors travel to foster diplomatic relations. Most often, anacite ambassadors serve on seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers. To avoid tension during diplomacy, ambassadors keep this weapon retracted until it\xe2\x80\x99s needed, though they usually notify their hosts about the laser unless there\xe2\x80\x99s a good reason to keep it a secret. \n'b' Predator Drone . An anacite predator drone resembles a rhinoceros beetle made of silvery metal with a reddish shell that opens to reveal enormous wings. The drone\xe2\x80\x99s weapons are part of its body, leaving its wings and appendages free. \n'b' Countless drones police megaplexes . Others serve as soldiers for anacites that have greater authority. \n'b' Wingbot . The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Darkshard Ooze, Forge Worker \n'b' Family: Oozes \n'b' Medium ooze , chaotic evil \n'b' Armor Class 16 (chain mail) \n'b' Hit Points 39 (6d8 + 12) and 40 temporary hit points \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances cold, fire, lightning, poison \n'b' Condition Immunities blinded, charmed, deafened, exhaustion, frightened \n'b' Senses blindsight 120 ft., passive Perception 13 \n'b' Languages \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Corpse Possession . If the ooze loses all its temporary hit points, the corpse it possesses is completely destroyed and the ooze reappears in an unoccupied space within 5 feet of the corpse, using the regular statistics of a darkshard ooze. The ooze can also end the possession as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze makes two weapon attacks. \n'b' Darkspike . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). \n'b' Spiky Gobbet . The ooze lobs a gobbet of spiky goo at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw as the goo explodes into a cloud of spikes. A creature takes 7 (2d6) piercing damage on a failed save, or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Darkshard Infestation . The ooze attempts to infest a creature it is grappling. The target must succeed on a DC 12 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points and must repeat the saving throw after each hour that elapses. On a failed save, the target\xe2\x80\x99s hit point maximum is reduced by 10 (3d6). The target dies if its hit point maximum is reduced to 0 as a darkshard ooze spawns inside it. If the target succeeds on three of these saves, it is no longer diseased. \n'b' Rip Flesh . A target the ooze is grappling takes 3 (1d6) piercing damage and must succeed on a DC 12 Constitution saving throw or have disadvantage on attacks rolls, ability checks, and saving throws until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Skullwing \n'b' Family: Avarite \n'b' Tiny undead (avarite), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d4 + 8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14 Languages understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . The skullwing can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the skullwing senses as long as they are within 1 mile of each other. If its master causes it physical harm, the skullwing will end its service as a familiar, breaking the telepathic bond . \n'b' Flyby . The skullwing doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This colorful horned skull flaps along on three pairs of bat-like wings. \n'b' Skullwings, like skitterskulls, arise spontaneously on Avarus from the debris of corpses and available additional body parts. Stitched back together through infernal sorcery, skullwings take to the air on missions known only to them. Skullwings are often used as messengers in a fashion similar to passenger pigeons on the Prime Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Ooze \n'b' Family: Oozes \n'b' Medium ooze , unaligned \n'b' Armor Class 8 Hit Points 22 (3d8 + 9); Wound Threshold N/A Speed 10 ft., climb 10 ft.\n'b' STATS STR: 12 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth * +2 Damage Resistances acid, cold, fire Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (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 (see Adventurers, Combat). \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 2-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'\n'b' ACTIONS \n'b'\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 metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' ABOUT \n'b' Amorphous oozes are similar in some respects to a large mass of amoebae. To a humanoid, they\xe2\x80\x99re sticky, hungry globs, able to move and reproduce in strange ways (by mitosis, spore emission, or both). They mainly live in the Netherworld and other humid environments to avoid drying out. \n'b' These life forms seem to lack any intelligence and act purely out of reflex, but they\xe2\x80\x99re able to solve problems in their own way, using their strange bodies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Jelly, Crimson \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 69 (6d10 + 36) Speed 10 ft., climb 10 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'\n'b' Damage Resistances acid Damage Immunities lightning, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The crimson jelly can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The crimson jelly 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 : +8 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) acid damage. \n'b'\n'b' Reactions \n'b'\n'b' Split . When a crimson 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.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Jelly, Mustard \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 21 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances cold Damage Immunities force, lightning, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The mustard jelly can move through a space as narrow as 1 inch wide without squeezing. \n'b' Energy Absorption . A mustard jelly is immune to force and lightning damage. If the jelly would have taken force or lightning damage, it is instead healed for the same amount it would have taken in damage. \n'b' Magic Weapons . The mustard jelly\xe2\x80\x99s attacks are magical. \n'b' Spider Climb . The mustard jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Poison Aura . At the start of each of the mustard jelly\xe2\x80\x99s turns, each creature within 10 feet of it takes 10 (3d6) poison damage. A creature that touches the jelly or hits it with a melee attack while within 5 feet of it takes 10 (3d6) poison damage. \n'b'\n'b' Actions \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) bludgeoning damage and 10 (3d6) acid damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ochre Jelly \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 45 (6d10 + 12); Wound Threshold N/A Speed 10 ft., climb 10 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\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 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The jelly can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b' Spider Climb . The jelly 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 : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) 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 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' REACTIONS \n'b'\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'\n'b' ABOUT \n'b' The ochre jelly is a widespread predatory ooze. They easily propagate throughout sewers and in the vicinity of cities in the Netherworld. They contribute to the decaying process of organic matter, and their presence helps create a nourishing soil upon which plants can grow. \n'b' SPECIAL OPTION \n'b' It appears that the ochre jelly is also able to break down the bodies of corrupted creatures and return them to the cycle of nature without being afflicted itself. As slow, dumb, and unpleasant as they are, ochre jellies are crucial for purifying corrupted sites. Netherworld druids and their disciples don\xe2\x80\x99t hesitate to capture some, locking them in large, heavily sealed amphoras to transport them where they\xe2\x80\x99re needed. \n'b' If you use this option, ochre jellies gain the following trait: \n'b'\n'b' Necrophage of Canker . The ochre jelly is immune to corruption. If it feeds on corrupted substances, the waste and residue are rendered harmless, re-entering the natural cycle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Choke \n'b' Family: Oozes \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 350 (20d20 + 140) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 11 (+0) CON: 24 (+7) INT: 4 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +5, Cha +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities acid, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Air Production . The choke ooze naturally produces breathable air as a byproduct of its metabolism. It is surrounded by 30 feet of breathable air, even in a vacuum. Any gasses or vapors with a duration in this area have their duration halved. Creatures within this radius also gain advantage on saving throws against gaseous effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The choke ooze makes 3 melee attacks . \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 21 (3d8 + 8) bludgeoning damage, 21 (6d6) acid damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained . \n'b' Envelop . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 21 (3d8+8 damage) bludgeoning damage, 35 (10d6) acid damage, and if the target is a Large or smaller creature grappled by the ooze, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the ooze, and it takes 35 (10d6) acid damage at the start of each of the ooze\xe2\x80\x99s turns. If the ooze takes 35 damage or more on a single turn from a creature inside it, the ooze must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ooze. If the ooze dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Choke oozes are steaming masses of turgid slime that constantly churns and writhes in a pale tidal mass of anger and hunger. Great chunks of ooze boil upwards and splash back into its horrific bulk. Sages argue whether they were first distilled by the aboleth to create vast sub-oceanic domes of air for visitors and air-breathing slaves or simply curious scientists pushing the bounds of possibility, there seems little doubt that choke oozes were conceived, not discovered. Their fundamental purpose-and the reason for their being found in such vast quantities when they are met-is their ability to convert sustenance into breathable air. This boon not only causes their profligacy, but also may explain why they are so rarely encountered in the wild or randomly met. So great is this boon that the choke ooze is greatly prized, and even an immature specimen may fetch a king\xe2\x80\x99s ransom amongst those with a vested interest in bringing air to remote locations. \n'b' Hunger to Breathe . Cultivated choke oozes are usually massive-to enable them to yield the maximum amount of air harvest. Sometimes smaller versions of these oozes are found cultivated-often where a portable form of air is required in remote locations. There are, of course, dangers with the ooze. The first is its hunger-a choke ooze is never sated, its hunger a constant gnawing ache that is never satisfied. This need makes securing the ooze of the greatest importance, since they are drawn to flesh-any flesh-to consume. Unless held within an appropriately tough-usually steel or iron-container, they may break out and escape. Second is their need to be fed-in general 1 Hit Die of food enables a choke ooze produce enough air to fill a chamber one hundred yards square for a day, though the quality and quantity of air created varies from ooze to ooze-something some keepers extoll as a considerable virtue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Giant Red Amoeboid \n'b' Family: Oozes \n'b' Large ooze, unaligned \n'b' Armor Class 7 Hit Points 190 (20d10 + 80) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 4 (-3) CON: 39 (+4) INT: 4 (-5) WIS: 5 (-2) CHA: 2 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Damage Immunities fire, 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 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ooze can move through a space as narrow as one inch wide without squeezing. \n'b' Corrosive Mass . A creature that touches the ooze or hits it with a melee attack while within five feet of it takes 14 (4d6) acid damage. Any nonmagical weapon made of metal or wood 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 or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through four-inch thick nonmagical wood or metal in one round. \n'b' Lightning Absorption . Whenever the ooze is subject to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 27 (6d8) acid damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The ooze cannot use the same pseudopod on another target. A restrained target takes 27 (6d8) acid damage at the start of each of the ooze\xe2\x80\x99s turns. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' ABOUT \n'b' These oozes are monstrous things found hunting in subterranean settings. They are always hungry and aggressive. Although a giant red amoeboid has no mind, it can sense living creatures and is an effective hunter. It can pass through a crack as small as one inch high and about six inches wide, or down a hole of three inches in diameter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Gurgling \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 47 (5d10 + 20); Wound Threshold : N/A Speed 10 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 19 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Anxious Rage . When it\xe2\x80\x99s been reduced to under half its hit points , the gurgling ooze may enter an anxious rage. In this state, it has advantage on Strength and Constitution checks and saving throws, it inflicts +1d6 bludgeoning damage on melee weapon attack damage rolls , and gains resistance to bludgeoning, piercing, and slashing damage. \n'b' Amorphous . The gurgling ooze can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b' Detect Freshwater . The gurgling ooze can detect fresh water within 1 mile. \n'b' Spider Climb . The gurgling 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 : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage plus 3 (1d6) acid damage. \n'b'\n'b' ABOUT \n'b' The gurgling ooze looks like a mass of luminescent bluish sap, slowly pulsating to the rhythm of its dull life. Its clumsy, balloon-like appearance belies an extremely resistant skin and great strength. This ooze is quick to become aggressive toward anyone attempting to take its water, defending its precious resource to the end. \n'b' This ooze is both feared and appreciated. Like a sponge, it\xe2\x80\x99s able to extract water from mist, dew, a leaking wall, or even simply from highly humid air. Its specialized senses allow it to easily find a source of fresh water, into which it settles. It bloats in size as it drinks, developing a storage sac that inflates like a balloon until it reaches about 3 feet across. Once satisfied, it looks like a mushroom, and mainly feeds on mineral or plant matter, thanks to its pseudopods. \n'b' As an opportunistic omnivore, a gurgling ooze will kill and devour any creature attempting to deprive it of water or drain its sac. Savvy travelers of the Netherworld know to feed the gourd (for example with a freshly hunted carcass) so that it enters a kind of digestive dormant state, making it easier to pierce the water sac and take sparingly from it without provoking a reaction. In this way, it\xe2\x80\x99s possible to obtain an amount of water roughly equal to what the gourd consumed. \n'b' While it can be useful, the gurgling ooze can also be a threat. If several of these creatures settle in a spring and inflate with water, they can end up creating a dam, significantly reducing the water flow downstream and potentially leading to severe drought. It would then be tempting to solve the problem decisively by attacking the gourds. \n'b' However, the Netherworld druids wonder if such events are a sign of a greater imbalance. Natural species would normally have predators. While occasional excesses may happen, these usually return to a natural balance without humanoid intervention. In order to end these nuisances, the root of the problem must surely be found elsewhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Leavesrot \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 105 (14d10 + 28) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 7 (\xe2\x80\x932) CON: 15 (+2) INT: 1 (\xe2\x80\x935) WIS: 8 (\xe2\x80\x931) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, bludgeoning, cold Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The leavesrot ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . While the leavesrot ooze remains motionless, it is indistinguishable from an ordinary pile of leaves. \n'b' Ooze Nature . The leavesrot ooze doesn\xe2\x80\x99t require sleep. \n'b' Rotting Leaves . When a creature hits the leavesrot ooze with a melee attack while within 5 feet of it, mold spores and decomposing matter fly out from the wound. Each creature within 5 feet of the ooze must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 13 (3d8) acid damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , the ooze can automatically hit the target with its Pseudopod, and the ooze can\xe2\x80\x99t make Pseudopod attacks against other targets. \n'b' Release Spores (Recharge 5\xe2\x80\x936) . The leavesrot ooze releases spores from the mold coating its leaves. Each creature within 20 feet of the ooze must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and is choking. On a success, a creature takes half the damage and isn\xe2\x80\x99t choking. A choking 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 pile of rotting leaves\xe2\x80\x94in reds and yellows, oranges and browns\xe2\x80\x94rustles as it scuttles along the ground in search of its next meal. \n'b' Leavesrot oozes spring to life when sentient mold grows on fallen leaves, causing them to coalesce and act in concert. Many believe they are the unlikely result of meddling by a wizard\xe2\x80\x99s apprentice, who grew tired of raking leaves outside the tower. \n'b' Corrosive Heaps . As piles of fallen leaves decompose, they coalesce, and as the mold grows, the ooze exudes acid potent enough to strip flesh from bone. Druids sometimes use these oozes to accelerate the decomposition of rotting corpses. \n'b' Autumnal Ambuscade . Leavesrot oozes lie in ambush on the forest floor, grabbing and devouring creatures that cross its path. Travelers have heard the cries of their companions who, after being wrestled to the ground with a withering squelch, are slowly eaten by these predatory mounds. \n'b' Carnivorous Mounds . No one is sure how the leavesrot ooze developed a taste for flesh, but they are sated, however briefly, after consuming seven creatures in a single month, temporarily entering a dormant state. Travelers in areas known to contain leavesrot oozes often bring along extra chickens, pigs, or other livestock to sate the creatures long enough to secure passage through the forest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Allip \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 45 (7d8+14) Speed fly 30 ft. (hover)\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages Common, Deep Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The allip can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The allip attacks once with its touch of madness, and then uses babble. Touch of Madness. Melee Weapon Attack : +5 to hit, 5 ft. reach, one target. Hit : 17 (4d6 + 3) psychic damage. The allip regains hit points equal to that amount of psychic damage taken by the target. If the psychic damage reduces the target to 0 hit points , the target is stable but paralyzed for 1 hour, and suffers the effects of long-term madness. \n'b' Babble . The allip mutters to itself, creating a hypnotic effect. Creatures within 60 feet that can hear the allip, other than other allips, must succeed on a DC 13 Wisdom saving throw. On a failed saving throw, a creature is charmed 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 allip\xe2\x80\x99s babble for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Madness . When a creature targets the allip with a thought detection, makes telepathic contact, or tries to make the allip charmed , the allip inflicts 5 (1d10) psychic damage on the creature. \n'b'\n'b' ABOUT \n'b' Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter-possibly in wrath, but also perhaps oblivious to their own insane nature-spreading the psychoses that led to their own untimely deaths. \n'b' Spirit of Madness . Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. Alas, such vengeance does not put the allip to rest, but simply serves to further fuel its madness as it finds itself trapped in a world now no longer even holding the satisfaction of vengeance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Erodaemon \n'b' Family: Daemons \n'b' Large fiend (daemon), neutral evil \n'b' Armor Class 17 (evil desire) Hit Points 147 (14d10 + 70) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 21 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +6, Int +7, Wis +6, Cha +8 Skills Deception +8, Insight +6, Perception +6, Persuasion +8 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16 Languages Abyssal, Draconic, Infernal; telepathy 100 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The erodaemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , comprehend languages , detect good, detect thoughts , unnatural lust (as the command spell but the only option is to \xe2\x80\x9clust\xe2\x80\x9d) \n'b' 3/day each : desecrate, crushing despair (as symbol of despair except casting time is 1 action and it triggers upon casting, affecting all creatures within 10 feet of the target) enervation, swift suggestion (as suggestion but can be cast as a bonus action) \n'b' 1/day each : modify memory , utter contempt (as command , except the creature perceives all creatures as beneath its contempt and acts accordingly. The effect lasts for 1 minute) \n'b'\n'b' Magic Resistance . The erodaemon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The erodaemon\xe2\x80\x99s weapon attacks are magical. \n'b' Object of Desire . While using detect thoughts on a humanoid, an erodaemon can identify the person the target most desires, whether it is a loved one or an object of lust. The erodaemon can change into the form of this desired person as long as the desired person is a Small, Medium, or Large humanoid. The erodaemon gains advantage on Charisma ability and skill checks to impersonate that person and avoid being detected as a fraud. This effect ends if the erodaemon attacks any creature. \n'b' Telepathic Bond . The erodaemon ignores the range restriction on her telepathy when communicating with a creature she has charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The erodaemon makes one snake tail attack and one electrified touch attack, or she makes one poison tail attack and teleports before or after the attack. \n'b' Electrified Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 27 (6d8) lightning damage. The target must make a DC 16 Charisma saving throw or lose 1d4 points of Charisma , or half as much on a failed save. A creature suffering from any Charisma drain has disadvantage on Charisma ability checks, saving throws and skill checks. \n'b' Poison Tail . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 23 (3d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned the creature is also stunned . \n'b' Etherealness . The erodaemon magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' Teleport . The erodaemon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. \n'b' Wilting Kiss . The erodaemon touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) psychic damage, and the erodaemon gains temporary Hit Points equal to half the damage dealt. The target must succeed on a DC 16 Charisma saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. A creature that takes any psychic damage also must make a DC 16 Wisdom saving throw or become charmed by the erodaemon indefinitely. A charmed creature can repeat the saving throw if they move more than 30 feet away from the erodaemon, if they fail this save they remain\xc2\xa0 charmed and also lose 1d2 points of Charisma . The death of the erodaemon also ends this charm. \n'b'\n'b' ABOUT \n'b' Erodaemons are the personification of death by heartbreak. Occasionally, erodaemons will work together, but only if doing so results in a greater harvest of crushed mortal souls. In her true form, an erodaemon is 6 feet tall and weighs 150 pounds. \n'b' Erodaemons personify death by heartbreak. These fiends pose as mortals, insert themselves into the lives of their victims, and slowly destroy them. They break apart marriages, kill children or cause them to leave their families, destroy reputations, extinguish faith, curdle family ties, and bit by bit savor the slow disintegration of their victims\xe2\x80\x99 emotional well-being and consequent physical deterioration. Every tear shed, every sobbing woman, and every grieving man brings a rapturous smile to an erodaemon\xe2\x80\x99s face, because when a mortal dies of heartbreak and grief, the erodaemon feasts upon the tortured soul. The typical erodaemon stands 6 feet tall and weighs 150 pounds. \n'b' Studious Seduction. Erodaemons know many traditions of different societies due to their intrusions into urban areas on other planes. Erodaemons practice their forms of seduction primarily upon the hunted, who may still have such base desires as intimacy and love, shifting between genders fluidly and mimicking any behavior pattern that furthers their designs. Erodaemons are rarely trusted by other daemons, who have no hearts to break but can be tricked all the same into thinking a supposed ally or leader has turned its back on them. They especially savor those whose heart already throbs for another, visiting each lover in turn and feigning unfaithfulness (or inveigling an unsuspecting suitor into a tryst) before unleashing abuse and revealing its true nature and devouring the emotionally shattered remains of both parties involved.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Manure \n'b' Family: Oozes \n'b' Medium ooze , unaligned \n'b' Armor Class 7 Hit Points 45 (6d8 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 5 (\xe2\x80\x933) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 6 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \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' Eye-Watering Stench . The manure ooze gives off an odor so pungent it can bring tears to the eyes. A creature that starts its turn within 20 feet of the ooze must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. \n'b' Flammable . If a manure ooze takes fire damage, it bursts into flame until the end of its next turn. When it hits with a Pseudopod attack while on fire, the Pseudopod deals an extra 3 (1d6) fire damage. \n'b' Ooze Nature . The manure ooze doesn\xe2\x80\x99t require sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage. \n'b' Digest Corpse . The manure ooze dissolves a corpse in its space that is less than 1 week old. It regains 1d6 hp per size category of the creature it consumes. For example, it regains 1d6 hp when consuming a Tiny creature or 4d6 hp when consuming a Large creature. The corpse is then destroyed, and this action can\xe2\x80\x99t be used on it again. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When a manure ooze that is Medium or larger is subjected to 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' Miniscule particles and larger unidentifiable chunks punctuate this sludgy, brown mass. \n'b' Sometimes putrid spirits in refuse, water, and fertilizer combine and lurch into a primordial form of life, especially in farmland where the soil itself has absorbed vast amounts of arcane energy, such as ancient battlegrounds or the sites of crumbled, mystical artifacts. Manure oozes consume and grow from that energy, and if left unchecked, they can increase their mass and volume to that of a large pond. \n'b' Deadly Compost . Manure oozes pose a considerable threat to farm hands, shepherds, and others who work in the countryside or farmlands. They can lie still for days, looking no different than any other pile of compost, until they kill and digest a farmer or grab unattended livestock. When the ooze runs out of food, it moves on to the next farm and begins its cycle again. \n'b' Rich Remains . Despite the danger they present, manure oozes can be surprisingly beneficial to a farm. As it moves, a manure ooze leaves a sticky, nutrient rich trail behind it. Plants sown in such soil grow faster and larger than plants grown with normal compost or fertilizer. Similarly, when a manure ooze is destroyed, it enriches the land as its decomposing form revitalizes the soil, resulting in healthy, lush gardens.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Scintillating \n'b' Family: Oozes \n'b' Large ooze , neutral \n'b' Armor Class 15 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 7 (\xe2\x80\x932) CHA: 3 (\xe2\x80\x934) \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 , grappled , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages \xe2\x80\x94 Challenge 12 (8,400 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' Corrosive Form . A creature that touches a scintillating ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage. \n'b' Ooze Nature . The scintillating ooze doesn\xe2\x80\x99t require sleep . \n'b' Spider Climb . The scintillating 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 scintillating ooze makes one Pseudopod attack and three Weapon Thrash attacks. \n'b' Weapon Thrash . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning, piercing, or slashing (the ooze\xe2\x80\x99s choice) damage. \n'b' Pseudopod . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage plus 18 (4d8) acid damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Shed Oozling . When the scintillating ooze has more than 10 hp and is subjected to acid, cold, lightning, or slashing damage, the scintillating ooze can lose 10 hp to create an oozling. An oozling has the same statistics as the scintillating ooze, except it is Tiny, has 10 hp , can\xe2\x80\x99t make Weapon Thrash attacks, and can\xe2\x80\x99t use this reaction or use legendary actions . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The scintillating ooze 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 ooze regains all spent legendary actions at the start of its turn. \n'b'\n'b' Move . The scintillating ooze moves up to its speed without provoking opportunity attacks. \n'b' Grasping Pseudopod . The scintillating ooze launches a pseudopod at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Strength saving throw or be pulled up to 30 feet toward the ooze. \n'b' Lunging Attack (Costs 2 Actions) . The scintillating ooze makes one Weapon Thrash attack at a creature it can see within 10 feet of it. \n'b'\n'b' ABOUT \n'b' A tentacled horror oozes forward, its long, slimy pseudopods wielding an assortment of weapons. \n'b' A scintillating ooze can be found anywhere junk collects. Legends say the oozes were created to protect treasures and armories, but they ended up consuming their creators, along with any other adventurers unlucky enough to stumble across them. \n'b' Apex Predator . Scintillating oozes represents the final step in the evolution of oozes. They possess several traits common in smaller oozes, slimes, and jellies and are smart enough to apply predatory tactics and wield weapons left by victims. Though they understand which end of the weapon to use against their prey, they aren\xe2\x80\x99t intelligent enough to activate magic weapons with command words, buttons, or similar. It can\xe2\x80\x99t be reasoned with, but it can be tricked, lured, or corralled by effective tactics. Like a lion or tiger, it is an apex predator capable of waiting until the right moment to strike. \n'b' Sparkling Lures . Scintillating oozes understand that sparkling treasures lure prey, and they use such treasures as traps for greedy adventures and curious animals alike, lying in wait to ambush the distracted prey. It attacks with weapons from its treasure hoard if possible and uses its pseudopods to grasp and hold prey. An injured scintillating ooze doesn\xe2\x80\x99t run from potential prey, but it sends any severed pieces of itself to flee. These severed pieces eventually grow into full-sized scintillating oozes, and stories claim some regrown scintillating oozes even recognize prey that escaped them in their previous \xe2\x80\x9clives.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Spheris Malforma \n'b' Family: Avarite \n'b' Medium fiend (avarite), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 33 (6d8 + 6) 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 Damage Immunities fire Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 12 Languages Infernal Proficiency Bonus +2 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. 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' Pyramis (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, Sinoper \n'b' Family: Oozes \n'b' Medium ooze , unaligned \n'b' Armor Class 7 Hit Points 170 (20d8 + 80) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 21 (+5) DEX: 5 (\xe2\x80\x933) CON: 19 (+4) INT: 3 (\xe2\x80\x934) WIS: 14 (+2) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, cold, fire, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \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' False Appearance . The sinoper ooze can shift the paint within its form to appear like any painting or fresco it has touched. While the ooze remains motionless on a flat surface, such as a wall or ceiling, it is indistinguishable from that work of art. \n'b' Ooze Nature . The sinoper 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' Multiattack . The sinoper ooze makes three Paint Splash attacks. \n'b' Paint Splash . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 18 (3d8 + 5) acid damage, and the target is coated in paint. Roll a die. On an even roll, the target is coated in a warm color paint, such as red, orange, or yellow. On an odd roll, the target is coated in a cool color paint, such as blue, green, or purple. A creature, including the target, can use its action to remove the paint. \n'b' Foment Pigment (Recharge 4\xe2\x80\x936) . The sinoper ooze activates latent magic in its paint, burning or freezing the paint off creatures affected by Paint Splash. Each creature coated in paint within 60 feet of the sinoper ooze must make a DC 16 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage (if coated in a cool color paint) or fire damage (if coated in a warm color paint) and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . Each affected creature is no longer coated in paint. \n'b'\n'b' ABOUT \n'b' The painting of the local regent dissolves into a quivering puddle and leaves behind a wet slick of paint as it slides forward. \n'b' Sinoper oozes are living, ambulant blobs of paint brought to life when a magical painter pours passion into a work of painted art, such as a portrait or fresco, or when a painting or fresco spends an extended period of time an area with excess magical energy, such as a wizard school or divine temple. \n'b' Deadly Works of Art . Sinoper oozes blend in with beautiful works of art in seldom-used places. Patient and requiring infrequent meals, a sinoper ooze can wait in disguise for months or even years before ambushing and devouring a hapless passerby. Because of this, many arcane colleges and major cathedrals regularly clean paintings and other objects that might become animated with too much magical influence, such as suits of armor or rugs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ooze, Snow \n'b' Family: Oozes \n'b' Huge ooze , unaligned \n'b' Armor Class 6 Hit Points 171 (18d12 + 54) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 3 (\xe2\x80\x934) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Damage Immunities cold Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The snow ooze can move through a space as narrow as 1 foot wide without squeezing. \n'b' False Appearance . While the snow ooze remains motionless, it is indistinguishable from a patch of snow. \n'b' Ice Walk . The snow ooze can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Ooze Nature . The snow ooze doesn\xe2\x80\x99t require sleep . \n'b' Snow Blindness . When a creature that can see the snow ooze starts its turn within 30 feet of the ooze, that creature must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. This trait doesn\xe2\x80\x99t function while the snow ooze is in dim light or darkness. \n'b' Snow Burrower . The snow ooze can burrow through nonmagical snow and ice in addition to sand, earth, and mud. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snow ooze makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) cold damage. \n'b' Avalanche (Recharge 4\xe2\x80\x936) . The snow ooze rumbles forward, stirring up snow as it goes. The ooze moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and 18 (4d8) cold damage and is buried in slushy snow. On a success, a creature takes half the damage and isn\xe2\x80\x99t buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 15 Strength check. A buried creature with a swimming speed has advantage on this check. \n'b'\n'b' ABOUT \n'b' The field of snow suddenly reveals itself to be a huge white ooze that rolls forward like an avalanche. The exterior of the snow ooze is firm like packed snow, but its interior is slushy and semi-liquid, allowing them to hide in their snowy homes more effectively. \n'b' Cold Climate Hunters . Snow oozes hunt in perpetually snow-covered land in the subarctic and extreme arctic or in high mountainous areas. Their range increases in winter, allowing them to hunt further into temperate climes, retreating to the arctic and subarctic areas as the snow melts. \n'b' Convenient Disposal . Intelligent creatures in colder climes, such as frost giants, often trick snow oozes into pits or enclosed sections of their fortresses, using them as garbage disposals or deadly traps.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Prismatic Ooze \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 375 (30d10 + 210) Speed 25 ft., fly 25 ft.\n'b' STATS STR: 26 (+8) DEX: 6 (-2) CON: 25 (+7) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +1, Wis +6, Cha +1 Damage Immunities see Prismatic Nature Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone ; see Prismatic Nature Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 20 (25,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Prismatic Nature . The ooze coruscates with 7 colors. Each color provides it an immunity, and is vulnerable to certain spells or effects. When targeted by one of the effects below, the ooze makes a Constitution saving throw against the caster\xe2\x80\x99s spell DC. On a failure, the effect counteracts the corresponding color of the ooze, causing the ooze to lose the corresponding immunity. A color is counteracted even if the ooze is immune to the counteracting effect. Red. Immunity to fire damage and to nonmagical ranged attacks . Counteracted by: 25 or more cold damage. Orange. \n'b' Immunity to magical ranged attacks . Counteracted by: strong wind. Yellow. Immunity to acid, lightning, necrotic, and radiant damage. Counteracted by: 60 or more force damage. Green. \n'b' Immunity to poison damage . Counteracted by: a passwall spell or another spell that can open a portal on a solid surface. Blue. Immunity to cold damage. Counteracted by: 25 or more fire damage. Indigo. Immunity to divination effects. Counteracted by: bright light shed by a daylight spell or a similar spell of equal or higher level. Violet. No immunity granted. Counteracted by: dispel magic or other spell that ends magic effects. \n'b' Prismatic Touch . A creature touched by the ooze\xe2\x80\x99s pseudopod or grappled by it at the start of the ooze\xe2\x80\x99s turn experiences an additional effect based on the ooze\xe2\x80\x99s current predominant color. The creature is then immune to Prismatic Touch until the start of the ooze\xe2\x80\x99s next turn. Roll 1d8 to determine what color affects the target. If the color has been counteracted (see Prismatic Nature ), then the touch has no additional effect. Each color allows a DC 21 saving throw to avoid the effect. 1. Red. 10 (3d6) fire damage ( Dexterity save) 2. Orange. 13 (3d8) acid damage ( Dexterity save) 3. Yellow. 14 (4d6) lightning damage ( Dexterity save) 4. Green. 7 (2d6) poison damage and poisoned for 1 minute ( Constitution save) 5. Blue. 18 (4d8) cold damage ( Dexterity save) 6. Indigo. Flesh to stone (no concentration necessary) 7. Violet. blinded ( Wisdom save). On a failed save, the target repeats the saving throw at the start of the ooze\xe2\x80\x99s next turn. A successful save ends the blindness. On a failed save, the creature is transported to another plane of the GM\xe2\x80\x99s choosing and is no longer blinded . 8. Potent Strike. Roll twice, rerolling duplicates or results of 8. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ooze can use Dazzling Burst. It then attacks three times with its pseudopod. It can replace one attack with Consume Magic. \n'b' Pseudopod . Melee Weapon Attack : +14 to hit, reach 25 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 24) and subjected to the ooze\xe2\x80\x99s Prismatic Touch. \n'b' Consume Magic . If the ooze is grappling a creature affected by an ongoing spell or spells, the ooze attempts to dispel the highest-level spell. It makes a Constitution check against a DC equal to 10 + the spell\xe2\x80\x99s level. On a success, the spell ends and the ooze regains 33 (6d10) hit points . \n'b' Dazzling Burst (Recharge 6) . Each creature within 30 feet that can see the ooze must make a DC 21 Constitution saving throw. On a failure, a creature is blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' When powerful mages experiment with magic, strange and terrible creations are the inevitable result. The prismatic ooze is one potential consequence of such eldritch tinkering. Shimmering with vibrant iridescent colors, a prismatic ooze dazzles its victims before subjecting them to a myriad of harmful magical effects. \n'b' In rare cases, a prismatic ooze can spontaneously appear in areas of strong primal magic. Some fey realm explorers have given accounts of spotting island-sized prismatic oozes soaring high in the sky above, though, thankfully, no such behemoths have yet made it to the Material Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shoal Ooze \n'b' Family: Oozes \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 9 Hit Points 232 (16d20 + 64) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 19 (+4) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . Until the shoal ooze attacks, it is indistinguishable from a large school of fish. \n'b' Ooze Nature . The shoal ooze doesn\xe2\x80\x99t require sleep . \n'b' Symbiotically Bound . The ooze and the fish\xe2\x80\x99s life force have become entwined. They share statistics as if they were one creature and can\xe2\x80\x99t be separated. \n'b' Water Breathing . The shoal ooze can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shoal ooze uses Mesmerizing Spiral. It then makes three Pseudopod attacks and uses Engulf. \n'b' Pseudopod . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage, the target is grappled (escape DC 16). \n'b' Engulf . The shoal ooze engulfs one Huge or smaller creature grappled by it. The engulfed target is restrained and unable to breathe unless it can breathe water, and it must succeed on a DC 16 Constitution saving throw at the start of each of the ooze\xe2\x80\x99s turns or take 21 (6d6) acid damage. If the ooze moves, the engulfed target moves with it. The ooze can have two Huge creatures or up to eight Large or smaller creatures engulfed at a time. An engulfed creature, or a creature within 5 feet of the ooze, can take its action to remove the engulfed creature from the ooze by succeeding on a DC 16 Strength check, putting the engulfed creature in an unoccupied space of its choice within 5 feet of the ooze. \n'b' Mesmerizing Spiral . The fish inside the shoal ooze swim rapidly in a hypnotic spiral. Each creature within 20 feet of the ooze that can see the fish must succeed on a DC 16 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated , its speed is reduced to 0. The incapacitated 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 Mesmerizing Spiral of all shoal oozes for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Hundreds of small silver fish school together in a tightly-packed sphere inside this enormous, near-invisible ooze. The shoal ooze is a deadly, ocean-dwelling predator that thrives in symbiosis with a school of acid-resistant fish. \n'b' In return for the ooze\xe2\x80\x99s protection from predators, the fish lure prey toward the ooze. When sharks or other would-be predators approach, the schooling fish swim in mesmerizing spiral patterns, allowing the ooze to surprise the hunters and devour them. As the ooze\xe2\x80\x99s acid dissolves its engulfed victims, the fish eagerly gobble up tiny pieces. \n'b' Obscure Origins . Merfolk scholars believe these fish were once native to volcanic seas, eventually growing resistant to acidic environments. \n'b' Encounters between an ocean-dwelling ooze and the fish long ago allowed them to develop their symbiotic relationship. The deranged\xe2\x80\x94some say visionary\xe2\x80\x94 lich who created the first giant shark bowl ooze may have been inspired by studying the shoal ooze. \n'b' Inextricably Linked . The fish live entirely inside the ooze, including hatching offspring. When the school\xe2\x80\x94and its surrounding ooze\xe2\x80\x94gets too big, part of the school splits off, forming a new shoal ooze. Small shoal oozes might combine into a larger shoal ooze, securing themselves against predators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sinkhole Ooze \n'b' Family: Oozes \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 7 Hit Points 108 (8d20 + 24) Speed 20 ft., burrow 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 5 (\xe2\x80\x933) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 6 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6 Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhausted, frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \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' Hollow Cylindrical Form (Stretched Body Only) . Creatures can occupy the space in the center of the cylinder formed by the sinkhole ooze, and each such space is always within the ooze\xe2\x80\x99s reach, regardless of the size of the cylinder. \n'b' Ooze Nature . The sinkhole ooze doesn\xe2\x80\x99t require sleep . \n'b' Seizing Pseudopods . The sinkhole ooze can have up to six tendril-like Pseudopods at a time. Each Pseudopod can be attacked (AC 10; 10 hp ; immunity to acid, poison, and psychic damage). Destroying a Pseudopod deals no damage to the ooze, which can extrude a replacement Pseudopod on its next turn. A Pseudopod can also be broken if a creature takes an action and succeeds on a DC 14 Strength check against it. \n'b' Slimy Appearance (Stretched Body Only) . While the sinkhole ooze remains motionless, it is indistinguishable from the interior of the pit or hole in the ground it is stretched across, though the interior walls appear to be wet. \n'b' Spider Climb . The sinkhole 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 sinkhole ooze makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 15 ft., one creature. Hit : 9 (1d10 + 4) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and takes 3 (1d6) acid damage at the start of each of its turns, and the ooze can\xe2\x80\x99t use the same Pseudopod on another target. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stretch Body . The sinkhole ooze stretches its body around the inner walls of a pit, sinkhole, or other circular opening in the ground. When stretched in this way, the ooze forms a hollow cylinder that is up to 25 feet tall with an up to 25-foot radius. The ooze can end the stretch as a bonus action, occupying the nearest unoccupied space to the hole in the ground. \n'b'\n'b' REACTIONS \n'b'\n'b' Pluck (Stretched Body Only) . When at least one creature falls down the center of the cylinder formed by the sinkhole ooze, the ooze can try to grab up to two of the creatures. Each target must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14) in one of the ooze\xe2\x80\x99s Pseudopods. \n'b'\n'b' ABOUT \n'b' The walls of the pit shift, and half a dozen tendrils pluck the falling deer from the air, dissolve it, and drop its skeleton into the darkness below. \n'b' Sinkhole oozes are translucent creatures that can stretch themselves around or across a well, pit, sinkhole, gully or similar opening and catch whatever falls down the hole. They catch and hold the falling creatures, dissolving and consuming the prey\xe2\x80\x99s softer tissues before releasing the skeleton. \n'b' Terrors of Sinkholes . Sinkhole oozes ambush prey underground, in flatlands or low hills, with limestone bedrock, and in humanoid-made wells and traps. \n'b' Symbiotic Relationships . A sinkhole ooze has just enough intelligence to work with other creatures. Some intelligent creatures will use a sinkhole ooze as a trap, driving or luring enemies into its clutches. The ooze recognizes this and avoids eating its partners\xe2\x80\x94so long as they provide it with food.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellwarped Ooze \n'b' Family: Oozes \n'b' Large ooze , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 85 (10d10 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 9 ( 1) CON: 17 (+3) INT: 4 (-3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Resistances damage from spells; bludgeoning, piercing, and slashing from magical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , prone , restrained Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages Challenge 5 (1,800 XP) Proficiency Bonus +3 \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' Magic Resistance . The ooze has advantage on saving throws against spells and other magical effects. \n'b' Mundane Aversion . When the ooze takes 10 or more bludgeoning, piercing, or slashing damage from a nonmagical attack , it shudders with aversion and produces an involuntary magical effect. It is affected as if it had targeted itself with its Raw Magic Surge, which lasts until the end of its next turn. \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 ooze makes two Pseudopod attacks and uses Raw Magic Surge, if available. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) force damage and, if the target is a creature that has spell slots, it must make a DC 14 Charisma saving throw. On a failed save, the target loses the highest-level unexpended spell slot of 5th level or lower and the ooze regains 4 (1d8) hit points per level of the slot. \n'b' Raw Magic Surge (Recharge 5 6) . The ooze unleashes a surge of raw magical power. Roll a d4 for each creature within 30 feet of the ooze to determine which magical effect the creature is subjected to. Each effect lasts until the start of the ooze\xe2\x80\x99s next turn.\n'b'\n'b'\n'b' The creature must succeed on a DC 14 Wisdom saving throw or be transformed into a random creature as by the polymorph spell. Roll a d4 to determine the creature it transforms into (1: bat; 2: cat; 3: raven; 4: snake). \n'b' The creature must succeed on a DC 14 Strength saving throw or rise vertically 20 feet into the air and remain suspended there. \n'b' The creature must succeed on a DC 14 Constitution saving throw or be turned to stone and subjected to the petrified condition. \n'b' The creature must succeed on a DC 14 Charisma saving throw or take 9 (2d8) force damage and be teleported in a random direction to the furthest away unoccupied space within 30 feet of it. To determine the direction, roll a d8 and assign a direction to each die face. \n'b'\n'b' REACTIONS \n'b'\n'b' Distort Spell . When the ooze is the targeted by a spell that only targets it, roll a d8. If the result is higher than the level of the spell, the spell has no effect on the ooze and instead targets another random creature within 30 feet of it. If no other creatures are in the area, the spell has no effect. \n'b'\n'b' ABOUT \n'b' These arcane creatures are most often the product of a wizard\xe2\x80\x99s failed experiments or conjured forth by a patch of raw, unstable magic. Magical to their core, they are both attracted to and protected against magic. \n'b' Conversely, spellwarped oozes abhor the nonmagical and will try to steer clear of mundane steel if possible. \n'b' In combat, the spellwarped ooze prefers to ambush its targets, creeping close before springing into action. It lashes outs against groups with its Raw Magic Surge, and uses its pseudopods to assault spellcasters, whom it greedily attempts to devour, ignoring most other targets when one is near.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophanim \n'b' Gargantuan celestial , lawful good \n'b' Armor Class 18 (natural armor) Hit Points 231 (14d20 + 84) Speed 0 ft., fly 150 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 1 (-5) INT: 17 (+3) WIS: 22 (+6) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +9, Wisdom +12, Charisma +15 Skills Insight +12, Perception +18 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, radiant Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , stunned Senses truesight 120 ft., passive Perception 33 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Awareness . The ophanim knows if it hears a lie. \n'b' Divine Integrity . The ophanim is a being of pure light that sustains its physical form by being constantly aware of it. It uses its Wisdom modifier instead of its Strength , Dexterity , and Constitution modifiers. If the ophanim falls unconscious , it becomes unaware of itself and dies. \n'b' Innate Spellcasting . The ophanim\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 23). The ophanim can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect evil and good , protection from evil and good \n'b' 5/day each : hallow , dispel evil and good \n'b' 3/day each : commune, geas , sunbeam \n'b' 1/day each : holy verdict: retribution*, mass heal , sunburst , judgment of the sun* \n'b' Limited Magic Immunity . The ophanim can\xe2\x80\x99t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ophanim makes two radiant rupture attacks. \n'b' Radiant Rupture . Ranged Spell Attack : +15 to hit, range 150 ft., one target. Hit : 36 (8d8) radiant damage. It deals 54 (12d8) radiant damage to creatures that are poisoned by Drain Light. \n'b'\n'b' REACTIONS \n'b'\n'b' Drain Light . To attack a creature that is made of pure light is a vile act that can drain the attacker. When a creature successfully hits the ophanim, the ophanim can choose to drain the creature\xe2\x80\x99s light. The creature must succeed on a DC 17 Charisma saving throw or become poisoned until the end of its next turn. The poisoned creature takes more damage from radiant rupture. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The ophanim 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 ophanim regains spent legendary actions at the start of its turn. \n'b'\n'b' Teleport . The ophanim magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Eyes of Rings (Costs 2 Actions) . The ophanim targets one creature it can see within 120 feet of it. Numerous eyes on the golden rings focus their gazes upon a single creature. The creature must succeed on a DC 15 Charisma saving throw, or the creature is overwhelmed and stunned until the end of its next round. \n'b' Light\xe2\x80\x99s Ultimatum (Costs 3 Actions) . The ophanim absorbs the radiant energy in a 120-foot radius area centered on the ophanim. All lights are absorbed by the ophanim, creating a magical darkness in the affected area. Each creature in the darkness must succeed on a DC 23 Charisma saving throw or lose their resistance and immunity to radiant damage until they leave the darkness. The ophanim gains 11 temporary hit points (an extra +4 temporary hit point for each radiant immunity or resistance nullified). \n'b'\n'b' ABOUT \n'b' The first light that shines upon the throne of a deity humbly bows before the might of the divine as it obtains sentience to perceive and, through perception, to comprehend the supremacy of the holy. If a deity chooses to preserve the courteous light, it blesses the light with four sacred rings, creating an ophanim. An ophanim\xe2\x80\x99s loyalty never wavers and unlike other angels , they can\xe2\x80\x99t fall from grace. They are pure light molded into a body through faith. An ophanim\xe2\x80\x99s duty is to watch over the realm of a deity and to guard its throne. \n'b' Being of Light . An ophanim doesn\xe2\x80\x99t have a vessel; it is a being of pure light anchored to material existence by four rings. These rings have numerous eyes on them that constantly watch over the ophanim. By doing so, they acknowledge its existence. \n'b' Divine Creation . An ophanim is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Incorruptible . The essence of an ophanim consists of strong and righteous ideals and the pillars of divine faith. If these ideals ever weaken or if the faith of an ophanim ever wavers, the ophanim\xe2\x80\x99s essence dissipates and it is no more.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Hydrodaemon \n'b' Family: Daemons \n'b' Horrendous crimson runes that are difficult to look upon writhe on the lumpy, muscular flesh of this winged toad-like creature and from its fanged maw slathers a tongue covered in saliva a multitude of colors. \n'b' Large fiend (daemon), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft., fly 40 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 9 (-1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Dexterity +5, Wisdom +5 Skills Athletics +7, Perception +5, Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren\xe2\x80\x99t cold iron or silvered Damage Immunities acid, necrotic, poison Condition Immunities poisoned ; Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Deep Speech, Infernal, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Magic Resistance . The hydrodaemon has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The hydrodaemon makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) magical piercing damage and sleep spittle. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) magical slashing damage. \n'b' Sleep Spittle . Ranged Weapon Attack : +5 to hit, range 20/40 ft., one target. A target hit by this attack makes a DC 15 Wisdom saving throw. On a failed saving throw the target falls unconscious for 1d4 rounds, or until they either take damage or someone uses an action to shake or slap the sleeper awake. \n'b' These frog-like fiends swim the River Styx eating up the souls of those that dare to dip their hands into the supernatural waters before their drop into the Abyss or arriving in Hell. Though able to kill by tooth and claw hydrodaemons prefer to render victims unconscious, dragging their sleeping bodies into the icy waters to suffer a truly final death by drowning. \n'b' Daemonic Tadpole \n'b' Magical Trap \n'b' These foul daemons are birthed in the dregs of the otherworldly riverbed, first formed when a creature\xe2\x80\x99s ethereal essence falls beneath the waves. The bones and mud under the water congeal with the wounded soul and knit together over time immeasurable until a fiendish tadpole emerges, wriggling and struggling to the surface where it voraciously seeks out any shred of mortality. \n'b' This trap is activated when a trespasser steps within 10 feet of a daemonic tadpole, coming within its limited range of senses and snapped at by the fiendish newborn. The DC to spot a daemonic tadpole on the shores of the River Styx is 18. \n'b' With a successful DC 16 Intelligence ( Investigation ) check, a character can see the minute movements of the almost perfectly camouflaged daemonic tadpole against the stony ground of the underworld. When not on the shores of the River Styx, the DCs for these checks are reduced by 5. A daemonic tadpole can be avoided by destroying the creature (AC 12, 3 hp ) or remaining outside of its senses. \n'b' When the trap activates, the daemonic tadpole makes a melee attack with a +8 bonus to hit a creature it has sensed, dealing 1 point of necrotic damage. A creature that takes damage from the daemonic tadpole makes a DC 15 Wisdom saving throw. On a failed saving throw the creature falls unconscious for 1d4 rounds, or until it either takes damage or someone uses an action to shake or slap the sleeper awake.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophidian \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Ophidian Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The ophidian has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Snake Hands . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. \n'b' Blinding Spray (Recharge 5-6) . The ophidian spews forth a 20-foot cone of viscous liquid. All creatures in this area must succeed on a DC 12 Dexterity saving or be blinded for 1 minute. The blinded 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 strange 6-foot-tall humanoid is covered with blue-green scales and its head is almost snake-like in appearance. It has no hair on its head or body. Where its hands should be are instead the snapping the heads of a cruel fanged vipers. \n'b' Common ophidians make up the bulk of the population in ophidian communities. They serve as the laborers, craftsmen, workers, citizens, guards, and militia. They initiate combat using their blinding spray to gain the advantage. Afterward, the creatures move in and attack with their snake-hands or weapons (if they happen to be wielding any). \n'b' About \n'b' Orc tribes are feared and reviled throughout the planes for their depravities and their penchant for destruction and mindless violence. The vast majority of orcs are easy enough to identify by their jutting jaw, yellowed tusks, squinting eyes and hairy, brutally muscular frames. Their skin color tends to run the gamut from blue-black to grey, with putrid slime-green being the most common. Many tribes of orcs, however, have adopted traits unique to their own species through interbreeding with other races, adaptation to climate and terrain, and the intervention of evil magicians or other-planar powers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophidian \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 22 (4d6+4) Speed 30 ft., 30 ft. (swim)\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +3, Stealth +4, Survival +5 Senses darkvision 60 ft., blindsight 30 ft Languages Ophidian Challenge \xc2\xbd (100 XP) \n'b' Special Qualities \n'b'\n'b' Heat Sense . The ophidians can sense heat, granting them blindsight within 30 ft. \n'b' Seductive . The ophidians add double their proficiency bonus and gain advantage on all Charisma (deception) checks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ophidian makes 2 attacks: one with its scimitar, and one bite. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. Affected targets can repeat the save at the end of each turn, ending the effect on themselves with a success. \n'b'\n'b' About \n'b' Vicious Snake Men . The Ophidians appear as 6-foot tall humanoids with the heads of pit vipers. Their tongues dart in and out, and they move so smoothly they appear to glide. They are hostile to almost every creature that is not another Ophidian. \n'b' Violent Predators . Ophidians live for the hunt and the kill. Their entire society is built around seeking out and consuming victims. They want nothing else out of life, and they will employ any tactic for the chance to kill a target. \n'b' Seductive liars . While ophidians generally don\xe2\x80\x99t care for negotiations, they can be incredibly seductive when they want to. They will lie, cheat, and make any promises they feel appropriate before striking their prey when least expected.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Obsidian Ophidian \n'b' Family: Ophidian \n'b' Huge elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 136 (13d12 + 52) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities bludgeoning, cold Damage Resistances piercing and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , unconscious Senses tremorsense 60 ft., passive Perception 14 Languages Ignan, Terran Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Lava Walker . The obsidian ophidian can move across the surface of lava as if it were harmless, solid ground. In addition, it can swim through lava at its walking speed. \n'b' One with Lava . The obsidian ophidian can\xe2\x80\x99t be surprised by creatures within 5 feet of lava, and it can sense any creature touching the same pool of lava the ophidian is touching. \n'b' Sharp Fragments . When the obsidian ophidian takes bludgeoning damage, each creature within 5 feet of the ophidian takes 2 (1d4) piercing damage, as shards of obsidian fly out from the elemental\xe2\x80\x99s body. \n'b' Volcanic Rejuvenation . The obsidian ophidian regains 10 hp at the start of its turn if at least part of its body is in contact with lava. If the obsidian ophidian takes cold damage, this trait doesn\xe2\x80\x99t function at the start of the obsidian ophidian\xe2\x80\x99s next turn. The obsidian ophidian dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obsidian ophidian makes two Bite attacks or one Bite attack and one Constrict attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) piercing damage. The target must succeed on a DC 15 Constitution saving throw or take 5 (2d4) piercing damage at the start of each of its turns, as shards of obsidian lodge in the wound. Any creature can take an action to remove the shards with a successful DC 12 Wisdom ( Medicine ) check. The shards shatter and crumble to dust if the target receives magical healing. \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 5 (2d4) slashing damage at the start of each of its turns, and the ophidian can\xe2\x80\x99t use Constrict on another target. \n'b' Lava Splash (Recharge 4\xe2\x80\x936) . The obsidian ophidian writhes and flails, splashing lava at everything near it. Each creature within 20 feet of the obsidian ophidian must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. To use this action, the obsidian ophidian must be touching lava or within 5 feet of lava. \n'b'\n'b' ABOUT \n'b' A massive obsidian serpent slithers forward, gliding atop the lava. Its dark, glassy scales gleam in the volcanic glow. \n'b' Obsidian ophidians are giant, serpentine elementals born during volcanic eruptions. They are particularly common during and after volcanic lightning. They guard their territories with single-minded aggression. \n'b' Aquan Enmity . An obsidian ophidian is irascible at the best of times, but when it encounters a creature associated with water, ice, or cold, it flies into a rage, lashing out that creature above all others. \n'b' Hyper-Territorial . An obsidian ophidian is incapable of backing down. It is so angered by the incursion of other predators that it assaults them the moment they step foot in its territory, refusing to let up until the intruders leave or it is killed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avarite, Tocsin \n'b' Family: Avarite \n'b' Huge construct (avarite), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Intimidation +6, Perception +8, Stealth +7 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses tremorsense 60 ft., passive Perception 18 Languages Common, Infernal Proficiency Bonus +5 Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cone of Silence . When a creature starts its turn within 30 feet of the tocsin, the tocsin can force that creature to make a DC 16 Wisdom saving throw if the tocsin can see it. On a failed save, the creature can\xe2\x80\x99t speak and is deafened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours. \n'b' False Appearance . While the tocsin remains motionless, it is indistinguishable from a normal pole. \n'b' Mimicry . The tocsin can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom ( Insight ) check. \n'b' Silent . The tocsin\xe2\x80\x99s steps make no sound when it moves. regardless of the surface it is moving across. It also have advantage on Dexterity ( Stealth ) checks that rely on moving silently. \n'b' Spider Climb . The tocsin 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 tocsin makes two claw attacks. \n'b' Grasping Claw . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 16 (2d12 + 6) piercing damage. If the target is a creature, the tocsin can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 13). The tocsin has two claws. While a claw grapples a target, the claw can attack only that target. \n'b' Alarm (3/Day) . The tocsin emits an alarm . Each time it blares an alarm before finishing a long rest, the alarm is louder and the effect is different, as detailed below. Each creature within 500 feet of the tocsin and able to hear the alarm must make a saving throw. \n'b' Terrifying Siren . Each creature that fails a DC 16 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Deafening Roar . Each creature that fails a DC 16 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Concussive Blast . Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone . On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Deadly Reach . In response to a creature entering a space within 15 feet of it, the tocsin makes one Grasping Claw attack against that creature. \n'b'\n'b' ABOUT \n'b' This lumbering 30-foot tall pole has two arms nearly as long as its body, two legs, and is topped by a large cone for a head. \n'b' In Avarus, tall wooden and metal poles are a common sight, topped by cone-shaped alarms. Messages blare endlessly from these alarms, instructing fiends and damned where to go and blaring warnings in case there is an attack (infrequently), an accident (frequently), or to draw attention to some important notice a noble feels is importantly (constantly). But since this is Avarus, even the poles are a threat. Tocsins are predators that roam Avarus in plain sight. They disguise themselves as utility poles and other tall, metallic structures, blending in with the ruin of metal and cement that constitutes so much of the buildings throughout the circle. They lie in wait for the unwary, striking when their prey least expects it and bursting their eardrums with deafening blasts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophidile \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 168 (16d12 + 64) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 62 (+1) CON: 18 (+4) INT: 4 (-4) WIS: 44 (+2) CHA: 20 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . An ophidile makes one Bite attack, one Constrict attack, and one Poisonous Spittle attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 9 (1d6 + 6) piercing damage plus 7 (2d6) poison damage. \n'b' Constrict . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the ophidile can\xe2\x80\x99t constrict another target. \n'b' Poisonous Spittle . Ranged Weapon Attack : +4 to hit, range 30 ft. Hit : 14 (4d6) poison damage. \n'b' Paralyzing Gaze (Recharge 6) . The ophidile fixes its gaze on one creature it can see within 20 feet of it. The target must succeed on a DC 16 Constitution saving throw or become paralyzed for one minute. The paralyzed 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' An ophidile has a crocodile body some 20 feet long. Three snake-necks protrude from the shoulders: a cobra-like one about seven feet long, a viper-like one about eight feet long, and a python-like one about 15 feet long. The cobra and viper heads melee flank that of the python and serve to protect it when it attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophidiotaur \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Athletics +7, Perception +6, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 16 Languages Common, Draconic, Void Speech Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the ophidiotaur moves at least 30 feet straight toward a target and then hits it with a poisoned glaive attack on the same turn, the target takes an extra 5 (1d10) slashing damage. \n'b' Magic Resistance . The ophidiotaur has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ophidiotaur makes two attacks: one with its bite and one with its glaive. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Poisoned Glaive . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) slashing damage plus 3 (1d6) poison damage. \n'b' Call Serpents (1/Day) . The ophidiotaur magically calls 1d6 poisonous snakes or flying snakes (ophidiotaur\xe2\x80\x99s choice). The called creatures arrive in 1d4 rounds, acting as allies of the ophidiotaur and obeying its spoken commands. The snakes remain for 1 hour, until the ophidiotaur dies, or until the ophidiotaur dismisses them as a bonus action. \n'b'\n'b' About \n'b' This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature\xe2\x80\x99s long fangs sizzles as it lands. \n'b' Born from Corruption . An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities. \n'b' Servants of Serpents . Ophidiotaurs serve evil nagas, serpentfolk of Yig, and even dragons. While they make poor guards, ophidiotaurs excel as shock troops and mounts for serpentfolk. Ophidiotaurs that survive the fall of their masters escape into the wilds and form loose-knit tribes ruled by the strongest individual. Centaurs loathe and pity ophidiotaurs in equal measure and put down the abominations whenever they can.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophinix \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 Hit Points 60 (8d10 + 16) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Conductive Fur . While the ophinix is charged with electricity, a creature that touches the ophinix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage. \n'b' Lightning Recharge . Whenever the ophinix is subjected to lightning damage, it takes no damage and becomes charged with electricity. If it is already charged, the duration resets to 1 minute. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. If the ophinix is charged with electricity, the target also takes 5 (2d4) lightning damage. \n'b' Generate Static . The ophinix rubs along a dry surface and charges its fur with static electricity. Its fur remains charged with electricity for 1 minute or until it uses Lightning Strike. \n'b' Lightning Strike (Recharge Special) . The ophinix releases its static electricity at up to three targets it can see within 30 feet of it. Each creature must make a DC 12 Dexterity saving throw, taking 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one. After using Lightning Strike, the ophinix is no longer charged with electricity. It can\xe2\x80\x99t use Lightning Strike if isn\xe2\x80\x99t charged with electricity. \n'b' About \n'b' This bat-like creature has luxurious blue fur covering every part of its body. It has a heavily wrinkled face, large, bulbous eyes, and twin horn-like antennae. Thin sable wings unfurl from its back, and its fur emits tiny sparks of blue lightning. \n'b' Cave-Dwelling Hunters . A large, bat-like monstrosity native to many natural cave systems and chasms, the ophinix spends most of its time flying through the darkened passages of its home looking for its next meal. The ophinix is single-minded in its pursuit of prey, hunting bats, darkmantles, giant moths, giant beetles, and even the occasional unwary miner. For this reason, a nest of these creatures can present a major threat to mining operations or the establishment of underground outposts, and bounties for them are common. \n'b' Lightning Bats . The ophinix has a natural affinity for lightning, and its fur can absorb massive amounts of static electricity. It can direct this electricity in bolts of lightning at its enemies. When charged with static, its fur emits sparks of dim blue light. It usually discharges this static before it goes hunting to avoid being seen by its prey. \n'b' Wings in the Darkness . Though most subterranean races see ophinixes as nothing more than nuisances, they are sometimes tamed and used as guard beasts or mounts by smaller humanoids like derro and deep gnomes. Those riding an ophinix must use a specialized saddle and wear thick clothing to prevent themselves from being shocked by the creature\xe2\x80\x99s electrically-charged fur, but many are willing to risk the potential danger if it means securing such a formidable ally.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophio Fungus \n'b' Huge plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 119 (14d12 + 28) Speed 10 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (-2) CON: 14 (+2) INT: 20 (+5) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages Void Speech, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Hypnotic Secretion . When a creature starts its turn within 30 feet of the fungus, it must make a DC 15 Charisma saving throw. On a failure, the creature is charmed for 1 hour and regards the fungus as a friendly acquaintance. If the fungus or one of its allies harms the charmed creature, this effect ends. If a creature stays charmed for the full hour, it becomes infected with ophio spores (see the Ophio Spores sidebar). If the creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ophio fungus\xe2\x80\x99 Hypnotic Secretion for the next 24 hours. A creature that doesn\xe2\x80\x99t need to breathe is immune to the fungus\xe2\x80\x99 Hypnotic Secretion. A creature that does need to breathe can still be affected, even if it holds its breath. \n'b' Actions \n'b' Release Spores . The ophio fungus focuses its spores on up to three creatures it can see within 30 feet of it. Each creature must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and, if it is a humanoid, it becomes infected with ophio spores (see Ophio Spores sidebar). On a success, a creature takes half the damage and isn\xe2\x80\x99t infected with spores. A creature that doesn\xe2\x80\x99t need to breathe automatically succeeds on this saving throw. A creature that does need to breathe can still be affected, even if it holds its breath. \n'b' About \n'b' Row after row of bruise-purple fungus grows from the rocks like living shelves. The air becomes hazy as the fungus lets out a sudden puff of spores. \n'b' Ambitious Parasite . The ophio fungus is native to the subterranean caverns that wind through Leng, but it has no intention of remaining solely in its native world. The fungus seeks to infect as many carriers as possible to distribute itself across many planes and worlds. \n'b' Mind Control . The fungus attempts to infect carriers by issuing clouds of microscopic spores. Once inhaled, these spores attack the victim\xe2\x80\x99s brain, sapping their willpower and eventually leaving the victim under the control of the fungus. \n'b' Master Plan . Once a victim is infected with ophio spores, it is entirely under the control of the fungus, connected to the parent fungus by a psychic link that even reaches across planes. The fungus uses these victims to carry pieces of itself to other places or to lure more victims into its caverns.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ophiolite \n'b' Large elemental , neutral \n'b' Armor Class 20 (natural armor) Hit Points 52 (8d10+16) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons. Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., tremorsense 60 feet, passive Perception 13 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stone Camouflage . An Ophiolite has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Ophiolites are creatures that may have originally been called from the Elemental Plane of Earth and look like serpents made of stone, typically dark green but possibly other colors as well. Monsters of this sort can be found in any size but Large ones are typical of those that might be encountered in mountainous areas. \n'b' Ophiolites\xe2\x80\x99 physical characteristics make it easy for them to go unseen in rocky terrain, even if they are not actively trying to do so. They can burrow through anything up to the consistency of rocky earth but not through anything as resilient as bedrock and \xe2\x80\x94 in that they are very sensitive to loud sounds like thunder \xe2\x80\x94 they often use this capability to lurk just below the protective surface of the ground. \n'b' Ophiolites are not particularly aggressive but are sensitive to vibrations and hate being unexpectedly touched or stepped on. They will typically respond by lashing out at whatever has upset them and attacking it with their razor-sharp fangs and powerful mineral poison. \n'b' Their rock-hard hides make them much harder to damage than normal creatures. \n'b' An Ophiolite\xe2\x80\x99s brain, heart, liver, and kidneys are composed of gem-quality serpentine, and if a character knows to look for these and is able to successfully harvest them they will typically be worth about 400 gp altogether for a Large creature of this sort.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Opossum \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 2 (1d4) \n'b' Speed 30 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 13 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses darkvision 60 ft. \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 point of piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Lacridaemon \n'b' Family: Daemons \n'b' Medium fiend (daemon), neutral evil \n'b' Armor Class 13 (muffled sounds of crying) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +5, Con +4, Wis +2 Damage Resistances fire, lightening; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities acid, cold, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, Draconic, Infernal, Telepathy 100 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The lacridaemon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10). The lacridaemon can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect good, detect magic , pass without trace \n'b' 3/day each : overwhelming grief (as symbol of hopelessness except it is 1 action to cast and triggers against target on casting), teleport (self only) \n'b' 1/day each : hold person , invisibility , snare \n'b'\n'b' Magic Resistance . The lacridaemon has advantage on saving throws against spells and other magical effects. \n'b' Poisonous Tears . A lacridaemon\xe2\x80\x99s tears are poisonous to other creatures. As a reaction , a lacridaemon can coat both of its claws with its tears, giving its next attack the possibility of poisoning its victim as if it had bitten the target. In order to use this ability, a lacridaemon must attack with its claws on the same round it applies its tears; after that time, the tears lose their potency. \n'b' Weeping Aura . A lacridaemon is surrounded by the muffled sounds of a crying child. These whimpers sound as if they\xe2\x80\x99re coming from all directions at once, disorienting those within 100 feet of the lacridaemon. Any creature that enters this area must succeed at a DC 10 Wisdom saving throw or have disadvantage on Wisdom ( Survival ) checks to avoid becoming lost for 24 hours. A lacridaemon can suppress or reactivate its aura as a bonus action, and the effects from multiple lacridaemon auras stack (with each failed saving adding a further \xe2\x80\x935 penalty up to a maximum penalty of \xe2\x80\x9320). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lacridaemon makes two attacks: one with its toxic bite and one with its frozen claws. \n'b' Toxic Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can\xe2\x80\x99t regain Hit Points . 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' Frozen Claws . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage plus 5 (1d10) cold damage. The inflicted cold damage can not be healed via magic but can only heal naturally at 1 point per long rest. \n'b' Summon Daemon (1/Day) . The venedaemon has a 75 percent chance of summoning 1 cacodaemon. A summoned cacodaemon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other daemons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ABOUT \n'b' Among the least powerful of Abaddon\xe2\x80\x99s daemons, though still exceedingly dangerous, lacridaemons personify death by neglect or exposure to the elements, such as that suffered by those who become lost in the wilderness and die far from help or are trapped in an enclosed space (like a collapsed mine) and left to slowly expire. Sadly, children are more likely to become lacridaemons than any other type of daemon, and while it\xe2\x80\x99s rare for children to be truly evil, those unfortunate children who die from neglect and abuse, or who are abandoned by their parents, are at risk of being twisted and made savage by the experience. Lacridaemons\xe2\x80\x99 misery is in stark contrast to their savage nature, and given the opportunity, they viciously lash out, furiously attacking their mortal victims. Burning tears of acid and horrific powers used to strand mortals in perilous conditions make lacridaemons effective combatants against unwary enemies, and their abilities are compounded when the daemons are encountered as a wailing, weeping group.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orafaun \n'b' Large beast , neutral good\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 15 (+2) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 52 (8d10 + 8) Speed 50 ft. Saving Throws Wisdom +8, Charisma +7 Skills Insight +8, Medicine +8, Perception +8, Religion +5 Condition Immunities charmed , exhaustion , paralyzed Senses passive Perception 18 Languages Ledean, Orafaun, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Blessing of Sleep . When the orafaun uses Gift of Sleep on a willing and deserving pilgrim, it may also grant prophetic dreams, which it will then interpret when the creature awakens, giving a hint of some important event in the future. Roll a d20 and record the result. The creature may use the result to replace any attack roll, saving throw, or ability check made by itself or a creature it can see. The blessing lasts for one year, or until it is used, and a creature can have only one Blessing of Sleep at a time. \n'b' Spellcasting . The orafaun is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The orafaun has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , mending , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : cure wounds , detect evil and good , protection from evil and good , sanctuary \n'b' 2nd level (3 slots) : augury , lesser restoration , zone of truth \n'b' 3rd level (3 slots) : create food and water , remove curse , sending \n'b' 4th level (1 slot) : divination \n'b'\n'b' Actions \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Channel Divinity . When the orafaun uses this ability it can choose either Turn Undead or Sleep. The orafaun can use Channel Divinity twice, and then must take a short or a long rest to regain both uses. \n'b' Turn Undead . The orafaun uses Turn Undead as a 7th-level cleric . \n'b' Sleep . The orafaun casts sleep as a 4th-level spell. \n'b' Gift of Sleep . The orafaun attempts to put a creature within 5 feet to sleep. The creature can make a DC 17 Wisdom saving throw, and if successful is immune to the orafaun\xe2\x80\x99s gift for 24 hours. Otherwise the creature sleeps for 8 hours, or until another creature uses its action to awaken it. If the target is willing there is no saving throw, and the gift additionally counts as a long rest , restores all hit dice, and removes all levels of exhaustion . \n'b' Tactics \n'b' Orafaun live in small herds and are, like their god, nonviolent. Although their horns are natural weapons, when faced with hostility they much prefer to put potential enemies to sleep and then quietly slip away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orang-Pendak \n'b' Small humanoid (sasquatch), neutral \n'b' Armor Class 13 (natural armor) Hit Points 88 (16d6+32) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Str +5 Skills Athletics +7, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Sasquatch Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Backwards Feet . The orang-pendak has backwards feet, making it difficult to track. All Wisdom (survival) ability checks made to track the orang-pendak have disadvantage. \n'b' Forest Walker . The orang-pendak has advantage on Strength ( Athletics ) and Dexterity ( Stealth ) ability checks made while in the forest. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or 20/60 ft. range, one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Orang-pendaks are a rare offshoot of the sasquatch species that dwells in remote mountainous jungles. Elusive and shy, they are rarely seen by other races. Given their friendship with apes (gibbons and orangutans in particular) and their hunched posture and shaggy fur- ranging from tawny or reddish to dark brown or black- they are often mistaken for those beasts at a distance. Orang-pendaks range from 3 to 5 feet tall as adults, weighing up to 150 pounds, and they are quite strong for their size. \n'b' Migratory Survivors . Within their remote holds, Orangpendaks cluster together into seminomadic tribes, hunting and gathering in a region until food and game becomes scarce, then moving on to the next area. Many tribes follow a regional pattern to this migration, allowing parts of the jungle to repopulate and gathering only enough substance so as not to disrupt the land\xe2\x80\x99s ability to recoup the losses. \n'b' Orang-pendaks are largely herbivorous, but sometimes hunt with spears, clubs, and bolas. Orang-pendaks train apes and monkeys to hunt and fight for them, but despite the friendship and similar appearance, the species are not closely related.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orb of Insanity \n'b' Tiny construct , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 300 (40d4 + 200) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 20 (+5) INT: 22 (+6) WIS: 21 (+5) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +11, Wis +10, Cha +10 Skills Arcana +11, Deception +10, History +11, Perception +10, Religion +11, Stealth +10 Damage Vulnerabilities bludgeoning, thunder Damage Resistances psychic Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 120 ft., truesight 60 ft., passive Perception 20 Languages Abyssal, Common, Deep Speech, Infernal; telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Madness . The space within 30 feet of the orb of insanity is warped in subtle yet impossible ways. When a creature starts its turn in the area or enters the area for the first time on a turn, it must succeed on a DC 18 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this effect for 1 hour. \n'b' Constructed Nature . The orb doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Innate Spellcasting . The orb\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 19). The orb can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights , detect thoughts , minor illusion \n'b' 2/day each : dominate monster , modify memory , project image , scrying \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The orb can use Spawn Tentacles. It then attacks once with each of its tentacles. \n'b' Tentacle . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 22 (3d10 + 6) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the orb can\xe2\x80\x99t use this tentacle to attack a different creature. When the grapple ends, the tentacle is destroyed and the creature the tentacle was grappling takes 9 (2d8) necrotic damage. \n'b' Spawn Tentacles . The orb conjures two writhing tentacles composed of necrotic energy, which squirm outward from the orb\xe2\x80\x99s surface. The orb can have a maximum of six tentacles at a time. \n'b' Telekinetic Storm (Recharge 5-6) . The orb summons a vortex of debris centered on a point it can see within 60 feet of it. Each creature within 20 feet of that point must make a DC 19 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' REACTIONS \n'b'\n'b' Forbidden Knowledge . If the orb is targeted by, or included in the area of, a divination spell, the spellcasting creature gains knowledge that fragile minds can\xe2\x80\x99t endure. The creature makes Intelligence ( Arcana and Religion ) checks with advantage for the next 24 hours and must make a DC 19 Intelligence saving throw. On a failure, the creature is stunned until the end of its next turn. If it fails the saving throw by 5 or more, it is also charmed by the orb for 1 hour. While charmed in this way, the orb can communicate telepathically with the creature over any distance and the creature does its best to obey the orb\xe2\x80\x99s telepathic orders. The creature can repeat its saving throw whenever it takes damage, ending the effect on a success. \n'b' Tentacle Parry . The orb adds 5 to its AC against one melee attack that would hit it. To do so, the orb must see the attacker and have at least one tentacle. \n'b'\n'b' ABOUT \n'b' An orb of insanity searches the cosmos for beings eager to glean occult knowledge. \n'b' It tempts these people with dangerous insight, leading them down a path of wonder and madness. The orb encourages its students to take on pupils of their own; if unchecked, an orb of insanity can lead an entire society into derangement, reeling from the weight of alien knowledge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orb of Trials \n'b' Large aberration , neutral good \n'b' Armor Class 12 (natural armor) Hit Points 210 (28d10 + 56) Speed 0 ft., fly 0 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 14 (+2) INT: 27 (+8) WIS: 19 (+4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , frightened , poisoned , prone , exhaustion Senses truesight 300 ft. (blind beyond this radius)., passive Perception 14 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dislocate (1/Day) . The orb teleports to a point of its choosing within 100 miles. This effect is not magical. \n'b' Hostile Response . Acts of hostility bring discomfort to the orb, to which it reacts with an impulse of destructive magic. When a creature within 90 feet of the orb deals damage, each creature within 90 feet of the orb takes 10 (1d20) force damage. The damage from this feature does not trigger itself. \n'b' Psychic Trial (1/day) . If a good-aligned creature approaches the orb and comes within 30 feet of it, the orb offers it a chance to take part in a trial with a reward at the end if the creature triumphs. If the creature accepts the challenge, the creature\xe2\x80\x99s mind is transferred to the orb and it falls unconscious . If the creature has no mind or can\xe2\x80\x99t fall unconscious , it fails the trial. After the transfer, the creature thinks that it\xe2\x80\x99s still in its physical body and that it can be harmed. Inside the orb, the creature faces a challenge that would make it question its morality, regrets, emotions, and values. The GM is responsible for constructing a challenge particularly designed for the creature partaking in the trial. If the creature acts according to its alignment while facing impossible choices, it successfully completes the trial. Otherwise, it fails. In both situations, the creature is transferred back to its body and is no longer unconscious . \n'b' The Dictate of Mind (1/day) . If a creature triumphs in the psychic trial, the orb asks the creature to describe its deepest desire. If the creature does so, the orb casts the wish spell to fulfill the creature\xe2\x80\x99s desire to the best of its ability. The orb of trials doesn\xe2\x80\x99t require any components to cast the spell. Also, the orb of trials can use this feature to escape fatal situations with the use of the wish spell. The orb prioritizes the creature\xe2\x80\x99s desires over its own well being if the creature successfully completes the trial. \n'b' Visual Telepathy . The orb uses telepathy up to 120 feet to show and receive images to creatures since it doesn\xe2\x80\x99t know any languages. It tries to communicate through images. \n'b'\n'b' ABOUT \n'b' It is claimed that these mysterious orbs travel amongst the stars, deep within the void. This claim holds true as all known orbs of trials fell from the sky, leaving behind a dusty purple trace. \n'b' Alien Orbs . Although all they do is to hover a foot above the ground and rotate in place, these orbs are alive and intelligent. A sophisticated mind hides beneath their seemingly lifeless spherical husks. \n'b' Morality . The images they show to communicate almost always compel a creature to think about the meaning of good and bad, and concepts like honor, virtue, or humility. The reason behind this emotional manipulation is unknown and it has always baffled people to this day.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avatar of Boreas \n'b' Medium elemental , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 168 (16d8 + 96) Speed 50 ft., fly 120 ft.\n'b' STATS STR: 25 (+7) DEX: 22 (+6) CON: 22 (+6) INT: 18 (+4) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Wis +10, Cha +11 Skills Deception +11, Nature +10, Perception +10, Stealth +12 Damage Resistances acid Damage Immunities cold, lightning, poison, thunder, petrification Condition Immunities poison Senses darkvision 60 ft., truesight , passive Perception 20 Languages Common, Dwarvish, Giant, Infernal Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Chilling Presence . Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas. \n'b' Wind Form . Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack . Truesight reveals both forms at once. \n'b' Freedom of the Wind . Locks, shackles, ropes, and other bindings cannot hold Boreas. \n'b' Innate Spellcasting . Boreas\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : create water , detect magic , guidance , invisibility , polymorph , speak with animals , true seeing , wind wall \n'b' 3/day each : call lightning , control weather , cure wounds , dispel magic , ice storm , lesser restoration \n'b' 1/day each : chain lightning , earthquake , finger of death , heal , shapechange , wall of ice , word of recall \n'b'\n'b' Regeneration . The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate . \n'b' Actions \n'b' Multiattack . Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts. \n'b' Ice Spear (Humanoid Form) . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage. \n'b' North Wind Longbow . Ranged Weapon Attack : +12 to hit, range 150/600 ft., one target. Hit : 10 (1d8+6) piercing damage plus 9 (2d8) cold damage. \n'b' Whirlwind Blast (Wind Form Only) . Ranged Spell Attack : +11 to hit, range 50 ft., one target. Hit : 37 (5d12 + 5) slashing damage. \n'b' Legendary Actions \n'b' Boreas 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. Boreas regains spent legendary actions at the start of its turn. \n'b' Ice Spear . Boreas makes an ice spear attack . \n'b' North Wind\xe2\x80\x99s Glare . Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar\xe2\x80\x99s next turn. \n'b' Whirlwind Movement (Costs 2 Actions) . Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed. \n'b' About \n'b' Rime encrusts the wild, spiky hair and beard of this gaunt, savage-eyed man. He strides with an arrogant swagger, snapping blue eyes regarding those around him as an eagle regards the mouse. He carries a dragon-shaped horn, a spear of ice, and an enchanted longbow that shoots bolts of pure frozen air. \n'b' Lord of the North Wind . Known for creating mass destruction and death on a whim, Boreas is a devouring spirit of the north who frequently tampers with the mortal world. His worldly avatar resides in a palace of blue ice and white marble on Thule\xe2\x80\x99s highest peak, and he styles himself lord of all the North. Boreas suffers no disrespect and demands yearly tribute of gold, goods, and horses. He has a deep and abiding hatred of the three other Wind Lords. \n'b' Easily Angered . When displeased, he bombards his \xe2\x80\x9csubjects\xe2\x80\x9d with snow, lightning storms, and gale-force winds, or buries them in avalanches by blowing his greater horn of blasting . When particularly displeased, he sends his various servants to descend upon a tribe or settlement without mercy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orbut \n'b' Large aberration , neutral \n'b' Armor Class 12 (natural) Hit Points 30 (4d10+8) Speed \xe2\x80\x93\n'b' STATS STR: 15 (+2) DEX: 9 (-1) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +1 Senses passive Perception 10 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Translucent . The orbut is nearly invisible . This gives it advantage on all stealth checks. The creature is considered hidden until it attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8+2) acid damage. Further, the target must make an escape check (DC 12) if it is medium or smaller in size . On a failed save, the target is swallowed whole. At the beginning of its turn, the target takes 9 (2d8) acid damage. While swallowed, the target is restrained . If the target succeeds in doing at least ten points of damage to the inside of the creature in a single turn, the orbut must make a Constitution save (DC 15) or spit the target out. The target is considered prone after being spit out. \n'b'\n'b' ABOUT \n'b' The orbut is a large semi-translucent creature. It consists of little more than a thick stem that ranges up to 8 feet in length and a wide mouth. The mouth caps the stem much as does the venus flytrap plant. The upper and lower jaws are lined with hundreds of small cilia; stem-like appendages that hang down from is maw. These appendages serve as the creature\xe2\x80\x99s only sense, warning it of motion. \n'b' Magic Residuals . The orbut grow in small pods, primarily in dungeons, and are the result of the magic left over from spent spells, destroyed magic items, or fallen magical creatures. The residue of most magic lingers long after it is gone and from time to time it coalesces into a semi-living creature. The orbut can grow on almost any surface, from floors to ceilings, in and out of water, and in any temperature environment. \n'b' Translucent Body . Orbut are hard to see, their skin is so translucent and flexible that they are often mistaken for slime or moisture. A sure sign of the orbut is the sickly stench that permeates them and the acidic droppings leftover from dissolving a victim. If anyone looks directly at an orbut, even one fully extended, they can see right through it, though things on the other side of the creature are distorted as if looking through rippled glass. \n'b' Instinctive predators . They attack anything that moves near them, whether it is living or not. They generally lie against the wall or hang from the ceiling flatly contracted. When something moves beneath them they strike, swallow it, and begin breaking it down.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bootcha Orc \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 85 (10d8+40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +2, Wisdom +4, Charisma +3 Skills Athletics +9, Intimidation +5, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Orc Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. \n'b' Athletic Movement . Climbing does not cost the orc extra movement. In addition, when it makes a running jump, the distance it covers increases by 10 feet. \n'b' Rending . When the orc hits the same creature with two or more attacks on its turn while using its cleavers, each successful hit after the first deals an extra 4 (1d8) damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc attacks three times with its cleavers, or it attacks once and launches a bootcha goblin . \n'b' Cleavers . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d8+6) slashing damage. \n'b' Launch . The orc tosses a bootcha goblin at a creature within 30 feet. The bootcha goblin can use its reaction to make a melee weapon attack against the creature. It has advantage on the attack roll and deals 14 (4d6) extra damage on a successful hit. \n'b'\n'b' Reactions \n'b'\n'b' Gobsmacked . If the orc has a bootcha goblin on its shoulder, when it is the target of a successful melee attack the orc can use its reaction to force the bootcha goblin to take the damage instead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gorthek \n'b' Family: Orc \n'b' Large beast , neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 85 (10d10 + 30) \n'b' Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. \n'b' Charge . If the gorthek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' Gortheks are a strange combination of primeval bison and ornery rhinoceros , with a leonine head crowned with ramlike horns, 7 feet high at the shoulder and weighing over four tons. They travel the steppe in small herds and charge anything they perceive as a threat. Orcs raise the beasts from infancy to serve as living weapons, with riders bonding with them at a young age as they train together. Orc riders use specially crafted saddles mounted behind the massive horns and guide their mounts using spiked reins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gorthek Rider \n'b' Family: Orc \n'b' Medium humanoid ( orc ) , chaotic evil \n'b' Armor Class 16 (half plate) \n'b' Hit Points 120 (16d8 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +2, Intimidation +2 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Common, Orc \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gorthek rider makes two melee attacks or two ranged javelin attacks. \n'b' Lance . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. The rider has disadvantage to attack a target within 5 feet. Javelin. Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc Overlord \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 (Plate Mail) Hit Points 171 (18d8+90) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4 Saving Throws Strength +8, Constitution +8 Damage Resistances poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, hlobane, Orc Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . The hlobane reigns in his normal aggression due to his training, instead focusing on using tactics to his advantage. Once per turn, the hlobane can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of another hlobane that isn\xe2\x80\x99t incapacitated . \n'b' Poison Resistance . The hlobane gains a +2 to all saves against poison. \n'b' Superior Tactics . Once per long rest, the Overlord can issue commands to its underlings. All hlobane within 30 feet of the Overlord who can hear and obey its order immediately make one free attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Overlord can make two attacks with its Halberd. \n'b' Halberd . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10+5) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +4 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The hlobane are orcs, though of a particular breed. In general, they are tall for their kind, with large chests, long muscular arms, and legs as thick timber. They are very muscular, priding themselves in their fitness. Only the very old or very wealthy hlobane tend to the heavy side. and these are grossly fat, living off of a lifetime of spoils. A hlobane\xe2\x80\x99s skin is always a deep green, mottled almost black in the joints of their legs and arms. They have broad faces with a wicked underbite. They often shape the fangs that rise from the lower jaw and cap them with steel or bronze. Their eyes are deep yellow with narrow pupils and filled with an intelligence that their lesser kin do not possess. \n'b' Disciplined Warriors . The hlobane (pronounced Hu-Lo-Bane) Nation is a vast and powerful tribe of orcs. Mercenary captains prize them, for they are highly militarized and famous for their iron discipline and unwavering courage in the face of battle. It is rare to hear of a hlobane who retreats or flees from a battlefield. The hlobane generally keep to themselves, speaking to few, and those who do, serve the interests of their paymaster or Lord. They are fiercely loyal to each other and if one is in trouble, it is more than likely that the others will rush to his aid. Some do venture from the Nation in order to gain glory in arms. \n'b' Clan Structured . Each family group belongs to a larger clan. The clan consists of several related family groups, usually ones related through the female, but not always. The size and numbers of the clans shifts constantly, depending on circumstances. Clans frequently break up due to deaths or when one group decides to break free from the bonds of one Clan to join another. The Clans make up the hlobane Nation and they serve a Council of Elders chosen, not from each Clan, but from those elder warriors who have gained the most fame in battle. Each Clan supplies soldiers for the Nation in times of war, which is almost always. Sanjaks lead the troops; this title the tribe adopted some time ago. The Council chooses the Sanjak for their skills on the battlefield. \n'b' Strict Order . The most accomplished warriors lead hlobane troops in battle. For every 10 encountered, at least one Pit Orc is present. For every two or more Pit Orcs, there is one Overseer. For every 4 Overseers there is one Overlord. Over this troop is the Sanjak, usually the general in charge of the hlobane army. The hlobane fight as they live, with discipline and order. They fight as a unit when they can; they are able tacticians if not strategists. Even younger hlobane are able to take in and take advantage of the terrain and fighting conditions in which they are going to fight. Though they do not retreat, they also do not, by their own volition, knowingly throw themselves into a position of certain destruction. If ordered into such a position by a leader they respect, they will obey without question. They favor heavy armor, shields, helms, and large cleaving weapons such as the glaive, halberd, and the like. For close quarters, they use short swords and axes. They are more partial to crossbows than bows. \n'b' Raised for War . By the time a hlobane reaches the age of six, males join older males outside their family unit. They serve an apprenticeship for several years. The older males wean the younger from their mothers and teach them the arts of war. The younger orcs serve the older in all manner of capacity, from cleaning their armor to fetching food. When they reach the age of 13, the tribe considers them warriors and allowed to enter any of the Warrior Societies that thrive in the hlobane communities. The Societies serve as the backbone to the hlobane military strength. They prize discipline, sacrifice, battle skills above all else. The hlobane speak their own tongue, which is much concerned with military terms and military organization. \n'b' Magic Averse . The hlobane shun magic for the most part. Their society has few shamans. Orcs shamans have some spellcasting capability from both the warlock and cleric classes. They call upon their dark gods only to play witness to their bravery or their deeds. \n'b' Elitist . Hlobane don\xe2\x80\x99t get along with many races. They tolerate any and all who they feel can serve their greater purpose. They detest other orcs as weak, unworthy creatures. They have a grudging respect for dwarves and halflings (this last may only apply to the battle-hardened halflings of Airhde). They have had little contact with elves and as such do not possess the normal orc hatred of those creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Locusdaemon \n'b' Family: Daemons \n'b' Medium fiend (daemon), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d8+100) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +10 Skills Stealth +8 Damage Resistances lightning Damage Immunities cold, fire, bludgeoning, piercing and slashing from nonmagical weapons Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Draconic, Infernal, telepathy 100 ft. \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gravitic Aura . The locusdeamon radiates a 30-foot aura of attraction that impedes any movement away from the creature. This manifests as either a gravitational pull or a rush of air responding to lower pressure. Any creature that attempts to move away from a locusdaemon while inside this aura must succeed on a DC 15 Strength ( Athletics ) or Dexterity ( Acrobatics ) check. This roll must be attempted each time a character inside the aura moves (so each move action, each Dash action, etc). Failure indicates the character cannot move away from the locusdaemon, although she can move around it or toward it. Creatures that specifically ignore gravity or have magical flight speeds ignore this effect. The daemon\xe2\x80\x99s reverse gravity ability pushes creatures up and away from it without interference from this aura. \n'b' Innate Spellcasting . The locusdaemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). The locusdaemon can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , detect good and evil \n'b' 3/Day each : reverse gravity , teleport \n'b'\n'b' Spacefaring . The locusdaemon does not need to eat, breathe, or sleep. It can survive comfortably in the vacuum of space. \n'b' Tidal Lock . The locusdaemon never takes extra damage or effects from critical hits, nor does it take extra damage from Sneak Attack or similar abilities. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The locusdaemon makes 3 slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, 5 ft. reach, 1 target. Hit : 15 (2d8 + 6) bludgeoning damage and 9 (2d8) fire or cold damage. On a critical hit, the locusdaemon selects one worn piece of the target\xe2\x80\x99s equipment. It is damaged and does not provide any benefit until it is repaired during a short or long rest. \n'b'\n'b' ABOUT \n'b' This hideously deformed creature is wracked by agony, its flesh simultaneously frozen solid and burned black, disintegrating into the void and calcifying into tormented necrotic tissue pierced with scores of tiny holes as if by projectiles shot at incredible speed. Flaring light shines from half of the creature\xe2\x80\x99s body from an unseen source. The shattered remnants of survival gear hang about its battered body. \n'b' Most creatures facing death maintain some sort of hope for a better outcome until their very last breath. For those unfortunate souls forced into outer space with no protection, there is neither breath nor hope. The instant lethality of such a threat sometimes empowers fiendish souls waiting to manifest at such a sudden and inescapable demise. Locusdaemons embody the concept of death in outer space, whether by collision with high-speed debris, exposure to extreme temperatures, or instant suffocation. \n'b' Architects of Cataclysm . Locusdaemons fit loosely into the hierarchy of daemonkind. Exclusive to apocalyptic errands in space, they observe (and frequently engineer) cataclysmic events, teleporting to survivors to prevent any effort to rescue them. Their most common interaction with mortals is when spacefaring cults seeking apocalypse summon them to aid in the destruction of an entire world or massive interstellar vessel.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc Overseer \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 (Plate Mail) Hit Points 68 (8d8+32) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 19 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2 Damage Resistances poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, hlobane, Orc Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . The hlobane reigns in his normal aggression due to his training, instead focusing on using tactics to his advantage. Once per turn, the hlobane can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of another hlobane that isn\xe2\x80\x99t incapacitated . \n'b' Poison Resistance . The hlobane gains a +2 to all saves against poison. \n'b' Superior Tactics . Once per long rest, the Overseer can issue commands to its underlings. All hlobane within 30 feet of the Overseer who can hear and obey its order immediately make one free attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Overseer can make two attacks with its Halberd. \n'b' Halberd . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10+4) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The hlobane are orcs, though of a particular breed. In general, they are tall for their kind, with large chests, long muscular arms, and legs as thick timber. They are very muscular, priding themselves in their fitness. Only the very old or very wealthy hlobane tend to the heavy side. and these are grossly fat, living off of a lifetime of spoils. A hlobane\xe2\x80\x99s skin is always a deep green, mottled almost black in the joints of their legs and arms. They have broad faces with a wicked underbite. They often shape the fangs that rise from the lower jaw and cap them with steel or bronze. Their eyes are deep yellow with narrow pupils and filled with an intelligence that their lesser kin do not possess. \n'b' Disciplined Warriors . The hlobane (pronounced Hu-Lo-Bane) Nation is a vast and powerful tribe of orcs. Mercenary captains prize them, for they are highly militarized and famous for their iron discipline and unwavering courage in the face of battle. It is rare to hear of a hlobane who retreats or flees from a battlefield. The hlobane generally keep to themselves, speaking to few, and those who do, serve the interests of their paymaster or Lord. They are fiercely loyal to each other and if one is in trouble, it is more than likely that the others will rush to his aid. Some do venture from the Nation in order to gain glory in arms. \n'b' Clan Structured . Each family group belongs to a larger clan. The clan consists of several related family groups, usually ones related through the female, but not always. The size and numbers of the clans shifts constantly, depending on circumstances. Clans frequently break up due to deaths or when one group decides to break free from the bonds of one Clan to join another. The Clans make up the hlobane Nation and they serve a Council of Elders chosen, not from each Clan, but from those elder warriors who have gained the most fame in battle. Each Clan supplies soldiers for the Nation in times of war, which is almost always. Sanjaks lead the troops; this title the tribe adopted some time ago. The Council chooses the Sanjak for their skills on the battlefield. \n'b' Strict Order . The most accomplished warriors lead hlobane troops in battle. For every 10 encountered, at least one Pit Orc is present. For every two or more Pit Orcs, there is one Overseer. For every 4 Overseers there is one Overlord. Over this troop is the Sanjak, usually the general in charge of the hlobane army. The hlobane fight as they live, with discipline and order. They fight as a unit when they can; they are able tacticians if not strategists. Even younger hlobane are able to take in and take advantage of the terrain and fighting conditions in which they are going to fight. Though they do not retreat, they also do not, by their own volition, knowingly throw themselves into a position of certain destruction. If ordered into such a position by a leader they respect, they will obey without question. They favor heavy armor, shields, helms, and large cleaving weapons such as the glaive, halberd, and the like. For close quarters, they use short swords and axes. They are more partial to crossbows than bows. \n'b' Raised for War . By the time a hlobane reaches the age of six, males join older males outside their family unit. They serve an apprenticeship for several years. The older males wean the younger from their mothers and teach them the arts of war. The younger orcs serve the older in all manner of capacity, from cleaning their armor to fetching food. When they reach the age of 13, the tribe considers them warriors and allowed to enter any of the Warrior Societies that thrive in the hlobane communities. The Societies serve as the backbone to the hlobane military strength. They prize discipline, sacrifice, battle skills above all else. The hlobane speak their own tongue, which is much concerned with military terms and military organization. \n'b' Magic Averse . The hlobane shun magic for the most part. Their society has few shamans. Orcs shamans have some spellcasting capability from both the warlock and cleric classes. They call upon their dark gods only to play witness to their bravery or their deeds. \n'b' Elitist . Hlobane don\xe2\x80\x99t get along with many races. They tolerate any and all who they feel can serve their greater purpose. They detest other orcs as weak, unworthy creatures. They have a grudging respect for dwarves and halflings (this last may only apply to the battle-hardened halflings of Airhde). They have had little contact with elves and as such do not possess the normal orc hatred of those creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc Sanjak \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 (Plate Mail) Hit Points 285 (30d8+150) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6 Saving Throws Strength +9, Constitution +9, Wisdom +6 Damage Resistances poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, hlobane, Orc Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . The hlobane reigns in his normal aggression due to his training, instead focusing on using tactics to his advantage. Once per turn, the hlobane can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of another hlobane that isn\xe2\x80\x99t incapacitated . \n'b' Poison Resistance . The hlobane gains a +2 to all saves against poison. \n'b' Superior Tactics . Once per long rest, the sanjak can issue commands to its underlings. All hlobane within 60 feet of the sanjak who can hear and obey its order immediately make one free attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Overlord can make three attacks with its Halberd. \n'b' Halberd . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 10 (1d10+5) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The hlobane are orcs, though of a particular breed. In general, they are tall for their kind, with large chests, long muscular arms, and legs as thick timber. They are very muscular, priding themselves in their fitness. Only the very old or very wealthy hlobane tend to the heavy side. and these are grossly fat, living off of a lifetime of spoils. A hlobane\xe2\x80\x99s skin is always a deep green, mottled almost black in the joints of their legs and arms. They have broad faces with a wicked underbite. They often shape the fangs that rise from the lower jaw and cap them with steel or bronze. Their eyes are deep yellow with narrow pupils and filled with an intelligence that their lesser kin do not possess. \n'b' Disciplined Warriors . The hlobane (pronounced Hu-Lo-Bane) Nation is a vast and powerful tribe of orcs. Mercenary captains prize them, for they are highly militarized and famous for their iron discipline and unwavering courage in the face of battle. It is rare to hear of a hlobane who retreats or flees from a battlefield. The hlobane generally keep to themselves, speaking to few, and those who do, serve the interests of their paymaster or Lord. They are fiercely loyal to each other and if one is in trouble, it is more than likely that the others will rush to his aid. Some do venture from the Nation in order to gain glory in arms. \n'b' Clan Structured . Each family group belongs to a larger clan. The clan consists of several related family groups, usually ones related through the female, but not always. The size and numbers of the clans shifts constantly, depending on circumstances. Clans frequently break up due to deaths or when one group decides to break free from the bonds of one Clan to join another. The Clans make up the hlobane Nation and they serve a Council of Elders chosen, not from each Clan, but from those elder warriors who have gained the most fame in battle. Each Clan supplies soldiers for the Nation in times of war, which is almost always. Sanjaks lead the troops; this title the tribe adopted some time ago. The Council chooses the Sanjak for their skills on the battlefield. \n'b' Strict Order . The most accomplished warriors lead hlobane troops in battle. For every 10 encountered, at least one Pit Orc is present. For every two or more Pit Orcs, there is one Overseer. For every 4 Overseers there is one Overlord. Over this troop is the Sanjak, usually the general in charge of the hlobane army. The hlobane fight as they live, with discipline and order. They fight as a unit when they can; they are able tacticians if not strategists. Even younger hlobane are able to take in and take advantage of the terrain and fighting conditions in which they are going to fight. Though they do not retreat, they also do not, by their own volition, knowingly throw themselves into a position of certain destruction. If ordered into such a position by a leader they respect, they will obey without question. They favor heavy armor, shields, helms, and large cleaving weapons such as the glaive, halberd, and the like. For close quarters, they use short swords and axes. They are more partial to crossbows than bows. \n'b' Raised for War . By the time a hlobane reaches the age of six, males join older males outside their family unit. They serve an apprenticeship for several years. The older males wean the younger from their mothers and teach them the arts of war. The younger orcs serve the older in all manner of capacity, from cleaning their armor to fetching food. When they reach the age of 13, the tribe considers them warriors and allowed to enter any of the Warrior Societies that thrive in the hlobane communities. The Societies serve as the backbone to the hlobane military strength. They prize discipline, sacrifice, battle skills above all else. The hlobane speak their own tongue, which is much concerned with military terms and military organization. \n'b' Magic Averse . The hlobane shun magic for the most part. Their society has few shamans. Orcs shamans have some spellcasting capability from both the warlock and cleric classes. They call upon their dark gods only to play witness to their bravery or their deeds. \n'b' Elitist . Hlobane don\xe2\x80\x99t get along with many races. They tolerate any and all who they feel can serve their greater purpose. They detest other orcs as weak, unworthy creatures. They have a grudging respect for dwarves and halflings (this last may only apply to the battle-hardened halflings of Airhde). They have had little contact with elves and as such do not possess the normal orc hatred of those creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc Shaman \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 (Plate Mail) Hit Points 60 (8d8+24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3 Saving Throws Strength +5, Wisdom +4 Damage Resistances poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, hlobane, Orc Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . The hlobane reigns in his normal aggression due to his training, instead focusing on using tactics to his advantage. Once per turn, the hlobane can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of another hlobane that isn\xe2\x80\x99t incapacitated . \n'b' Poison Resistance . The hlobane gains a +2 to all saves against poison. \n'b' Spellcasting . The Shaman is a 7th level spellcaster. Its spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). The Shaman has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : eldritch blast, guidance , spare the dying \n'b' 1st level (4 slots) : bless , cure wounds , guiding bolt , hellish rebuke \n'b' 2nd level (3 slots) : calm emotions , hold person , spiritual weapon \n'b' 3rd level (3 slots) : dispel magic , mass healing word , tongues \n'b' 4th level (1 slot) : banishment \n'b'\n'b' ACTIONS \n'b'\n'b' Halberd . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10+3) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The hlobane are orcs, though of a particular breed. In general, they are tall for their kind, with large chests, long muscular arms, and legs as thick timber. They are very muscular, priding themselves in their fitness. Only the very old or very wealthy hlobane tend to the heavy side. and these are grossly fat, living off of a lifetime of spoils. A hlobane\xe2\x80\x99s skin is always a deep green, mottled almost black in the joints of their legs and arms. They have broad faces with a wicked underbite. They often shape the fangs that rise from the lower jaw and cap them with steel or bronze. Their eyes are deep yellow with narrow pupils and filled with an intelligence that their lesser kin do not possess. \n'b' Disciplined Warriors . The hlobane (pronounced Hu-Lo-Bane) Nation is a vast and powerful tribe of orcs. Mercenary captains prize them, for they are highly militarized and famous for their iron discipline and unwavering courage in the face of battle. It is rare to hear of a hlobane who retreats or flees from a battlefield. The hlobane generally keep to themselves, speaking to few, and those who do, serve the interests of their paymaster or Lord. They are fiercely loyal to each other and if one is in trouble, it is more than likely that the others will rush to his aid. Some do venture from the Nation in order to gain glory in arms. \n'b' Clan Structured . Each family group belongs to a larger clan. The clan consists of several related family groups, usually ones related through the female, but not always. The size and numbers of the clans shifts constantly, depending on circumstances. Clans frequently break up due to deaths or when one group decides to break free from the bonds of one Clan to join another. The Clans make up the hlobane Nation and they serve a Council of Elders chosen, not from each Clan, but from those elder warriors who have gained the most fame in battle. Each Clan supplies soldiers for the Nation in times of war, which is almost always. Sanjaks lead the troops; this title the tribe adopted some time ago. The Council chooses the Sanjak for their skills on the battlefield. \n'b' Strict Order . The most accomplished warriors lead hlobane troops in battle. For every 10 encountered, at least one Pit Orc is present. For every two or more Pit Orcs, there is one Overseer. For every 4 Overseers there is one Overlord. Over this troop is the Sanjak, usually the general in charge of the hlobane army. The hlobane fight as they live, with discipline and order. They fight as a unit when they can; they are able tacticians if not strategists. Even younger hlobane are able to take in and take advantage of the terrain and fighting conditions in which they are going to fight. Though they do not retreat, they also do not, by their own volition, knowingly throw themselves into a position of certain destruction. If ordered into such a position by a leader they respect, they will obey without question. They favor heavy armor, shields, helms, and large cleaving weapons such as the glaive, halberd, and the like. For close quarters, they use short swords and axes. They are more partial to crossbows than bows. \n'b' Raised for War . By the time a hlobane reaches the age of six, males join older males outside their family unit. They serve an apprenticeship for several years. The older males wean the younger from their mothers and teach them the arts of war. The younger orcs serve the older in all manner of capacity, from cleaning their armor to fetching food. When they reach the age of 13, the tribe considers them warriors and allowed to enter any of the Warrior Societies that thrive in the hlobane communities. The Societies serve as the backbone to the hlobane military strength. They prize discipline, sacrifice, battle skills above all else. The hlobane speak their own tongue, which is much concerned with military terms and military organization. \n'b' Magic Averse . The hlobane shun magic for the most part. Their society has few shamans. Orcs shamans have some spellcasting capability from both the warlock and cleric classes. They call upon their dark gods only to play witness to their bravery or their deeds. \n'b' Elitist . hlobane don\xe2\x80\x99t get along with many races. They tolerate any and all who they feel can serve their greater purpose. They detest other orcs as weak, unworthy creatures. They have a grudging respect for dwarves and halflings (this last may only apply to the battle-hardened halflings of Airhde). They have had little contact with elves and as such do not possess the normal orc hatred of those creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc Warrior \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 16 (Chain Mail) Hit Points 15 (2d8+6) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2 Damage Resistances poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, hlobane, Orc Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . The hlobane reigns in his normal aggression due to his training, instead focusing on using tactics to his advantage. Once per turn, the hlobane can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of another hlobane that isn\xe2\x80\x99t incapacitated . \n'b' Poison Resistance . The hlobane gains a +2 to all saves against poison. \n'b'\n'b' ACTIONS \n'b'\n'b' Halberd . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10+3) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The hlobane are orcs, though of a particular breed. In general, they are tall for their kind, with large chests, long muscular arms, and legs as thick timber. They are very muscular, priding themselves in their fitness. Only the very old or very wealthy hlobane tend to the heavy side. and these are grossly fat, living off of a lifetime of spoils. A hlobane\xe2\x80\x99s skin is always a deep green, mottled almost black in the joints of their legs and arms. They have broad faces with a wicked underbite. They often shape the fangs that rise from the lower jaw and cap them with steel or bronze. Their eyes are deep yellow with narrow pupils and filled with an intelligence that their lesser kin do not possess. \n'b' Disciplined Warriors . The hlobane (pronounced Hu-Lo-Bane) Nation is a vast and powerful tribe of orcs. Mercenary captains prize them, for they are highly militarized and famous for their iron discipline and unwavering courage in the face of battle. It is rare to hear of a hlobane who retreats or flees from a battlefield. The hlobane generally keep to themselves, speaking to few, and those who do, serve the interests of their paymaster or Lord. They are fiercely loyal to each other and if one is in trouble, it is more than likely that the others will rush to his aid. Some do venture from the Nation in order to gain glory in arms. \n'b' Clan Structured . Each family group belongs to a larger clan. The clan consists of several related family groups, usually ones related through the female, but not always. The size and numbers of the clans shifts constantly, depending on circumstances. Clans frequently break up due to deaths or when one group decides to break free from the bonds of one Clan to join another. The Clans make up the hlobane Nation and they serve a Council of Elders chosen, not from each Clan, but from those elder warriors who have gained the most fame in battle. Each Clan supplies soldiers for the Nation in times of war, which is almost always. Sanjaks lead the troops; this title the tribe adopted some time ago. The Council chooses the Sanjak for their skills on the battlefield. \n'b' Strict Order . The most accomplished warriors lead hlobane troops in battle. For every 10 encountered, at least one Pit Orc is present. For every two or more Pit Orcs, there is one Overseer. For every 4 Overseers there is one Overlord. Over this troop is the Sanjak, usually the general in charge of the hlobane army. The hlobane fight as they live, with discipline and order. They fight as a unit when they can; they are able tacticians if not strategists. Even younger hlobane are able to take in and take advantage of the terrain and fighting conditions in which they are going to fight. Though they do not retreat, they also do not, by their own volition, knowingly throw themselves into a position of certain destruction. If ordered into such a position by a leader they respect, they will obey without question. They favor heavy armor, shields, helms, and large cleaving weapons such as the glaive, halberd, and the like. For close quarters, they use short swords and axes. They are more partial to crossbows than bows. \n'b' Raised for War . By the time a hlobane reaches the age of six, males join older males outside their family unit. They serve an apprenticeship for several years. The older males wean the younger from their mothers and teach them the arts of war. The younger orcs serve the older in all manner of capacity, from cleaning their armor to fetching food. When they reach the age of 13, the tribe considers them warriors and allowed to enter any of the Warrior Societies that thrive in the hlobane communities. The Societies serve as the backbone to the hlobane military strength. They prize discipline, sacrifice, battle skills above all else. The hlobane speak their own tongue, which is much concerned with military terms and military organization. \n'b' Magic Averse . The hlobane shun magic for the most part. Their society has few shamans. Orcs shamans have some spellcasting capability from both the warlock and cleric classes. They call upon their dark gods only to play witness to their bravery or their deeds. \n'b' Elitist . Hlobane don\xe2\x80\x99t get along with many races. They tolerate any and all who they feel can serve their greater purpose. They detest other orcs as weak, unworthy creatures. They have a grudging respect for dwarves and halflings (this last may only apply to the battle-hardened halflings of Airhde). They have had little contact with elves and as such do not possess the normal orc hatred of those creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc: Neurog Let, Bone Crushers \n'b' Family: Orc \n'b' Large humanoid , lawful evil \n'b' Armor Class 16 (Chain Mail) Hit Points 115 (12d10+60) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 6 (-2) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8 Condition Immunities charmed , Frightened Damage Resistances poison Senses darkvision 60 ft., passive Perception 9 Languages Hlobane Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poison Resistance . The neurog gets +2 to all saves vs poison. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The neurog attacks twice with its fists or with its Ball and Chain. \n'b' Ball and Chain . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8+6) bludgeoning damage. \n'b' Fists . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d4+6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The neurog let, called the bone crushers in the vulgate, are beastly orcs, bred for their sheer brutality. They are tall, powerfully built, though surprisingly lean creatures. With narrow eyes set beneath a thick brow line, it appears as if they are forever glaring. Their mouths are wide and their teeth filed and sharp. Like all orcs, they have tusks that jut from the lower jaw, but the neurog let often grow the tusks back into their upper jaw where they cut the flesh, wounds which constantly seep pus and blood. Hairless but for a token lock they keep on their scalps, the neurog let ritually tattoo themselves, usually blending their horrific scars with the decorative nature of tattoos. The tattoos always reflect the dark crescent or the horned god. \n'b' Special Breed . neurog let spawn other neurog let and usually kept apart from the tribe, bound to the females of their particular breed. These Den Mothers routinely beat them and torture them, teaching them the tools of their trade. By the time they reach maturity, a rage born of a long life of pain and suffering consumes them; for this reason, the tribe binds them in chains, specifically designed for the bone crushers. Two chains, each independent of the other, are set on the creature\xe2\x80\x99s wrists. The chains attach to one or two spiked mace heads and are placed inside a huge iron ball that weighs several hundred pounds. The neurog let must drag this ball wherever he goes. \n'b' Controlled Chaos . The Ukjanu let, The Keeper of the Bone Crusher, looks after the ball. The ukjanu is the only orc allowed near the bone crusher. He feeds him, waters him, and mends his wounds. For these reasons, they exercise some control of the neurog let. In combat the ukjanu breaks open the large iron ball and releases the spiked mace heads, unleashing the neurog let onto the world. Generally, the bone crusher only responds to the ukjanu. If the ukjanu is killed the neurog let rampages on all things living until he is killed. By the time they reach maturity, the Battle Groups assume charge of them and use them for a variety of purposes. For the most part, they are used to torturing prisoners and striking fear into those who do not yield to the questions put to them. They also unleash them in order to battle some champion or the like. \n'b' Berserker . Neurog let, once unleashed, attack with a brutal disregard to any suffering they may incur. They single out the largest or best-armored opponent and attack until they have killed it or they themselves fall. They do not feel pain or suffer any wound to stop them, fighting even after limbs have been severed. They attack with the ball and chain, swinging it in wide circles to smash their victims or using them to strangle opponents. If freed from their chains for some reason they take any weapon that is near.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avatar of Chaos \n'b' Large elemental , chaotic neutral \n'b' Armor Class 20 \n'b' Hit Points 405 (30d10+240) \n'b' Speed 90 ft., climb 90 ft., swim 90 ft.\n'b' STATS STR: 21 (+5) DEX: 30 (+10) CON: 27 (+8) INT: 22 (+6) WIS: 25 (+7) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +18, Perception +15, Stealth +26 \n'b' Damage Resistances necrotic, radiant; bludgeoning, piercing, slashing \n'b' Damage Immunities force, poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , poisoned , prone , restrained \n'b' Senses darkvision 120 ft., truesight 60 ft., passive Perception 25 \n'b' Languages all \n'b' Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action (1/Turn) . The avatar can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Displacement . The avatar projects an illusion that makes it appear to be standing in a place near its actual location, causing any creature to have disadvantage on attack rolls against it. If the avatar takes damage, the property ceases to function until the start of its next turn. This property is suppressed while it is incapacitated or otherwise unable to move. \n'b' Existential Strike . The avatar is able to make melee attacks against targets it can see within 100 feet as though it were adjacent. This does not increase the reach of the avatar\xe2\x80\x99s weapon attacks. \n'b' Innate Spellcasting . The avatar\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components: \n'b'\n'b' Constant : tongues \n'b' At will : misty step \n'b' 3/day each : prismatic spray \n'b' 1/day each : plane shift , prismatic wall \n'b'\n'b' Legendary Resistance (3/Day) . If the avatar fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The avatar has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The avatar\xe2\x80\x99s weapon attacks are magical. \n'b' Pain Threshold . Any attacks or spells that deal 7 points of damage or less (after vulnerabilities and resistances) do not deal any damage to the avatar. \n'b' Potent Gibbering . The avatar babbles incoherently while it can see any creature and isn\xe2\x80\x99t incapacitated . Each creature that starts its turn within 40 feet of the avatar and can hear the avatar must succeed on a DC 24 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1, the creature makes a melee weapon attack against itself with advantage and any hit is a critical hit. On a 2 or 3, the creature does nothing. On a 4 or 5, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 6 or 7, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . On an 8, the creature acts normally. \n'b' Reactive . The avatar can take one reaction on every turn in a combat. \n'b' Regeneration . The avatar regains 20 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 avatar uses Chaotic Bite and makes seven attacks with its blades. \n'b' Blades . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 21 (2d10+10) slashing damage. \n'b' Chaotic Bite . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : Randomly determine two ability scores. The target makes a DC 24 saving throw using the highest ability score. On a failure, the avatar alters both the target\xe2\x80\x99s past and present, switching the two chosen ability scores. On a failure by 5 or more, the target also reduces both scores by 1d6 (roll separately for each). The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. The change to ability scores is permanent and can only be reversed with a wish spell, or by another Chaotic Bite. \n'b'\n'b' ABOUT \n'b' Trying to decipher the motives or purpose of this trick of existence given form is a futile endeavor, and those who encounter an Avatar of Chaos rarely have the time to ponder anyway. Brought to the realms material by powerful rituals gone awry or extremely poor turns of fate, this creature moves with an alacrity that is otherworldly and driven entirely by impulse led by reflexes beyond mortal ken. Even as it hides its presence can be known, the odor its body gives off changing constantly between the sweetness of a fine perfume, the decay of a bog-seeped corpse, and the taste of burnt metal. \n'b' As a being of chaos this avatar has a truly mercurial mind. Entropy oozes off of its psyche, corrupting the living nearby with penchants for random activity and impulsive behavior. This does not mean it is without purpose\xe2\x80\x94generally it has some kind of grander objective to achieve but its immediate wants constantly change. What most believe is relentless gibbering by the creature is, if knowledgeable sages are to be trusted, actually the entity implanting falsehoods, madness, or worse. \n'b' Like its mind, the form that the Avatar of Chaos inhabits is also in constant flux. It often takes aquatic shapes but sometimes has fur and other mammalian qualities, though no matter its shape it always has a vicious, wicked maw to deliver its forever changing bite.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hlobane Orc: Ukjanu Let, Keeper of The Bone Crusher \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 18 (Plate Mail) Hit Points 34 (4d8+16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2 Damage Resistances poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Hlobane, Orc Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . The hlobane reigns in his normal aggression due to his training, instead focusing on using tactics to his advantage. Once per turn, the hlobane can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of another hlobane that isn\xe2\x80\x99t incapacitated . \n'b' Poison Resistance . The hlobane gains a +2 to all saves against poison. \n'b'\n'b' ACTIONS \n'b'\n'b' Halberd . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10+4) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The ukjanu let, the Keeper of the Bone Crusher, is a unique orc amongst orcs. Their appointed task is singularly unique amongst the orc kindred, for they are set to watch the neurog let, the Bone Crushers. The ukjanu shave their bodies to make themselves seem more palatable to their maddened charges. They wear tattoos of a religious bent as men wear clothes. But much of this they hide, as they love to adorn themselves in iron. A fitted breastplate plus leg and arm greaves leave only their forearms and thighs exposed. They always wear a heavy helm, often shaped to mimic a crow\xe2\x80\x99s bill. They carry any assortment of weapons but prefer cleaving weapons such as the glaive, poleaxe, or bearded axe. \n'b' Monster Keeper . The ukjanu let is a highly sought-after position, for once tasked as a Keeper, the orc is relieved of all other tasks. The tribe chooses only those possessed of keen intelligence, guile, and strength. Once chosen they are given a charge, usually one fresh from the Den Mother\xe2\x80\x99s hold and they are set the task of bonding with the neurog let. Only the ukjanu may speak with their charge. Through a series of elaborate rituals, they bind the neurog let to them and a true empathy develops. The two are inseparable ever after. A great iron ball binds the neurog let; this ball opens upon a command word given by the ukjanu. Once spoken the ball opens, releasing the chains that hold the Bone Crusher. If a Bone Crusher falls the ukjanu often become mad with rage and grief and attack whatever killed their charge. \n'b' Protector . The ukjanu possess no particular battle skills that stand them above and beyond their fellow tribesmen. They do not engage in combat so long as their charge is alive. They rush to its aid only if they see that it is threatened by death; otherwise, they remain near the iron ball ready to call back their charge whenever they can. If pressed they attack with the lust that any of their breed possesses.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Acolyte \n'b' Family: Orc \n'b'\n'b' Medium humanoid (orc), any alignment \n'b' Armor Class 10 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Medicine +4, Religion +2 Senses darkvision 30 ft., passive Perception 12 Languages Orcish and any one language Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the orc moves up to their speed toward a hostile creature they can see. \n'b' Orcish Combat Training . The orc has proficiency with the battleaxe, greataxe, handaxe, and lance. \n'b' Savage Attacks . When the orc scores a critical hit with a melee weapon attack , they can roll one of the weapon\xe2\x80\x99s damage dice one additional time and add it to the extra damage of the critical hit. \n'b' Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : enumerate\xe2\x80\xa0 light , spare the dying \n'b' 1st level (3 slots) : bless , cure wounds , guiding bolt \n'b'\n'b' Actions \n'b'\n'b' Greataxe . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 7 (1d12 +1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Archer \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 14 (leather armor) Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Overdraw . The orc archer can use a bonus action before they attack to add 1d4 to their damage on a successful attack with their bow. \n'b' Aggressive . As a bonus action the orc archer can move up to half its speed toward a hostile creature that it can see. \n'b'\n'b' Actions \n'b'\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) piecing damage. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, reach 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. The target must succeed a DC 14 Constitution saving throw or become poisoned . 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' Archers\xe2\x80\x99 heavy, barbed, poison-smeared arrows are just as deadly as their companions\xe2\x80\x99 axes. Those orcs that specialize in the bow, unlike others, take pride in their lack of scars as proof of their skills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Battleborn \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 16 (studded leather) Hit Points 37 (5d8 + 15) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +3 Senses darkvision 60 ft., passive Perception 9 Languages Common, Orc Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action the orc battleborn can move up to half its speed toward a hostile creature that it can see. \n'b' Healing Rage (1/day) . The orc battleborn can heal 18 hit points as a bonus action while it\xe2\x80\x99s in combat. \n'b' Tough . The orc battleborn adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc battleborn makes two attacks with its spiked gauntlets. \n'b' Spiked Gauntlet . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' About \n'b' Some orcs have been in enough fights to become bored with the simple pleasures of hitting something with an axe. These battleborn invent challenges to keep themselves interested and to show off their skills, such as wading into battle armed only with heavy gauntlets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Thanadaemon \n'b' Family: Daemons \n'b' Faces of races long dead swim in the regal red cloak of this black-and-blue skeleton, its armor as fiendish as the diabolically twisting energy vortex in its right eye socket. \n'b' Medium fiend (daemon), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 57 (6d8 + 30) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 20 (+5) INT: 17 (+3) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Intelligence +6, Wisdom +6 Skills Deception +7, Insight +6, Perception +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren\xe2\x80\x99t cold iron or silvered Damage Immunities acid, necrotic, poison Condition Immunities poisoned ; Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Common, Deep Speech, Draconic, Infernal, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Magic Resistance . The thanadaemon has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The thanadaemon uses its paralyzing gaze then makes two evil staff attacks or two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage. \n'b' Evil Staff . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 5 (1d10) necrotic damage. \n'b' Paralyzing Gaze . The thanadaemon fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the thanadaemon\xe2\x80\x98s gaze for the next 24 hours. \n'b' These potent fiends run ferries across the dark waters of the River Styx, transporting the newly dead to the Abyss or Hell on vessels made from bones stripped clean of flesh by cacodaemons or carved out of the aged wood from the first trees in all of creation. When a conflicted sinner fails to redeem themselves before they die but do not merit an eternity of torment by demons or devils, they are instead made to serve eternal as thanadaemons, the vestiges of their flesh gradually sloughing from their skeletons until only their bones remain. of all the underworld\xe2\x80\x99s natives only thanadaemons are willing to speak to the recently deceased though any that try to best be wary. Attempts to negotiate with these fiends are a dangerous venture-those that have tried and failed are locked away within a thanadaemon\xe2\x80\x99s garments, their souls empowering fiendish abilities until utterly expended.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Berserker \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 15 Hit Points 67 (9d8 + 27) Speed 45 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 7 (-2) WIS: 8 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Intimidation +7 Senses darkvision 60 ft., passive Perception 9 Languages Common, Orc Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Bloodlust . Each successful attack gives the orc berserker a +1 bonus to its attack rolls (to a maximum of +5) and a +2 to its damage rolls (to a maximum of +10). If the orc berserker misses with an attack , it loses these bonuses. \n'b' Healing Rage (1/day) . The orc berserker can heal 33 hit points as a bonus action. \n'b' Mobile . Opportunity attacks made against the orc berserker are made with disadvantage. \n'b' Pain Driven . While the orc berserker has 33 or fewer hit points , it can use its greataxe attack one additional time when it takes the multiattack action. While it has 16 or fewer hit points , it can use its greataxe attack two additional times when it takes the multiattack action. \n'b' Tough . The orc berserker adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc berserker makes three attacks with its greataxe. \n'b' Greataxe . Melee Weapon Attack : +7, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. \n'b'\n'b' About \n'b' Some berserkers are orcs previously shamed, who see it as the only way to win back their lost honor; others are simply maniacs. \n'b' Whatever their reasons, their battle-fury makes them seemingly impervious to pain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Bruiser \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 17 (studded leather) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 7 (-2) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Orc Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action the orc bruiser can move up to half its speed toward a hostile creature that it can see. \n'b' Brute . A melee weapon deals one extra die of its damage when the orc bruiser hits with it (included in the attack ). \n'b' Massive Swing . The orc bruiser can hit up to 2 Medium targets, or 3 Small or smaller targets within 5 feet of each other with each flail attack . A separate attack roll is made for each target. \n'b' Tough . The orc bruiser adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc bruiser makes two attacks with its flail. \n'b' Flail . Melee Weapon Attack : +5 to hit, reach 10 ft., up to three targets no more than 5 ft. apart. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' Freakishly strong, even amongst their kind, bruisers are orcs large and tough enough to ascend to a powerful position should they so wish, but, through a lack of wits or ambition, stay where they are in the hierarchy, content to be pointed towards things to smash.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Captain \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 19 (half plate) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 9 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Orc Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action the orc commander can move up to half its speed toward a hostile creature that it can see. \n'b' Tough . The orc captain adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc captain makes two attacks with its broadsword. \n'b' Broadsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Battle Cry (1/day) . Each creature of the orc captain\xe2\x80\x99s choice within 30 feet of it that can hear it, and is not already affected by Battle Cry adds 1d4 to their attack rolls and 2 (1d4) to their damage rolls until the start of the orc captain\xe2\x80\x99s next turn. The orc captain can then use a bonus action to make an attack with disadvantage. \n'b'\n'b' About \n'b' Captains have enough fighting behind them that most of the tribe are aware enough of their strength to not bother challenging them. Those under their command tend to do as they\xe2\x80\x99re told most of the time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Chieftain \n'b' Family: Orc \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 19 (+1 plate)\n'b'\n'b' Hit Points 150 (20d8 + 60) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +7 \n'b' Skills Animal Handling +4, Intimidate +8, Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Orc \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. \n'b' Archery . Ornadox gain a +2 bonus to attack rolls he makes with ranged weapons. \n'b' Brave . Ornadox has advantage on saving throws against being frightened . \n'b' Brute . A melee weapon deals one extra die of its damage when Ornadox hits with it (included in the attack ). \n'b' Special Gear . Ornadox has +1 plate armor, and a gorthek mask (see Appendix B, page 570). He carries a potion of major healing , but he won\xe2\x80\x99t use it as long as there are opponents to attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Ornadox attacks three times with his greataxe, or he attacks twice with his bow. He then makes another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of his weapon. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (2d12+4) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 4 (1d6+1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Commander \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 19 (half plate) Hit Points 52 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action the orc commander can move up to half its speed toward a hostile creature that it can see. \n'b' Tough . The orc commander adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc commander makes three attacks with its battleaxe. \n'b' Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands. \n'b' Taunt (1/day) . Each hostile creature within 60 feet of the orc commander, that can hear or see it, must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on attacks made against the orc commander\xe2\x80\x99s allies until the start of the orc commander\xe2\x80\x99s next turn. The orc commander can then use a bonus action to make an attack with disadvantage. \n'b' Battle Cry (Recharge 5-6) . Each creature of the orc commander\xe2\x80\x99s choice within 30 feet of it that can hear it, and is not already affected by Battle Cry add 1d4 to their attack rolls and 3 (1d6) to their damage rolls until the start of the orc commander\xe2\x80\x99s next turn. The orc commander can then use a bonus action to make an attack with disadvantage. \n'b'\n'b' About \n'b' Commanders have a bit more of a tactical bent than most orcs, and are often able to formulate strategies above and beyond \xe2\x80\x98run as fast as you can at the enemy and hit them with an axe\xe2\x80\x99, such as \xe2\x80\x98run to the sides of an enemy and both hit them with axes at the same time\xe2\x80\x99.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Lord of The Pit \n'b' Family: Orc \n'b' Large humanoid (orc) , neutral evil \n'b' Armor Class 16 (chainmail) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +7, Wis +5, Cha +5 Skills Deception +5, Insight +5, Perception +8, Persuasion +5 Damage Resistances cold Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 18 Languages Orcish, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the orc\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The orc\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : darkness , misty step \n'b'\n'b' Magic Resistance . The orc has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The orc makes two Greatmaul attacks. \n'b' Greatmaul . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage, and the target is pushed up to 5 feet away from the orc. \n'b'\n'b' REACTIONS \n'b'\n'b' Arctic Rebuke . As a reaction when the orc is hit by an attack , it can project a blast of ice in retaliation. The attacker must succeed on a DC 13 Dexterity saving throw or take 16 (3d10) cold damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avatar of Forests \n'b' Gargantuan elemental , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 350 (20d20+140) Speed 55 ft.\n'b' STATS STR: 25 (+7) DEX: 8 (-1) CON: 24 (+7) INT: 18 (+4) WIS: 23 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Arcana +11, Athletics +14, History +18, Nature +18, Perception +13 Damage Resistances acid, cold, lightning, necrotic, psychic; bludgeoning; piercing Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , petrified , poisoned , prone Senses blindsight 120 ft., tremorsense 40 ft., passive Perception 23 Languages Soburi (Common); telepathy 120 ft. \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Creature Lair . The avatar\xe2\x80\x99s body is spread out across a 50-foot radius of plants and terrain. At the start of its turn, a creature within sight of the avatar can make a DC 16 Wisdom ( Perception ) check to spot the exact area it is in. A creature that has failed to spot the specific area that the avatar inhabits has disadvantage on attack rolls against it. When the avatar spends more than 10 minutes in one area, a grove of trees permanently appears in a 100-foot radius around it. \n'b' Innate Spellcasting . The avatar\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : speak with plants , tongues \n'b' At will : cure wounds , detect evil and good , detect magic , protection from evil and good \n'b' 3/day each : protection from energy , spike growth \n'b' 2/day each : blight , confusion , conjure minor elementals , hallucinatory terrain \n'b' 1/day each : awaken , commune with nature , conjure elemental , dispel evil and good , tree stride \n'b'\n'b' Legendary Resistance (3/Day) . If the avatar fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The avatar has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The avatar\xe2\x80\x99s weapon attacks are magical. \n'b' Pain Threshold . Any attacks or spells that deal 6 points of damage or less (after vulnerabilities and resistances) do not deal any damage to the avatar. \n'b' Regeneration . At the end of its turn, if the avatar has not taken any fire or slashing damage since its last turn, it heals 20 hit points . \n'b' Swallowing Pit . The avatar uses a bonus action to open a 10-foot radius pit beneath a creature within its area, swallowing a Huge size or smaller creature. A swallowed creature is blinded and restrained . While inside the avatar a creature has total cover against attacks and any effects occurring outside of the avatar, but the massive creature\xe2\x80\x99s insides grind and pulp the swallowed creature, dealing 25 (4d8+7) bludgeoning damage at the start of each of the avatar\xe2\x80\x99s turns. Should the avatar take 40 or more damage from inside of its body inside of a single turn, it must succeed a DC 22 Constitution saving throw at the end of that turn. On a failed saving throw any creature swallowed by the avatar is regurgitated, gaining the prone condition and landing in a space within 20 feet of the avatar\xe2\x80\x99s corpse. Should the avatar die while living creatures are inside of it, swallowed creatures lose the restrained condition, and exit prone after spending 20 feet of movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The avatar attacks four times with its vines twice with its slam. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 16 (2d8+7) bludgeoning plus 9 (2d8) piercing damage. \n'b' Vine . Melee Weapon Attack : +14 to hit, reach 30 ft., one target. Hit : 17 (3d6+7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 22). \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing all initiative ties), the avatar can use one of its lair action options. It can\xe2\x80\x99t do so while incapacitated or otherwise unable to take actions . If surprised, the avatar can\xe2\x80\x99t use one until after its first turn in the combat. \n'b'\n'b' The avatar stores one of its souls into a thatch of trees, instilling in it a concentration spell that allows for the avatar to concentrate on a new spell. The avatar can store no more than 3 souls this way at a time. A thatch of trees that gets destroyed (AC 8, 13 hit points ) ends the concentration spell. \n'b' Grasping weeds and vines sprout from the ground in a 30-foot radius around the avatar. Until the start of the avatar\xe2\x80\x99s next turn, the ground in the area is difficult terrain . A creature in the area when the avatar uses this lair action succeeds on a DC 22 Strength saving throw or it is restrained by the entangling plants for the duration. A creature restrained by the plants can use its action to make a DC 22 Strength check, freeing itself on a success. The avatar changes the location of its pit and up to seven contiguous 5-foot squares of vegetation, rearranging a section of the map. A creature standing on a square that the pit moves to can use its reaction to make a DC 22 Strength ( Athletics ) or Dexterity ( Acrobatics ) check to jump away to solid ground. On a failure a creature falls down into the pit, taking 7 (2d6) bludgeoning damage and landing prone . \n'b'\n'b' ABOUT \n'b' The sacred and potent artifacts, shrines, and creations of nature are often protected by a dangerous beast or powerful fey, but the most treasured of them all are defended by the very forests around them. Each of these enchanted groves are like leaves upon a branch of the Avatar of Forests-even if every one of an enchanted grove\xe2\x80\x99s trees is felled or burned, it cannot ever truly be destroyed. The creature\xe2\x80\x99s memory is as old as the first seedling and when it has been offended or wounded it remembers its attacker, sometimes waiting millenia before taking vengeance against a much weaker descendant. To dissuade this entity from pursuing revenge one must not just trim its metaphysical body-they need to chop a bough off of it instead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Plague-Host \n'b' Family: Orc \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 133 (14d8 + 70) Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 8 (3,900 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' Mindless Aggression . If the plague-host uses the Dash action, and ends its movement within 5 feet of a creature, it can make a melee weapon attack against that creature as a bonus action. After making this attack , it can\xc2\x92t move any further on that turn. \n'b' Aggressive Force . If the plague-host moves at least 20 feet straight toward a creature, and then makes a slam attack against that creature using its Mindless Aggression trait, the target takes an additional 21 (6d6) bludgeoning damage, and must succeed on a DC 16 Strength saving throw, or be knocked prone . \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: two with its slam, and one with its bite. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the plague-host can\xe2\x80\x99t use its slam against another target. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 5) piercing damage. Additionally, living creatures must succeed on a DC 16 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' Lurch . The plague-host moves up to 5 feet, without provoking opportunity attacks. \n'b' Attack (Costs 2 Actions) . The plague-host makes one slam attack. \n'b'\n'b' About \n'b' Orcs\xe2\x80\x99 natural aggression appears to be part of their very physiology, for their zombies seem to possess a heightened bloodlust.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Scout \n'b' Family: Orc \n'b' Medium humanoid ( orc ) , chaotic evil \n'b' Armor Class 13 (leather armor) \n'b' Hit Points 58 (9d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Nature +5, Perception +6, Stealth +7, Survival +6 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Orc \n'b' Challenge 3 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. \n'b' Keen Hearing and Sight . The orc scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scout makes two melee attacks or two ranged attacks . \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, ranged 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Shaman \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 15 (+2) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Intimidation +2 Senses darkvision 60 ft., passive Perception 13 Languages Common, Orc Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The orc shaman is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , mending , shillelagh , shocking grasp \n'b' 1st level (4 slots) : cure wounds , healing word , inflict wounds \n'b' 2nd level (3 slots) : hold person , lesser restoration , silence \n'b' 3rd level (3 slots) : bestow curse , spirit guardians \n'b' 4th level (3 slots) : banishment , conjure woodland beings \n'b' 5th level (2 slots) : mass cure wounds \n'b'\n'b' Actions \n'b'\n'b' Quarterstaff . Melee Weapon Attack : +3 to hit (+5 to hit with shillelagh ), reach 5 ft., one target. Hit : 4 (1d6+1) bludgeoning damage or 7 (1d8+3) bludgeoning damage with shillelagh . \n'b'\n'b' About \n'b' Only the smartest warriors survive to become shamans. The only type of orc respected despite their relative lack of physical strength, shamans more than make up for their shortcomings with a crude, yet effective, control over the magical arts. \n'b' Their tusks are smaller, and they\xe2\x80\x99ve usually got a leveler head on their shoulders, but male orcs set the bar pretty low there. From my experience, orc women are just as dangerous as orc men, and both are equally prepared to die in blood and pain to further the orc cause.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Venedaemon \n'b' Family: Daemons \n'b' Medium fiend (daemon), neutral evil \n'b' Armor Class 19 (arcane robes, oversized wizards\xe2\x80\x99 hat) Hit Points 82 (11d8 + 33) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 18 (+4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +7, Con +6, Int +7, Cha +6 Skills Arcana +7, Deception +6, Intimidation +6, Perception +4, Stealth +7 Damage Immunities acid Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver Senses Darkvision 60 ft., passive Perception 14 Languages Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The venedaemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : dimension door , dispel magic , slow \n'b'\n'b' Spellcasting . The venedaemon is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The venedaemon has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : hold person , suggestion \n'b' 3rd level (3 slots) : counterspell, fireball , minute meteors \n'b' 4th level (3 slots) : greater invisibility , ice storm \n'b' 5th level (1 slot) : cone of cold \n'b'\n'b' Arcane Soul-Crush . A venedaemon may consume a held soul gem as a reaction or bonus action, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with Hit Dice equal to or greater than the spell level of the desired spell. It starts any encounter with 1d4+1 soul gem of 1d6 level each. If it kills a creature using a spell the target\xe2\x80\x99s soul becomes a soul gem. If that soul gem is consumed the target is permanently killed. \n'b' Magic Resistance . The venedaemon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The venedaemon makes two tentacle attacks or uses its Cold Ray twice. \n'b' Tentacle . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 3 (1d6) acid damage. \n'b' Cold Ray . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 10 (3d6) cold damage. \n'b' Summon Daemon (1/Day) . The vulnudaemon has a 40 percent chance of summoning 1d4 cacodaemon. A summoned cacodaemon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other daemons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ABOUT \n'b' The venedaemon personifies death by magic, and so possesses an inborn talent for all manner of sorcery. As hungry for souls as any other member of its daemonic brethren, the venedaemon thirsts equally for intangible wealth through the acquisition of knowledge, so that it can best utilize the arcane magic lurking within its blood. In particular, venedaemons yearn for the secrets and magical lore held within the bindings of wizards\xe2\x80\x99 tomes, knowing that these arcane formulae are the key to unlocking their mysterious powers. In the process of acquiring such tomes of knowledge, venedaemons invariably come across other forms of information\xe2\x80\x94whether it be info regarding a rival daemon\xe2\x80\x99s weaknesses, lore that hints at a wealth of unclaimed souls hidden in one of Abaddon\xe2\x80\x99s vast caverns, or a rumor of some hidden and terrible source of daemonic power\xe2\x80\x94that they can make use of in trading with other daemons. \n'b' These rumors and smatterings of advice can be sold to other daemons for captured souls, and the trade often goes both ways, as venedaemons are also inclined to trade their hardearned soul gems for tomes of magic other fiends may have chanced upon. Venedaemons are gaunt, and despite standing close to 7 feet tall, they rarely weigh more than 150 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Soldier \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 16 (half plate) Hit Points 30 (4d8 + 12) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action the orc soldier can move up to half its speed toward a hostile creature that it can see. \n'b' Massive Swing . The orc soldier can hit up to 2 Medium targets, or 3 Small or smaller targets within 5 feet of each other with each greataxe attack . A separate attack roll is made for each target. \n'b'\n'b' Actions \n'b'\n'b' Greataxe . Melee Weapon Attack : +6, reach 5 ft., up to three targets no more than 5 ft. apart. Hit : 10 (1d12 + 4) slashing damage. \n'b'\n'b' About \n'b' A cut above the average orc, soldiers have access to better equipment, and a lifetime of winning most of their squabbles with others tends to make them hungry to test themselves.'}