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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc War Drummer \n'b' Family: Orc \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 13 ( hide )\n'b'\n'b' Hit Points 45 (6d8+18) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +5, Perform +5 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Common, Orc \n'b' Challenge 2 (450 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' Inspiring Fervor . If the war drummer hits with an attack , it may choose one ally within 30 feet who can see it. The ally gains Advantage on their next attack before the end of its next turn. \n'b' Spellcasting . The war drummer is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The war drummer has the following bard spells prepared: \n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : bane , detect magic , hideous laughter , thunderwave \n'b' 2nd level (3 slots) : hold person , shatter \n'b'\n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (1d12+3) slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 +3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Warlord \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 17 (hide armor) Hit Points 85 (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Intimidation +6 Senses darkvision 60 ft., passive Perception 11 Languages Common, Orc Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action the orc warlord 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 warlord hits with it (included in the attack ). \n'b' Tough . The orc warlord adds its Constitution modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orc warlord makes three attacks with its shortsword. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Frighten (1/day) . Each hostile creature within 60 feet of the orc warlord that can hear or see it must succeed on a DC 15 Wisdom saving throw or become frightened of the orc warlord until the start of the orc warlord\xe2\x80\x99s next turn. The orc warlord can then use a bonus action to make a shortsword attack with disadvantage. \n'b' Taunt (2/day) . Each hostile creature within 60 feet of the orc warlord that can hear or see it must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on attacks made against targets other than the orc warlord until the start of the orc warlord\xe2\x80\x99s next turn. The orc warlord can then use a bonus action to make an attack . \n'b' Battle Cry (Recharge 5-6) . Each creature of the orc warlord\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 4 (1d8) to their damage rolls until the start of the orc warlord\xe2\x80\x99s next turn. The orc warlord can then use a bonus action to make an attack with disadvantage. \n'b'\n'b' About \n'b' Orc warlords have survived everything the world has to throw at them\xc2\x97including multiple tribes\xe2\x80\x99 worth of envious orc seeking to supplant them \xe2\x80\x93 and lived to boast of it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Warrior \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 13 (hide armor) Hit Points 22 (3d8 + 9) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +3 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Healing Rage (1/day) . The orc warrior can heal 11 hit points as a bonus action. \n'b' Relentless Endurance (1/day) . When the orc warrior is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The orc warrior makes two attacks with its hand axes. \n'b' Hand Axe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' About \n'b' Warriors may be the most common orcs, but each individual is still more than a match for most fighters of other races. When we asked if he wanted to join the game, the orc laughed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Zombie \n'b' Family: Orc \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 13 (2d8 + 4) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 15 (+2) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Mindless Aggression . If the zombie 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\xe2\x80\x99t move any further on that turn. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The zombie makes two attacks: one with its slam, and one with its bite. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Ambassador \n'b' Family: Orc \n'b' Medium humanoid ( orc ), chaotic good \n'b' Armor Class 11 (unarmored) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Persuasion +3 Senses passive Perception 11 Languages Thieve\xe2\x80\x99s Cant, Common Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Long Sword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Battle Shaman \n'b' Family: Orc \n'b' Medium humanoid ( orc ), chaotic evil \n'b' Armor Class 18 (chain mail, shield) \n'b' Hit Points 45 (6d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Wis +4 \n'b' Skills Intimidation +3, Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Orc \n'b' Challenge 2 (450 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 it can see. \n'b' Diehard . When the orc is reduced to 0 hit points but not killed outright, it is instead reduced to 1 hit point. It must finish a long rest before it can use this ability again. \n'b' Divine Fury . The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack ). \n'b' Spellcasting . The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: \n'b'\n'b' Cantrips (at will) : guidance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bless , command , healing word \n'b' 2nd level (2 slots) : hold person , spiritual weapon \n'b'\n'b' ACTIONS \n'b'\n'b' Warhammer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avatar of Hate \n'b' Medium elemental , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 391 (29d8+261) Speed 50 ft., fly 50 ft.\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 28 (+9) INT: 15 (+2) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +8 Skills Insight +8, Intimidation +11, Investigation +9, Perception +15, Stealth +12 Damage Resistances poison; bludgeoning, piercing, and slashing damage Damage Immunities psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , stunned Senses darkvision 60 ft., passive Perception 25 Languages Common, 2 others Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hateful Strength . The avatar has advantage on Strength checks and saving throws, and its carrying capacity is quadrupled (1,500 pounds). \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 made 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 do not deal any damage to the avatar. \n'b' Practiced Combatant . The avatar does not have disadvantage from making ranged attacks while within an enemy\xe2\x80\x99s reach or while grappling. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The avatar attacks six times. \n'b' Grappled Weapon . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 20 (2d12+7) magical bludgeoning damage. Both the grappled creature and the avatar\xe2\x80\x99s target take this damage, and even on a miss it deals damage to the grappled creature. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 14 (2d8+7) magical bludgeoning damage plus 9 (2d8) psychic damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained . \n'b' Boulder . Ranged Weapon Attack : +14 to hit, range 120/400 ft., one target. Hit : 21 (4d6+7) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Swallow Foe . The avatar uses a bonus action to swallow a Huge or smaller creature it has grappled , causing the creature to gain the blinded and restrained conditions. 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 53 (10d8+8) 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 24 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 plant. 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' ABOUT \n'b' Generals and warlords often claim otherwise but the legends and myths across worlds all hold one shared truth about the Avatar of Hate: its appearance is always a sign of terrible bloodshed to come. In times of great strife and violence when it appears that one side is about to suffer defeat or surrender, this raging entity arrives to swing the battle towards victory instead. It knows no mercy and even leads troops making instigating attacks, slaughtering their enemies in open defiance to draw more into the fight. \n'b' The Avatar of Hate exists only to incite fury and spawn ever more hatred between mortals. The entity vastly prefers to do so on the field of battle but has been seen as a hulking robed advisor that discourages peace when conflict is near, drawn into the world by maddened cults foolishly thinking that it will do their bidding. It sometimes seems to do that but its end goal is always the same-war.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Black \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 16 (chain shirt and shield) Hit Points 30 (4d8+12) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3 Senses darkvision \xc2\xa060 ft., passive Perception 10 Languages Common, Orc, Black Orc Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . Once per turn, a black orc can deal an extra 7 (2d6) damage to an enemy when it hits with a weapon attack if the target is within 5 feet of one of the black orc\xe2\x80\x99 allies. \n'b'\n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8+3) slashing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target. Hit : 6 (1d10+1) piercing. \n'b'\n'b' ABOUT \n'b' Black orcs, also called great orcs or Oor-Uks, are stronger, more regimented, and more intelligent than their regular orcs. Their skin is black with a slight bluish-gray tinge and their hair is black, gray-black, or white depending on their age. Their eyes and teeth are yellow. \n'b' Black orcs are rare and more than likely bred by an evil wizard or warlord to serve as an elite guard. Black orcs can move and fight in sunlight without penalty. Black orcs take better care of their weapons and armor than regular orcs, although their equipment may still show rust and disrepair. These monsters are bred for war as heavy infantry. \n'b' Although Black orcs have a regimented and martial culture, they still possess the obnoxious and disagreeable nature of their lesser ancestors. Whenever one tribe of black orcs meets another tribe of orcs or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or fight (35%) breaking out between them. Oor-Uks speak their own guttural orc language.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Black Sun Priestess \n'b' Family: Orc \n'b' With her devotion painted in blood across her breast and her eyes alight with fervor for her dark faith, the Black Sun priestess embraces her cruel duties with relish.\xc2\xa0With her greatclub flecked with dried blood and her face painted white as a skull, she cuts a fearsome figure for a fearsome faith. \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +6, Intimidation +6, Religion +1 Senses darkvision 60 ft., passive Perception 12 Languages Common, Orc Challenge 3 (700 XP) \n'b' Special Traits \n'b' Aggressive . As a bonus action , the priestess can move up to her speed toward a hostile creature that she can see. \n'b' Black Sun Sight . Magical darkness doesn\xe2\x80\x99t impede the the Black Sun priestess\xe2\x80\x99 darkvision . \n'b' Light Sensitivity . While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Spellcasting . The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , sacred flame \n'b' 1st level (4 slots) : bane , command , cure wounds , detect magic \n'b' 2nd level (3 slots) : augury , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , spirit guardians \n'b'\n'b' Actions \n'b' Greatclub . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' About \n'b' Front Line Fighter . Urging her people on to night raids for slaughter and glory, she wades into the fray alongside them as they leave little more than cracked, burnt bones in their wake.\xc2\xa0With a fondness for cracking open ribcages and pulling out beating hearts, Black Sun priestesses are always on the lookout for the next sacrifice to their blasphemous gods.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daemon, Vulnudaemon \n'b' Family: Daemons \n'b' Small fiend (daemon), neutral evil \n'b' Armor Class 16 (life\xe2\x80\x99s last gasp) Hit Points 72 (11d6 + 33) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that are no silver Damage Immunities acid, poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 15 Languages Abyssal, Draconic, Infernal; telepathy 100 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The vulnudaemon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). The vulnudaemon can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect good, detect magic , darkness , dispel magic , fear , heat metal , levitate \n'b' 3/day each : blur , invisibility , silent image \n'b' 1/day : inflict wounds (it delivers this spell via its barbed daemon blade) \n'b'\n'b' Aura of Doom . A vulnudaemon can radiate an aura of dread and hopelessness. Any creature within 30 feet of the vulnudaemon must succeed at a DC 11 Wisdom saving or gain disadvantage on attack rolls and saving throws for as long as it remains in the aura. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The vulnudaemon makes two melee attacks . It can also use Deteriorating Gaze before or after making these attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Barbed Daemon Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage and 8 (1d8 + 4) necrotic damage. \n'b' Deteriorating Gaze . The vulnudaemon targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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' 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' These deceptive daemons personify death resulting from murder accented with betrayal. Most often formed from the souls of evil creatures killed by family or friends, vulnudaemons spread their insanity throughout the worlds by deceiving and killing all creatures they meet. Vulnudaemons stalk their prey, infecting them with a sense of impending doom and watching their reactions, learning their responses before attacking and savoring their death. These daemons serve as excellent assassins, hiding in the shadows before debilitating their enemies, or striking from the protection of invisibility in order to deliver the killing blow. When facing stronger enemies, vulnudaemons seek to wear them down through a series of attacks, nicking at them and darting off, then repeating the process until their opponents bleed out. \n'b' Vulnudaemons stand 3 feet tall and weigh 25 pounds. \n'b' Assassin Cults . Vulnudaemons often find themselves called to the Material Plane by cultists of deities associated with murder and assassination. These cultists often see vulnudaemons as sacred creatures favored by their deity, and rather than simply use the daemons as assassins, cultists often grant them a shocking degree of freedom to wander the region as they will, picking victims to fit their own agendas and murdering whomever they wish. Cultists who conjure vulnudaemons into the world usually take care to show the daemons a secret hand sign or other code that members of the cult can show them, lest the monsters decide to target one of the believers for an attack. Whether or not an accidentally targeted cultist has the time to flash her safety sign to the daemon should the creature attack her at a later date is, of course, another matter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Black, Champion \n'b' Family: Orc \n'b' Medium humanoid (black orc), chaotic evil \n'b' Armor Class 18 (plate) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4, Charisma +7 Skills Intimidation +7, Perception +4, Religion +2 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Orc Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Blessing of Orcus . Black orcs have advantage on saving throws against the spells and effects of undead creatures. \n'b' Spellcasting . The black orc champion is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared:\n'b'\n'b' 1st level (4 slots) : command , detect evil and good , false life , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : magic weapon , silence , protection from poison \n'b'\n'b' Unholy Strike . Once on each of the black orc champion\xe2\x80\x99s turns when it hits a creature with a weapon attack , the champion can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Actions \n'b' Multiattack . The black orc champion makes two melee attacks . \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Dreadful Glare (Recharges on a Short or Long Rest) . Each enemy within 30 feet of the champion must succeed on a DC 15 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. A frightened creature can repeat the saving throw on the end of each of its turns, ending the effect on a success. \n'b' Reactions \n'b' Parry . The black orc champion adds 3 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Black, High Priest of Orcus \n'b' Family: Orc \n'b' Medium humanoid (black orc), chaotic evil \n'b' Armor Class 16 (scale mail) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +9, Charisma +6 Skills Arcana +5, Deception +6, Insight +9, Intimidation +6, Perception +9 Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Common, Orc Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Abyssal Blessing . The priest of Orcus gains 10 temporary hit points when it reduces a hostile creature that is not an undead to 0 hit points . \n'b' Blessing of Orcus . Black orcs have advantage on saving throws against the spells and effects of undead creatures. \n'b' Deadsight . The high priest of Orcus has truesight out to a range of 120 feet. \n'b' Spellcasting . The high priest of Orcus is a 10 level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , guidance , mending , resistance \n'b' 1st level (4 slots) : bane , cure wounds , false life , inflict wounds \n'b' 2nd level (3 slots) : aid , blindness/deafness , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , spirit guardians \n'b' 4th level (3 slots) : banishment , death ward , guardian of faith \n'b' 5th level (2 slots) : dispel evil and good , insect plague \n'b'\n'b' Unholy Strike . Once on each of the high priest\xe2\x80\x99s turns when it hits a creature with a weapon attack, the high priest can cause the attack to deal an extra 18 (4d8) necrotic damage to the target. \n'b' Actions \n'b' Multiattack . The high priest makes two melee attacks . \n'b' Mace . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Caress of Orcus (Recharge 5-6) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack, a shadow rises from the corpse in 24 hours under the priest\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The priest can have no more than three shadows under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Blood Orc Elder Warrior \n'b' Family: Orc \n'b' Medium humanoid (blood orc), chaotic evil \n'b' Armor Class 14 (chain shirt) Hit Points 75 (10d8 + 30) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 6 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +6 Skills Intimidation +1, Perception +1, Survival +1 Senses darkvision 60 ft., passive Perception 11 Languages Common, Orc Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Bloodfrenzy . When the blood orc begins its turn with half or fewer of its hit points , it can make a bite attack as a bonus action when it takes the attack action, it has advantage on Intelligence , Wisdom , and Charisma saving throws against spells and other effects, and the elder warrior has resistance to bludgeoning, piercing, and slashing damage. \n'b' Brute . A melee weapon deals one extra die of its damage when the elder warrior hits with it (included in the attack ). \n'b' Actions \n'b' Multiattack . The elder warrior makes two melee attacks . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) slashing damage. \n'b' Terrorize (1/day) . The elder warrior roars and displays its trophies, which are visible to all creatures within 30 feet that can see it. Creatures of the elder warrior\xe2\x80\x99s choice within that area must make a DC 16 Wisdom saving throw or be frightened of the warrior for 1 minute. While frightened , they are paralyzed . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Common \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30 ft.\n'b' STATS STR: 16 (+3) 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' Skills Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) \n'b' Special Traits \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' Actions \n'b' Greataxe : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. \n'b' Javelin : Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' This barbaric humanoid bears ragged equipment and armor in sullen colors. It has coarse body hair and a stooped posture like some primitive man but with a grayish-green skin tone and bestial facial features beneath a black hood. Burning red eyes peer below a low, sloping brow, just above a flattened nose, and prominent tusk-like teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Ghost-Faced Battle Priest \n'b' Family: Orc \n'b' Medium humanoid (ghost-faced orc), chaotic evil \n'b' Armor Class 15 (studded leather) Hit Points 88 (16d8 + 16) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 20 (+5) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +2 Skills Intimidation +2, Perception +8, Religion +2, Stealth +6 (+9 in dim light or darkness) Senses darkvision 120 ft., passive Perception 18 Languages Common, Orc Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Shadow Stealth . When in dim light or darkness, the ghost-faced orc can Hide as a bonus action. \n'b' Spellcasting . The battle priest is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , guidance , mending , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , command , cure wounds , inflict wounds , protection from evil and good \n'b' 2nd level (3 slots) : blindness/deafness , enhance ability , hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , dispel magic , protection from energy , spirit guardians \n'b' 4th level (3 slots) : banishment , death ward \n'b' 5th level (1 slot) : insect plague \n'b'\n'b' Actions \n'b' Multiattack . The battle priest makes two melee attacks . \n'b' Mace . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Reactions \n'b' Summon Demon (1/day) . When the battle priest drops a hostile target to 0 hit points , the battle priest can attempt to summon a chaaor demon . It has a 45% chance of succeeding on this attempt. The summoned demon appears in an unoccupied space within 60 feet of the battle priest and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or the battle priest is slain, or until the battle priest takes an action to dismiss it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Giant Fiendish \n'b' Family: Orc \n'b' Large humanoid (orc), chaotic evil \n'b' Armor Class 16 (+4 natural armor, +2 studded leather) Hit Points 76 (8d10+32) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 8 (-1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Wis +4 Skills Intimidation +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Orc Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shocking Grasp cantrip (at will) . The fiendish orc can use the shocking grasp cantrip at will \n'b' Restraining Whip .\xc2\xa0Anyone the orc hits with its whip must make a DC 13 Dexterity saving throw to avoid becoming restrained and, failing this, then a DC 16 Strength saving throw to keep from getting dragged into a nearby chasm or other dangerous hazard at the GMs discretion. A restrained creature can attempt to free itself from the whip each round by taking its action to make another DC 13 Dexterity saving throw. In the meantime, the orc cannot use the whip against anyone else but can keep trying to drag the victim into the hazardous area. \n'b'\n'b' ACTIONS \n'b'\n'b' Greatsword +1 . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) slashing damage plus 2d6 fire damage. \n'b' Whip . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 5 (2d4) slashing damage plus 9 (2d8) lightning damage from shocking grasp .\xc2\xa0 \n'b'\n'b' ABOUT \n'b' This monstrous orc has a heavy strain of infernal blood flowing through its veins. It does not actually have wings but instead wears a human-sized set of wings of flying . It will use its shocking grasp cantrip in conjunction with its whip to inflict additional damage with it (but does not get its Strength bonus with the whip because it is an off-hand attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Gray \n'b' Family: Orc \n'b' Medium humanoid (orc), neutral \n'b' Armor Class 13 Hit Points 15 (2d8 + 6) Speed 40 ft., burrow 20 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +4, Perception +2, Stealth +7 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Orc Challenge 1/4 (50 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 it can see. \n'b' Magic Absorption . When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell\xe2\x80\x99s level. This trait doesn\xe2\x80\x99t counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved. \n'b' Pack Tactics . The gray orc has advantage on attack rolls against a creature if at least one of the orc\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' About \n'b' The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin. \n'b' Dwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement. \n'b' Drawn to Magical Corruption . Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs\xe2\x80\x99 ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it. \n'b' Synchronized Tribes . Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source. \n'b' Silent Hunters . Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. \n'b' When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Green Abyss \n'b' Family: Orc \n'b' Subpages \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 13 Hit Points 15 (2d8 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +4, Perception +2, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 12 Languages Orc Challenge 1/2 (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' Sunlight Sensitivity . While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Poisoned Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . If the target is a creature, it must succeed on a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b'\n'b' About \n'b' Dwelling in the eternal twilight of deep jungles and shadowy canyons, these orcs are fond of plant camouflage and are sometimes covered in armor featuring plant spikes and spines. All are expert climbers. \n'b' Dwelling in the eternal twilight of deep jungles and shadowy canyons, these orcs are fond of plant camouflage and are sometimes covered in armor featuring plant spikes and spines. All are expert climbers. \n'b' Nocturnal Menace . Sheltering by day in caverns just beneath the surface, the orcs of the green abyss climb up into the world with the fall of night to hunt and make war in the jungle canopy. They often align themselves with particularly bloodthirsty druids and with vine lords. They are immune to the vine lord\xe2\x80\x99s spore sacs and can\xe2\x80\x99t be transformed into tendril puppets. \n'b' Canopy-dwelling Predators . Leaner and rangier than others of their kind, they stalk among the branches, spearing their prey below with poisons harvested from the deadly plants native to their home. Their nocturnal hunting hideaways resemble those of large apes; leafy nests that are difficult to spot from the ground. \n'b' Fierce Survivalists . Adept at surviving in an unforgiving world, these orcs survive through a mastery of poisons, use of simple-but-effective traps they leave for the unwary, and by snatching meals from the grip of man-eating flora. They are omnivorous and fond of devouring enormous beetles, roaches, and snakes which other humanoids would pass over.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avatar of Nature \n'b' Gargantuan elemental , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 389 (19d20+190) Speed 50 ft., burrow 40 ft., climb 40 ft.\n'b' STATS STR: 26 (+8) DEX: 13 (+1) CON: 30 (+10) INT: 5 (-3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Cha +8 Skills Athletics +16, Perception +9 Damage Resistances acid, cold, lightning, necrotic, psychic; bludgeoning, piercing, and slashing Damage Immunities bludgeoning and piercing from nonmagical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened , petrified , prone Senses blindsight 120 ft., tremorsense 40 ft., passive Perception 19 Languages Common, Druidic, Sylvan Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \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 made 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 do not deal any damage to the avatar. \n'b' Regeneration . The avatar regains 20 hit points at the start of its turn. If the avatar takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the avatar\xe2\x80\x99s next turn. The avatar dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The avatar attacks once with its slam and twice with its claws, or it throws three rocks or trees. \n'b' Claws . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 53 (10d8+8) slashing damage. If the target is a creature, it is grappled (escape DC 22). \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 53 (10d8+8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 24). \n'b' Rock or Tree . Ranged Weapon Attack : +16 to hit, range 150/600 ft., one target. Hit : 35 (6d8+8) bludgeoning damage and the target makes a DC 24 Dexterity saving throw. On a failure, it is knocked prone and restrained by the tree (escape DC 24). \n'b'\n'b' ABOUT \n'b' When the elemental balance is truly threatened an infinitesimal piece of existence is personified to meet the threat-this is the Avatar of Nature. \n'b' Towering over nearly any other creature, its fury is as permanent and widespread as the most dire cataclysms and when this avatar is unleashed upon a world those who do not flee from it are certain to die. This entity is as relentless, unyielding, and ever-returning as nature itself for even when slain, as soon as the next season passes a new avatar will appear to finish the work of its predecessor. Only epic and archdruids have any hope of soothing this avatar, though even then they face a nearly impossible task.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Greenskin Elfhunter \n'b' Family: Orc \n'b' Medium humanoid (greenskin orc), chaotic evil \n'b' Armor Class 17 (studded leather) Hit Points 105 (14d8 + 42) Speed 35 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Dexterity +8 Skills Acrobatics +8, Intimidation +2, Nature +2, Perception +5, Stealth +8 (+11 in forests), Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Orc , Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Arboreal Hunter . The greenskin orc has advantage on Dexterity ( Stealth ) checks when in temperate or warm forests. \n'b' Favored Enemy . The elfhunter has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to track or notice any variety of elf or fey creature. \n'b' Forest Hunter . When the elfhunter hits a creature with a weapon attack , the creature takes an extra 3 (1d6) damage. \n'b' Land Stride . The elfhunter can move through nonmagical difficult terrain without using extra movement and can pass through nonmagical plants without being slowed by them and without taking damage from them even if they have thorns, spines, or a similar hazard. \n'b' Spellcasting . The elfhunter is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following ranger spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : cure wounds , detect magic , jump , longstrider \n'b' 2nd level (3 slots) : find traps , pass without trace , silence \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The greenskin orc elfhunter makes two attacks with its longsword or two with its longbow. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage when used with two hands. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 9 (1d8 + 5) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Senidaemon \n'b' Family: Daemons \n'b' Medium fiend (daemon), neutral evil \n'b' Armor Class 14 Hit Points 97 (15d8 + 30) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 19 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +6 Skills Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Infernal; telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Unmaking . The senidaemon radiates entropic energy, threatening the physical and spiritual integrity of living things within 30 feet of it. The senidaemon can manifest this aura in one of two ways: unraveling or heat shimmer. The senidaemon can activate or deactivate the aura, or change its manifestation, as a bonus action. A creature that starts its turn in the aura or enters the aura for the first time on a turn must succeed on a DC 13 Constitution saving throw. If the senidaemon is emitting an unraveling aura, the creature takes 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If it is emitting a heat shimmer, the creature gains a level of exhaustion on a failed save, unless it is immune to fire damage. The exhaustion remains until the creature starts its turn outside the senidaemon\xe2\x80\x99s heat shimmer aura. A creature that dies inside the Aura of Unmaking becomes cursed. Until the curse is lifted, the caster of a spell intended to restore the creature to life must succeed on a DC 14 Intelligence ( Religion ) check. On a failure, the spell is wasted. \n'b' Incorporeal Movement . The senidaemon 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' Innate Spellcasting . The senidaemon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The senidaemon can innately cast the following spells, requiring only somatic components:\n'b'\n'b'\n'b' At will : detect good and evil, dimension door \n'b' 1/day : silence \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The senidaemon makes two molten hand attacks. \n'b' Molten Hand . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) fire damage plus 7 (2d6) necrotic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Malignant Entropy . When the senidaemon takes acid, cold, radiant, bludgeoning, piercing, or slashing damage, the senidaemon glows faintly as it converts the damage it took into raw power. Until the end of its next turn, the senidaemon\xe2\x80\x99s molten hand attacks deal additional fire damage equal to the number of damage dice rolled in the triggering attack or effect. \n'b'\n'b' ABOUT \n'b' Senidaemons lack strong emotion or wit or even most trappings of individuality. \n'b' Rather, their lives are as hollow as their forms, their alien minds unconcerned with hope, meaning, or even survival. Senidaemons exist to destroy, and if one believes a course of action leading to its death would lead toward a faster extinction of the universe than would its survival, it will go unfalteringly to its demise. \n'b' Senidaemons are masters of stealth, bodiless, and shrouded in perpetual silence. They care nothing for spectacle or creativity, and their methods of destruction are brutally direct: They bide their time in hiding, and when the opportunity presents itself, they absorb energy and transform it into its most disorderly form-heat-upon which they use their blazing hands to wreak further injury and devastation. \n'b' These daemons embody death at the merciless hands of the laws of nature the inexorable march of entropy itself. \n'b' Senidaemons are horrifying to look upon, their insubstantial bodies as devoid of light and color as the deepest spaces between stars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Musician \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 11 Hit Points 15 (2d8+6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +4 Tools Percussion Instruments Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 0 (0 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bardic Inspiration . An orc musician can a bonus action on its turn choose one creature other than itself within 60 feet who can hear it. That creature gains one Bardic Inspiration die, a d6, and once within the next 10 minutes it can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. \n'b'\n'b' ACTIONS \n'b'\n'b' Beatin\xe2\x80\x99 the Drums! That, smoking dope, and eating munchies is pretty much all they do. \n'b'\n'b' ABOUT \n'b' These orcs are entertainers affiliated with the faction of Blue chariot-racing fans. Neither is armed but each wears a similar looking padded coat with multiple pockets that is the equivalent of leather armor (35 gp) and has a label inside it bearing two words in Orcish, \xe2\x80\x9cForcborc\xe2\x80\x9d and \xe2\x80\x9cSpinner,\xe2\x80\x9d and carries 3d10 each copper, silver, and gold pieces (32 of each total).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Overseer \n'b' Family: Orc \n'b' Medium humanoid (orc), neutral evil \n'b' Armor Class 15 (studded leather) Hit Points 15 (2d8+6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) 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 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' Aggressive As a bonus action, an orc overseer can move up to its speed toward a hostile creature that it can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Whip . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 5 (1d4+3) slashing damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. \n'b'\n'b' ABOUT \n'b' Orc overseers are thuggish brutes that carry whips in their primary hands and shortswords in their off-hands. They accompany any group of orcs numbering 20 or more and work to ensure some semblance of order amongst the normally completely disorganized masses they normally appear in.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Pitcrawler \n'b' Family: Orc \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 18 (chainmail, shield) Hit Points 76 (9d8 + 36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +3 Skills Athletics +6 Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages Orcish, Infernal 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 it can see. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the orc\xe2\x80\x99s darkvision . \n'b' Iceblood Fury . When the orc fails a saving throw against a spell or other magical effect, it can lose 10 (3d6) hit points to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The orc makes two attacks, either with its Frozen Battleaxe or its Ice Bolt. \n'b' Frozen Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, and the target\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. This effect is cumulative if the target is hit by multiple Frozen Battleaxe attacks. \n'b' Ice Bolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 10 (3d6) cold damage, and the target has disadvantage on attack rolls until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Raid Master \n'b' Family: Orc \n'b' Medium humanoid ( orc ), any chaotic \n'b' Armor Class 13 (hide armor) Hit Points 30 (4d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) 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 +3, Perception +3 Senses passive Perception 10 Languages Thieve\xe2\x80\x99s Cant, Common Challenge 1 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the raid master can move up to their speed toward a hostile creature that they can see. \n'b' Call the Charge . If the raid master uses their Aggressive feature, any orc that can see them gains +10 ft. of movement on their next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, War \n'b' Family: Orc \n'b' Medium humanoid ( orc ), chaotic evil \n'b' Armor Class 18 (plate) \n'b' Hit Points 42 (5d8 + 20) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 12 (+1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common, Orc \n'b' Challenge 2 (450 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 it can see. \n'b' Diehard . When the orc is reduced to 0 hit points but not killed outright, it is instead reduced to 1 hit point. It must finish a long rest before it can use this ability again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The orc makes two Greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage. \n'b' 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'Pit Orc \n'b' Family: Orc \n'b' Medium humanoid , lawful evil \n'b' Armor Class 17 (Splint Mail) Hit Points 34 (4d8+16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 9 (-1) 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 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 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'Orc Champion \n'b' Medium humanoid ( orc ) , chaotic evil \n'b' Armor Class 14 (hide armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +4 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Kirkut, Orc \n'b' Challenge 2 (450 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 orc champion makes two spear attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60, one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Sacrificial Priest \n'b' Medium humanoid (orc) , chaotic evil \n'b' Armor Class 15 (hide armor, shield) Hit Points 30 (4d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +3, Religion +1 Senses darkvision 60 ft., passive Perception 11 Languages Common, Orc Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sacrificial Dagger . Any attack that hits a charmed , restrained , or stunned creature is a critical hit if the orc is within five feet of the creature. \n'b' Spellcasting . The orc is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (3 slots) : bane , command , shield of faith . \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Willing Sacrifice . The orc targets one humanoid it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be charmed by the orc until the end of the orc\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is charmed for one minute instead. A target that succeeds on the saving throw is immune to this orc\xe2\x80\x99s Willing Sacrifice for the next 24 hours. A creature immune to being charmed is also immune to this effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc Subchief \n'b' Medium humanoid ( orc ) , chaotic evil \n'b' Armor Class 16 (breastplate)\n'b'\n'b' Hit Points 88 (16d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 6 (-2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +2, Intimidate +5 \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages Kirkut, 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' Brute . A melee weapon deals one extra die of its damage when the orc subchief hits with it (included with the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The orc subchief makes two attacks with its longsword, or two attacks with its longbow. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands to make a melee attack . \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Command (Recharge 6) . The orc subchief can command up to two other orcs to attack . Those orcs can use their reactions to move half of their speed and make a melee attack , if able. The orc subchief can then make an attack as a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Afneith \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 Hit Points 136 (16d10 + 48) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 6 (-2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Stealth +8 Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Belladonna Distraction . If a creature within 5 feet of the afneith uses an action to offer it a dose of belladonna, the afneith must make a DC 12 Wisdom saving throw. On a failure, the afneith must use its reaction to snatch and immediately eat the belladonna. If it does, the afneith is stunned until the end of its next turn, poisoned for 1 minute, and can\xe2\x80\x99t be distracted by belladonna again for 1 hour. \n'b' Keen Smell . The afneith has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Lithe . The afneith can move through any opening large enough for a Small creature without squeezing. \n'b' Surprise Pounce . If the afneith started its turn hidden from a creature, its attacks deal an extra 7 (2d6) damage against that creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The afneith makes two attacks: one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). \n'b' Four-Clawed Maul . The afneith makes four claw attacks against a creature it is grappling. \n'b'\n'b' ABOUT \n'b' Afneiths are nocturnal eight-legged felines native to arid southern deserts. Their large bodies strike a distinctive silhouette on moonlit nights: serrated claws, wide jaws, and oversized ears combine to form the image of a natural-born killer. Though these powerful predators were not born-they were made. \n'b' The first afneith was created by a cabal of desert-dwelling druids who served a cat-adoring pharoah. When the pharoah died, her will stipulated that her tomb not be guarded by constructs or soldiers but by a feline beast of her own peculiar specifications. The druids worked tirelessly to create such a beast, enlisting royal clerics and wizards to aid their quest. In the end, they created a beast so fearsome that they were only too glad to lock it away in their pharaoh\xe2\x80\x99s tomb. \n'b' As a safeguard in case the beast should escape, the spellcasters ensured that the afneith had an easily exploitable weakness to the belladonna herb-a weakness that they tried to keep secret but which has inevitably become common knowledge to sarcophagus-robbing treasure hunters. \n'b' Afneiths physically differ from their typical cat relatives in several ways. Their massive pointed ears act like funnels for sound, allowing them to pinpoint even the stealthiest tomb robbers. With their flexible skeletal structure and slack flesh, afneiths have little trouble slinking through tight corridors and alcoves to reposition and get the edge in an encounter. Finally, they possess an advanced intellect that allows them to override some of their feline instincts and invent complex strategies. \n'b' Afneiths have long spread beyond the Pharaonic mausoleums in which they were initially confined. Desert travelers who overcome their initial fright might hope to befriend the wandering beast; afneiths are supposedly loyal friends once their trust is earned with food and affection. Skeptics claim that afneiths nearly always appear aloof to others\xe2\x80\x99 needs and seem primarily motivated by food and play. Conversely, afneith supporters point out that many humanoids are motivated by these same things.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daeodon \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (\xe2\x80\x931) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The daeodon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Relentless (Recharges after a Short or Long Rest) . If the daeodon takes 15 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b' Trampling Charge . If the daeodon moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the daeodon can make one Slam attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The daeodon makes one Bite attack and one Slam attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the daeodon can\xe2\x80\x99t Bite another target. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage. \n'b' Fierce Call (Recharges after a Short or Long Rest) . The daeodon lets out a loud, fearsome call. Each hostile creature within 60 feet of the daeodon must succeed on a DC 13 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened , a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns, unless there is nowhere to move. 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'\n'b' ABOUT \n'b' The massive warthog has a disturbingly large maw lined with enormous teeth. It snorts and charges.\xc2\xa0Daeodons are scavengers that range freely in forests and grasslands. Locals refer to them as hell pigs, but they are more closely related to hippopotamuses and possess massive maws. \n'b' Unfussy Eaters . Daeodons will eat most anything. While they may be content to graze for fruit and leaves or dig for tubers and grubs, they have the power to crush bone and devour flesh.\xc2\xa0Most of that is from scavenging kills from others\xe2\x80\x94coming in only after something else has done all the hard work and is too tired to stand up to a hungry daeodon\xe2\x80\x94but they\xe2\x80\x99ve been known to hunt prey themselves. \n'b' Temporary Herds . Daeodons live largely solitary lives. They can tolerate one another enough to briefly form small squads and bring down tougher prey. However, they rarely come together unless food is plentiful. They fight among themselves, and the winners garner respect until another can best them. \n'b' Rude Neighbors . Isolated towns often face the challenge of keeping daeodons away from their food stores and livestock, for these massive beasts can trample fencing and destroy other obstacles to reach food. Some towns and villages create massive refuse piles well outside of the settlement; by keeping them well stocked, the villages satisfy local daeodons and keep them from the more vital stores. \n'b' This has the added benefit of using the daeodons as deterrents from bandits and dangerous predators, though it means the daeodons adopt the area as their territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avatar of Shoth \n'b' Gargantuan aberration (shoth), lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 341 (22d20 +110) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 20 (+5) INT: 18 (+4) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +12, Wisdom +12, Charisma +13 Skills Insight +12, Perception +12, Persuasion +13 Damage Immunities acid, cold, fire Condition Immunities charmed , frightened , prone Senses blindsight 60 ft., truesight 60 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Absorbent . When the avatar damages a creature, it absorbs a portion of that creature\xe2\x80\x99s knowledge and power. As a bonus action , it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar\xe2\x80\x99s statistics where applicable. \n'b' Amorphous . The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. \n'b' Legendary Resistance (3/day) . If the avatar fails a saving throw, it can choose to succeed instead. \n'b' Soothing Aura . Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw. \n'b' Innate Spellcasting (Psionics) . The avatar\xe2\x80\x99s innate spellcasting ability is Charisma (spell casting DC 21, +13 to hit with spell attacks). It may cast the following spells innately, requiring no components:\n'b'\n'b' At will : acid splash (4d6), light , spare the dying, true strike \n'b' 3/day each : bless , blur , command , darkness , enthrall , shield \n'b' 2/day each : counterspell , dispel magic \n'b' 1/day each : black tentacles , confusion \n'b'\n'b' Actions \n'b' Multiattack . The avatar makes three oozing tentacle attacks. \n'b' Oozing Tentacle . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage. \n'b' Legendary Merge . A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature\xe2\x80\x99s. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers. \n'b' Acid Wave (Recharge 5-6) . The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 67 (15d8) acid damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' Consult the Zom (1/day) . The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson and white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar\xe2\x80\x99s choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature. \n'b' Legendary Actions \n'b' The avatar 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 avatar regains spent legendary actions at the start of its turn. \n'b' At Will Spell . The avatar casts one at will spell. \n'b' Oozing Tentacle . The avatar makes one oozing tentacle attack . \n'b' Acid Wave (Costs 2 Actions) . The avatar uses Acid Wave, if it is available. \n'b' Lair \n'b' The Dripping Place is an enormous vessel that houses the avatar of Shoth itself. The massive ship is made from slime-exuding metal plates and is powered by mysterious, magical energy. The avatar pilots the ship from its central chamber. The Dripping Palace only arrives on worlds where the shoth have met extreme opposition. Wherever the palace goes, a force of oth paladins goes with it. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the avatar takes a lair action to cause one of the following effects; the avatar can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The avatar melts into the ooze of its lair, becoming invisible and teleporting to an unoccupied space within 100 feet of it. The invisibility lasts until the end of the avatar\xe2\x80\x99s next turn. \n'b' The ooze covering the floor within 60 feet of the avatar ripples and forms into dozens of grasping pseudopods. Each non-shoth creature that starts its turn in the area must succeed on a DC 15 Strength saving throw or be grappled and restrained by the pseudopods. A creature, including the target, can take its action to remove the pseudopod from the target by succeeding on a DC 15 Strength check. The pseudopods dissolve when the avatar uses this lair action again or when the avatar dies. \n'b' The avatar telepathically communicates with any creature with 0 hp within 120 feet of the avatar. That creature sees an indescribably beautiful unfolding pattern of stars and is immediately restored to 1 hp . A creature restored this way is charmed by the avatar until the end of its next turn. While charmed by the avatar, that creature is incapacitated and must move up to its speed toward the avatar on its turn. \n'b' About \n'b' The avatar of Shoth is a gargantuan, oozing pile connected to two droths by viscous appendages. A massive pulsing zom sits in the center of its body, and it is from there that the laws and edicts of Shoth emanate. The avatar\xe2\x80\x99s zom is a powerful magical artifact, which stores, creates, and disseminates the rules and tenets of the shoth across the planes of existence. Through this zom, the avatar can communicate telepathically with any shoth over any distance and across any plane. The zom magically returns to Shoth if the avatar is slain. \n'b' Abandon or Persist . The avatar of Shoth is often called to worlds where the shoth have been unsuccessful in convincing a populace to dissolve with them. Though the shoth possess infinite patience, in certain circumstances Shoth determines it is no longer necessary to pursue a certain form of life. \n'b' Alternatively, Shoth may decide to take extreme measures to encourage willingness to step into a zolv. On numerous occasions, Shoth has sent its avatar to destroy all other life on a world to force the reluctant race\xe2\x80\x99s hand. \n'b' The shoth can be villains or allies. They play the long game with new races, often arriving in small numbers, and allying first with the less intelligent creatures. The shoth might help a small clan of goblins overcome a few nasty trolls with whom they share a cave. Similarly, the shoth may offer a powerful spell to an elvish court, which grants the elves advantage over their enemies. They may offer to liberate slaves, assist with the construction of a city, or help win a long, difficult war. \n'b' Whatever their aid, their final offer is always the zolv. \n'b' The Shoth \n'b' Be at peace, lose your bones, be one with the shoth. \n'b' The shoth are an aberrant race of oozing humanoids from outside the known planes. Their leader, and namesake, is a creature with god-like powers whose gelatinous body floats like a star in a distant galaxy. The shoth have no home world; instead, they wander the universe inside massive oozing vessels capable of interplanar travel. The largest of these vessels, the Dripping Palace, contains an avatar of Shoth itself. \n'b' The singular purpose of all the shoth is to dissolve willing, sentient life in great bubbling pools called zolvs. Far from being war-like and dominating, the shoth instead form close relationships with creatures, assisting those creatures in whatever way they can. \n'b' The shoth provide assistance, wisdom, riches, and guidance until the object of their attention accepts the greatest offer the shoth can make-absolute co-mingling. In this way, the shoth increase both their knowledge and their numbers. They have been known to work for a millennia or more before making the offer of the zolv. \n'b' The process of dissolving oneself in a zolv is not painful or unpleasant. The creature wades into the thick protein bath and is flooded with calm and peaceful emotions. Slowly, the creature submerges itself, and its body is dissolved, rising again as a vaguely-humanoid ooze. \n'b' The shoth follow a strict code of laws recorded in magical spheres called zoms. Each shoth carries its own zom, to which it telepathically refers often. Only the shoth can fully understand the zom\xe2\x80\x99s sigils and sounds, though magic such as the comprehend languages spell gives the caster some measure of understanding. The laws of Shoth are actually the collected wisdom of all the disparate sentient species who have been dissolved over the aeons. \n'b' The shoth divide themselves into different castes according to their age. Newly dissolved shoth are called soozes, while shoth who have persisted a century or more earn the title oth. \n'b' These elders serve as generals in the shoth armies or as scholarly wizards who pursue magical knowledge to add to the collective. \n'b' The few who live for 500 years or more become droths. These massive piles of ooze no longer appear humanoid, instead looking like smaller versions of Shoth itself. Droths are required for the creation of zolvs and, therefore, are usually the last to arrive to a world. \n'b' Trustworthy . The shoth are true to their word. They are interested in gaining the trust of others and do not employ trickery, deception, or intimidation to obtain it. Once the shoth have targeted a creature or group for dissolution, they are true friends and allies. \n'b' Never by Force . Though the shoth have many laws recorded in the zoms, the overarching law states that creatures must agree to be dissolved without force or coercion. The zolv is the last step in the relationship, and it is never offered before the shoth are confident the creature will accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orc, Deep \n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 13 (studded leather) Hit Points 15 (2d8+6) Speed 30 ft.\n'b' STATS STR: 16 (+3) 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 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' Aggressive As a bonus action, a deep orc can move up to its speed toward a hostile creature that it can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Falchion . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. \n'b' Javelin . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b'\n'b' ABOUT \n'b' These orcs have come up from the subterranean depths where they dwell, following their monstrous leaders and intending to hold the mines as allies of the orcs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ork \n'b' Large monstrosity , neutral good \n'b' Armor Class 12 \n'b' Hit Points 59 (7d10 + 21) \n'b' Speed 30 ft., fly 80 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities exhaustion \n'b' Skills History +3, Perception +3, Survival +3 \n'b' Senses passive Perception 13 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The ork is considered to be a Huge creature for the purpose of determining its carrying capacity. \n'b' Dive Attack . If the ork is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 9 (2d8) damage to the target. \n'b' Flyby . The ork doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight and Smell . The ork has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ork makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and the target is grappled (escape DC 14). The ork has one pair of claws it can use to grapple a target and cannot use them to attack while grappling. \n'b' Gust . The ork targets a creature it can see within 30 feet of it and creates a gust of wind with its tail. The target must succeed on a DC 14 Strength saving throw or be pushed up to 20 feet in any horizontal direction the ork chooses. A creature that fails the saving throw by 5 or more is also forced prone . \n'b'\n'b' ABOUT \n'b' This beast isn\xe2\x80\x99t a fish, nor is it a terrestrial creature. It has wings shaped like an inverted chopping-bowl and covered with tough skin instead of feathers. It has four legs\xe2\x80\x94much like the legs of a stork, only double the number\xe2\x80\x94and its head is shaped like that of a poll parrot, with a beak that curves downward in front and upward at the edges, half bill and half mouth. It has no feathers whatever except a crest of wavy plumes of a scarlet color on the very top of its head. The most curious thing about the creature is its tail, a curious arrangement of skin, bones and muscle shaped like the propellers used on boats and airships, having fan-like surfaces and being pivoted to its body. \n'b' Orks are curious creatures who roam the skies, visiting lands and encountering interesting people. Their peculiar method of flight makes them singularly useful in many tight spaces, as they are capable of vertically taking off and landing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orniraptor \n'b' Small monstrosity , unaligned \n'b' Armor Class 11 Hit Points 16 (3d6 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Blood Spurt . When a creature deals piercing or slashing damage to the orniraptor while within 5 feet of it, the creature must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage as it is struck by the creature\xe2\x80\x99s caustic blood. \n'b' Collective Perception . The orniraptor is aware of everything each other orniraptor within 20 feet of it notices. \n'b' Poor Vision . The orniraptor\xe2\x80\x99s visual acuity is based on movement. A creature that didn\xe2\x80\x99t move between the end of the orniraptor\xe2\x80\x99s last turn and beginning of its current turn is invisible to the orniraptor. The creature is not invisible to the orniraptor if another orniraptor within 20 feet of it notices the creature. \n'b' Actions \n'b' Peck . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Spit Stone . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' About \n'b' A clumsy-looking flightless bird with a short, conical beak and no feathers or skin stares blankly with its single eye. Its organs are held in place by a slimy, transparent membrane. \n'b' Nearly Mindless . Orniraptors are creatures of pure instinct and share more in common with the basest vermin than with beasts. They attack anything that moves and peck off bits and pieces of their prey as they hunt, gobbling bites as it flees. \n'b' Troublesome Pests . Orniraptors tend to be more troublesome than dangerous, due to their persistence in striking at anything that moves. However, the creatures are capable of sharing their perceptions when near each other. This makes them particularly deadly when one notices something move and dozens of orniraptors suddenly converge on that point. \n'b' Quiet Yet Loud . Orniraptors have no vocal organs and simply squawk soundlessly as they go about their business. Their movements tend to be jerky and clumsy, though, and therefore quite audible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orok \n'b'\n'b' Medium humanoid (orc), chaotic evil \n'b' Armor Class 18 (plate) Hit Points 42 (5d8+20) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 12 (+1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Giant, Orc Challenge 2 (450 XP) \n'b' Special Traits \n'b' Aggressive . As a bonus action, the orc scout can move up to its speed toward a hostile creature that it can see. \n'b' Actions \n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d12+4) slashing damage. \n'b' 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. \n'b' Orok are blue-skinned orc / ogre hybrids; the result of crossbreeding between orcs and ogres.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orphan of the Black \n'b' Small fey , neutral evil \n'b' Armor Class 13 Hit Points 49 (9d6 + 18) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Forbiddance . An orphan of the black can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Sense Law . An orphan of the black can pinpoint the location of a lawful creature within 30 feet of it. \n'b' Transmit Pain . A creature that hits the orphan of the black with an attack must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The orphan of the black makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Incite Violence (Recharge 5-6) . The orphan of the black forces a creature it can see within 15 feet of it to commit an outburst of violence. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to attack the nearest creature other than the orphan of the black. On a success, the creature takes 7 (2d6) psychic damage from the violence boiling at the edge of its consciousness. A creature immune to being charmed isn\xe2\x80\x99t affected by the orphan\xe2\x80\x99s Incite Violence. \n'b'\n'b' About \n'b' Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature\xe2\x80\x99s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer. \n'b' Neglectful Beginnings . Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single, tattered blanket or broken toy. \n'b' Problem With Authority . Orphans of the black hate those who hold command over others. Whenever possible, they target creatures prominently displaying rank or other title and those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orruol \n'b' Medium fey , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 150 (20d8+60) Speed 30 ft., climb 30 ft., burrow 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8 Damage Immunities cold, poison Condition Immunities petrified , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Gnomish, Sylvan, Terran Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The orruol can burrow through nonmagical, unworked earth and stone. While doing so, the orruol doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Innate Spellcasting : The orruol\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The orruol can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 3/day : flesh to stone , transport via stone (like transport via plants , but only through natural stone) \n'b' 1/day : bestow curse (as a 9th-level spell), commune with nature , earthquake \n'b'\n'b' Magic Resistance . The orruol has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The orruol is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The oruol has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , produce flame , resistance , shillelagh \n'b' 1st level (4 slots) : animal friendship, create or destroy water , cure wounds , detect magic , faerie fire , purify food and drink , speak with animals \n'b' 2nd level (3 slots) : animal messenger , barkskin , chill metal (like heat metal , but cold damage), gust of wind , spider climb , spike growth \n'b' 3rd level (3 slots) : conjure animals , daylight , lightning bolt , meld into stone , plant growth , sleet storm \n'b' 4th level (3 slots) : dominate beast , freedom of movement , stone shape , stoneskin \n'b' 5th level (2 slots) : passwall , geas , scrying , wall of stone \n'b' 6th level (1 slot) : heroes\xe2\x80\x99 feast, move earth \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack. The orruol makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) bludgeoning damage. \n'b' Fey Charm . The orruol targets one humanoid or beast that she can see within 30 feet of her. If the target can see the orruol, it must succeed on a DC 16 Wisdom saving throw or be magically charmed . The charmed creature regards the orruol as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the orruol\xe2\x80\x99s control, it takes the orruol\xe2\x80\x99s requests or ACTIONS in the most favorable way it can. Each time the orruol or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the orruol dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the orruol\xe2\x80\x99s Fey Charm for the next 24 hours. The orruol can have no more than one humanoid and three beasts charmed at a time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Petrifying Touch . When the orruol hits a creature with a slam attack , she uses her flesh to stone on the target. \n'b'\n'b' REACTIONS \n'b'\n'b' Break Steel . If the orruol is hit by melee weapon attack , using a weapon with a metal striking surface, the orruol reduces the damage by 1d10+4. If this reduces the damage to 0, and the weapon is non-magical, the weapon shatters and cannot be used again until it is repaired. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The orruol 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 orruol regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Detect . The orruol makes a Wisdom ( Perception ) check. \n'b' Shift . The orruol uses earth glide and moves up to half her burrow speed. \n'b' Stone Shards (Costs 2 Actions) . Creatures within 10 ft. take 21 (6d6) magical piercing damage. A successful DC 16 Dexterity saving throw halves this damage. \n'b'\n'b' LAIR ACTIONs \n'b' An orruol\xe2\x80\x99s lair is both fortress and soul for the fey. Forbidding, beautiful, and full of secrets, an orruol\xe2\x80\x99s lair poses many dangers. Fighting an orruol in her lair challenges the full might of her fey soul. On initiative count 20 (losing initiative ties), the orruol takes one of the following lair actions : \n'b'\n'b' The ground shifts unpredictably. A 30 ft. radius area becomes difficult terrain because of soft soil, uneven rocks, and vibrations. The difficult terrain does not affect the orruol or other creatures with earth glide or a similar ability. The terrain remains for 24 hours or until the orruol uses this action again. \n'b' A rain of rocks and pebbles. The orruol designates a 10 ft. radius. Creatures in the area take 10 (3d6) bludgeoning damage. A successful DC 16 Dexterity saving throw reduces this damage to half. \n'b' The floor twists and rumbles. All enemies must succeed at a DC 16 Dexterity saving throw or fall prone , taking 5 (1d6+2) bludgeoning damage. \n'b'\n'b' REGIONAL EFFECTS \n'b'\n'b' When she is in the vicinity of natural stone within 1 mile of her lair, she gains information from the stone as though she were using commune with nature , but only things within 30 ft. that occurred in the last 24 hours. \n'b' As an action, she can control the effects of high altitude within 1 mile of her lair, making it is as extreme as 20,000 ft. or as endurable at 5000 ft. \n'b' All of these effects end immediately if the orruol dies. \n'b'\n'b' ABOUT \n'b' An orruol is a powerful fey that embodies the spirit of a great mountain. As befits their high and lofty home, orruols are aloof and cool towards lesser beings, considering themselves mistresses of all they survey. Some primitive tribes worship them as goddesses, venerating them for their power, their beauty, and their seeming immortality. Orruols may or may not acknowledge this worship; some enjoy the attention and may manipulate their \xe2\x80\x9cworshipers\xe2\x80\x9d to serve them in whatever ways they wish. Others may disdain this adulation, ignoring the cries of the faithful and their pathetic rituals or appearing to collect their offerings with diffidence and mysterious silence before returning to their lonely mountaintop haunts. \n'b' Orruols are 6 feet tall and weigh 150 pounds. \n'b' Mountain Monarch . Orruols are often friendly with other fey that live on or near their mountains, and many cultivate the services of animals or magical beasts as servants, especially giant eagles, giant owls, griffons, and rocs. While most orruols live above ground in cultivated gardens and wild meadows, some delve into the stony heart of their mountain homes in search of isolated cysts and geodes and veins of crystal, and these orruols often have a pack of 5-10 pech as servants. If orruols choose not to delve in their own mountain, however, they are typically very displeased with other creatures that do so and may choose to collapse their tunnels or seal them inside the mountain with their magic, or may curse or charm them as punishment. Delving an orruol\xe2\x80\x99s mountain does not injure the creature physically, but it may be that for most orruols it causes some kind of sympathetic spiritual discomfort that compels them to halt any disruption to their mountain\xe2\x80\x99s natural state. It is not unheard of for orruols to allow miners into their territory, exacting a high tribute and absolute fidelity to whatever rules they impose in exchange for the privilege. Even the tiniest transgression can see the miners exiled or enslaved, and few but the greediest prospectors are willing to take the risk of striking such a bargain. \n'b' Orruols enjoy the natural beauty of their mountain homes, but they often amuse themselves devising clever stonework traps that they craft with their magic to capture or kill those that violate their sacred refuges. Orruols are not cruel so much as they are largely without pity, seeing themselves merely as part of the harsh order of nature that embodies life and death, creation and destruction, beauty and ugliness. \n'b' They are not wild and capricious as many fey can be, preferring to rely on logic and reason, though their tempers can be kindled by those that fail to show proper respect and their wrath can be terrible when aroused.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orthrus \n'b' A vicious snarl and a low growl issue from the two-headed pinscher. As both sets of lips curl back, the canine crouches and raises its tail, revealing a hissing serpent\xe2\x80\x99s head. \n'b' Medium monstrosity , lawful neutral \n'b' Armor Class 13 Hit Points 60 (8d8 + 24) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Skills Perception +5, Survival +3 Senses darkvision 120 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Three-Headed . The orthrus has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Wakeful . While the orthrus sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The orthrus makes three bite attacks: two with its canine heads and one with its snake head. If the orthrus bites the same creature with both of its canine heads in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Bite (Canine Head) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Bite (Snake Head) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, it takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn\xe2\x80\x99t poisoned . \n'b' About \n'b' An orthrus is a loyal, two-headed guard dog with a serpent for a tail. The creatures are smarter than the average canine and have an innate ferocity that keeps them fighting until the bitter end. \n'b' Named for a Queen . The first orthruses were bred by a sorcerer queen of the same name to be palace guardians. She bred into the dogs an undying loyalty to the owner that raises them. Though she has long since died, her legacy lives on in the breed. Orthruses form monogamous pairs that only mate every few years and produce a brood of one or two pups, making them extremely rare. The combat prowess, rarity, and loyalty of orthruses make them an expensive, sought after breed. \n'b' Loyal Guardians . Orthruses normally follow directives to the letter but their above-animal intelligence allows them some level of critical thinking, adaptation, and interpretation.\xc2\xa0They are the favored guardians of mages, wealthy nobles, and merchants who have plenty to protect. Some farmers save their copper pieces to buy an orthrus to protect livestock from predators while bandits and other criminals steal to acquire orthrus pups. \n'b' Three Heads in Harmony . An orthrus has three heads but one mind. All of the canine\xe2\x80\x99s brains work together so it moves with a fluid grace. The heads of an orthrus never snap, hiss, or growl at each other. They understand that only one head needs to eat and breathe to benefit the entire creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Orthus Hound \n'b'\n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The orthus hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The orthus hound has advantage on an attack roll against a creature if at least one of the orthus hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Two-Headed . The orthus hound has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Actions \n'b' Multiattack . The dog makes three attacks: two with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained , and the orthus hound can\xe2\x80\x99t constrict another target. \n'b' About \n'b' This large mastiff stands as tall as a man at the shoulder and has two heads and a long, snake-like tail. \n'b' Orthus hounds are large two-headed hounds that can be distinguished by their penetrating double bark. Orthus hounds always hunt in packs, and it is not uncommon to find more than one pack hunting in the same area. \n'b' An orthus hound attacks by biting, with each head biting independently of the other. \n'b' Child of Echidna . Orthus hounds were birthed by Echidna and are sacred to her, although she is not sensate enough to care about the fate of her children. It is believed orthus hounds spawn sphinxes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ortifex \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 78 (12d8 + 24) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 8 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +3 Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Bearer . A creature that subsists on blood, such as a vampire, can use its action while within 5 feet of the ortifex to drain blood from it. The creature can drain up to the ortifex\xe2\x80\x99s current temporary hp , regaining hp equal to that amount. The ortifex then loses temporary hp equal to that amount. \n'b' Blood Sense . The ortifex can pinpoint the location of creatures that aren\xe2\x80\x99t constructs or undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Hypnotic Heartbeat . A creature that can hear the ortifex\xe2\x80\x99s heartbeat and starts its turn within 60 feet of the ortifex must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed , it is incapacitated and must move toward the ortifex by the most direct route on its turn, trying to get within 5 feet of the ortifex. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, it can repeat the saving throw, ending the effect on a success. Unless surprised, a creature can plug its ears to avoid the saving throw at the start of its turn. If the creature does so, it is deafened until it unplugs its ears. If the creature unplugs its ears while still within range of the ortifex\xe2\x80\x99s heartbeat, it must immediately make the saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Blood Siphon (Recharge 6) . The ortifex drains blood from nearby creatures. Each creature within 20 feet of the ortifex must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The ortifex gains temporary hp equal to the single highest amount of necrotic damage dealt. If it gains temporary hp from this action while it still has temporary hp from a previous use of this action, the temporary hp add together. The ortifex\xe2\x80\x99s temporary hp can\xe2\x80\x99t exceed half its hp maximum. A creature that doesn\xe2\x80\x99t have blood is immune to Blood Siphon. \n'b'\n'b' ABOUT \n'b' A large, rotting heart floats forward, its hypnotic heartbeat echoing all around it. \n'b' Vampiric Hunters . An ortifex\xe2\x80\x99s singular purpose is to absorb blood from living creatures. When seeking blood, it disorients victims with an ominous, hypnotic heartbeat, then magically siphons their blood, leaving behind a shriveled carcass. \n'b' Harvested from Giants and Dragons . Only large hearts can be made into ortifexes, which are typically created from the hearts of giants, dragons, and particularly large beasts.\xc2\xa0Necromancers who create ortifexes for vampiric clients pay well for a sizeable heart, especially if it is minimally decomposed. \n'b' Agents of Oppression . When a blood cult, necromancer, or intelligent undead wants to demoralize a village or demand a sacrifice, it often sends an ortifex to collect payment in blood. \n'b' Undead Nature . An ortifex doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dagon \n'b' Huge aberration , chaotic evil \n'b' Armor Class 24 (natural armor) Hit Points 406 (28d12+224) Speed 40 ft., swim 120 ft.\n'b' STATS STR: 26 (+8) DEX: 21 (+5) CON: 26 (+8) INT: 25 (+7) WIS: 26 (+8) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +15, Athletics +16, Deception +15, History +15, Insight +16, Intimidation +15, Investigation +15, Nature +15, Perception +16, Religion +15, Stealth +13 Damage Resistances acid, fire, necrotic; bludgeoning, piercing, and slashing Damage Immunities cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made from cold iron Condition Immunities charmed , diseased, frightened , paralyzed , petrified Senses truesight 120 ft., passive Perception 26 Languages Abyssal, Aquan, Celestial, Common, Deep Speech, Draconic; telepathy 300 ft. \n'b' Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Command Sea Creatures . Once per turn, Dagon can command aquatic creatures to do its bidding. This affects all aberrations, beasts, and oozes within 300 feet that are able to breathe water (a DC 24 Wisdom saving throw negates). This functions like mass suggestion , but can affect mindless creatures. Dagon can suggest obviously harmful or suicidal acts (though non-mindless creatures have advantage and a +5 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Dagon issues a new command to a creature, the previous command is discarded. A creature that successfully resists this effect is immune to further commands from Dagon for 24 hours. \n'b' Immortality . When Dagon is reduced to 0 hit points , its body liquifies and emits a noxious otherworldly cloud in a 15-foot radius. Any creature that comes into contact with the amorphous puddle makes a DC 24 Wisdom saving throw or takes 54 (12d8) necrotic damage and 54 (12d8) poison damage. Each round, Dagon\xe2\x80\x99s puddle moves 50 feet towards the nearest large body of water (lake or bigger), ignoring difficult terrain . If it reaches a large body of water within 10 minutes, it takes 2d6 minutes before Dagon is restored to life via resurrection . It comes back to life with 5 levels of exhaustion and cannot take both a move and action in the same turn. At the end of each minute, Dagon makes a DC 20 Constitution saving throw to reduce its exhaustion level by 1. If slain again while suffering from this effect, Dagon reverts to liquid form again and if it does not reach a large body of water within 1 minute its essence fades (and should it reach the water, it takes 2d6 hours before it is returned to life). \n'b' Innate Spellcasting . Dagon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 24; spell attack +16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : detect evil and good , freedom of movement , speak with animals (aquatic only), true seeing \n'b' At will : astral projection , control water , control weather (no concentration), detect thoughts , dispel magic , hallow (evil only), polymorph , symbol , telekinesis , teleport \n'b' 1/day : time stop \n'b'\n'b' Insanity . Any creature that attempts to interact directly with Dagon\xe2\x80\x99s thoughts (such as via detect thoughts or telepathy) must succeed at DC 24 Wisdom saving throw or gain an indefinite madness. When using its telepathy to communicate Dagon doesn\xe2\x80\x99t activate this feature unless it spends a bonus action to focus its mind on one opponent. \n'b' Legendary Resistance (3/Day) . If Dagon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Dagon has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . Dagon 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 . Dagon can use its Frightful Presence. It then twice with its bite and twice with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 24 (3d10+8) piercing damage. Instead of dealing damage, Dagon can Swallow the target. \n'b' Claws . Melee Weapon Attack : +16 to hit, reach 25 ft., one target. Hit : 21 (3d8+8) slashing damage. If the target is a creature, it is grappled (escape DC 24). Until the grapple ends, the target is restrained . \n'b' Frightful Presence . Each creature of Dagon\xe2\x80\x99s choice that is within 120 feet of Dagon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Dagon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Poisonous Miasma (Recharge 4-6) . Dagon exhales inky blackness in a 60-foot cone (ink if underwater or a cloud otherwise). Creatures in the area are blinded unless they have truesight. The ink or smoke remains for 1d4 rounds, or only 1 round if in an area of high current or winds. Each creature in the area or entering the area must make a DC 24 Wisdom saving throw, taking 54 (12d8) necrotic damage and 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Swallow . Dagon makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite\xe2\x80\x99s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside Dagon. At the start of each of Dagon\xe2\x80\x99s turns the swallowed creature takes 21 (6d6) necrotic damage, 21 (6d6) poison damage, and it makes a DC 24 Wisdom saving throw. Once the swallowed creature has failed its save three times, it is transformed into a deformed parody of itself that Dagon can use a bonus action to disgorge into an adjacent square. The transformed creature has advantage on attack rolls, a +5 bonus to AC, and is under Dagon\xe2\x80\x99s control (as dominate monster but without the need for concentration). The transformation can be reversed by casting heal or regenerate within the first 24 hours. If Dagon takes 30 damage or more on a single turn from a creature inside it, Dagon must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Dagon. If Dagon 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' Numerous terrors prowl the depths of the ocean and the fiercest of them all is one feared equally by those beneath and those above: Dagon. \n'b' Thought by some to be an Elder God that has existed since before all other deific pantheons, it is nightmare given form and a timeless horror from below the waves, undisputed master of the realms aquatic-though how and where it exerts influence cannot be fathomed by mortal minds. \n'b' Countless cults devoted to appeasing or summoning this ancient horror have come, gone, and spawn anew as time passes, only a rare few managing to garner Dagon\xe2\x80\x99s attention for very long. Even then it doesn\xe2\x80\x99t matter much; when it deigns to visit the Material Plane the entity undertakes region-spanning rituals by, scouring the seabeds with furrowed runes dozens of miles across, and any favor it grants is the merest expression of its power. More troublesome are the insane pirates that show fealty to the Elder God, sacrificing whole ships and every soul aboard to gain its favor or blessing. \n'b' Dagon values this devotion and welcomes those who prove their worth by reaching it so long as they pay it proper respect with a gift commensurate to its greatness-a powerful magic item of rare or greater rarity appeases it, as does a living sacrifice of a creature that\xe2\x80\x99s CR 9 or greater, or the trapped soul of sufficient worth. The first task the ancient horror puts upon new servants is to go out and acquire more followers and gifts for it. Only after proving themselves enough times are given more important missions (like acquiring someone with a potent bloodline, tracking down an artifact, or interfering with the doings of other Elder Gods). A creature that angers Dagon is almost certainly doomed and can rarely hide for long, the creatures of the sea are constantly searching for their master\xe2\x80\x99s enemies. When the foe is found the ancient horror imparts madness upon its enemy, then engages directly by spreading poison all about before it rends them apart. Anything still alive after its fury is sated is captured and then driven utterly insane, tormented for days or even weeks before their soul is consumed. Whenever mortals interact with Dagon, the GM should emphasize the Elder God\xe2\x80\x99s extreme power and not undersell the danger it poses-even if they do manage to trick it, any ruse is only going to last for so long before it invites terrible retribution.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ossuary Hound \n'b' Medium undead, lawful neutral \n'b' Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 9 (-1) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Common but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The ossuary hound has advantage on an attack roll against a creature if at least one of the hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Bonepile . The ossuary hound can be used as material components for spells requiring bones as a material component (such as animate dead ). The ossuary hound dies when used in this way. \n'b' Grim Scavenger . During a long rest, or as the party travels at a normal or slow pace, the bone dog can gather a pile of bones or the corpse of a Medium or Small humanoid, if any exists within one mile of the party. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' The glowing green embers of an ossuary hound\xe2\x80\x99s eyes are framed by unnatural bone spikes and ridges jutting from its once-canine body. Often referred to as \xe2\x80\x9c ghoul hounds\xe2\x80\x9d thanks to their appetite for decaying flesh, these tainted beasts prowl graveyards, battlefields, and alleyways looking for their next meal. Though not especially aggressive toward the living, ossuary hounds are seen as dark omens and many find themselves on the wrong end of pitchforks and torches. More enlightened towns will make a place in their society for ossuary hounds, training them as watchdogs against malicious undead. \n'b' Necromancer\xe2\x80\x99s Best Friend. Ossuary hounds are coveted familiars for fledgling necromancers, their propensity for fetching the remains of the dead proving useful for many of their master\xe2\x80\x99s spells and rituals. In desperation, a necromancer can also tap into the rich supply of necrotic energy that ossuary hounds build up with their diet, using their familiars as components for their spells when no other bodies are available. \n'b' Born from Death . Ossuary hounds are not generally made, but rather are the result of a hound continuously feeding on the undead until they themselves become more dead than alive. As ossuary hounds feed, the necrotic energy that animates their undead prey begins to affect their bodies and minds, making them relentless and a bit feral. Although most ossuary hounds are a creation of circumstance, some necromancers seek to create them intentionally, feeding necrotic flesh to slavering hounds. Some hunters of the undead stumble upon the secret when their own hounds take on the likeness of their prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avestruzii \n'b' Family: Avestruzii \n'b' Medium humanoid (avestruzii), any \n'b' Armor Class 14 (scale mail) Hit Points 22 (3d8 + 9) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2 Senses passive Perception 12 Languages Common, Terran Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Battleaxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +2 to hit, range 80/320 ft., one target. Hit : 3 (1d6) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Dig In . The avestruzii has resistance to one melee weapon attack that would hit it. To do so, the avestruzii must see the attacker and must not have moved during its previous turn. \n'b'\n'b' ABOUT \n'b' Long-legged bird people, clad in scale mail, gallop across the plains, kicking up a storm of dust in their wakes. \n'b' Avestruzii are flightless, birdlike humanoids who hail from the Elemental Plane of Earth. Their long legs allow them to sprint quickly across short distances, and thick feathers protect them from harm. \n'b' Hardened Survivors . After nearly being hunted into extinction by extraplanar poachers, the few surviving avestruzii formed a closed martial society in hopes of survival. After driving their pursuers from the Elemental Plane of Earth, their greatest warriors formed a clan system that persists to this day. \n'b' Skilled Cavalry . While most avestruzii defend their territory on the Elemental Plane of Earth, warlords often lure warbands of avestruzii to the Material Plane, where they serve as cavalry on the open plains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ostinato \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 15 Hit Points 39 (6d8 + 12) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 20 (+5) CON: 15 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Vulnerabilities thunder Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The ostinato 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' Invisibility . The ostinato is invisible . \n'b' Magic Resistance . The ostinato has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ostinato makes two Cacophony Burst attacks. \n'b' Cacophony Burst . Melee or Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 16 (3d8 + 3) thunder damage. \n'b' Aural Symbiosis (Recharge 6) . One Humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with the target, becoming an enjoyable, repetitive tune in its host\xe2\x80\x99s mind. The ostinato can\xe2\x80\x99t be targeted by any attack, spell, or other effect, and it can\xe2\x80\x99t attack. The host retains control of its body and is aware of the ostinato\xe2\x80\x99s presence only as a melody, not as a living entity. The host no longer needs to eat or drink, gains the ostinato\xe2\x80\x99s Magic Resistance trait, and has advantage on Charisma checks. In addition, the host has disadvantage on Wisdom saving throws, and it can\xe2\x80\x99t maintain concentration on spells or other effects. At the end of each long rest, the host can make a DC 13 Wisdom ( Insight ) check, realizing that the music it hears comes from an external entity on a success. The Aural Symbiosis lasts until the host drops to 0 hp , the ostinato ends it as a bonus action, or the ostinato is forced out by an effect like the dispel evil and good spell. When the Aural Symbiosis ends, the ostinato bursts out from the host\xe2\x80\x99s mind in a thunderous explosion of sound, reappearing in an unoccupied space within 5 feet of the host. Each creature within 15 feet of the ostinato when it exits, including the host, must make a DC 13 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. The host is immune to this ostinato\xe2\x80\x99s Aural Symbiosis for 24 hours after succeeding on the saving throw or after the Aural Symbiosis ends. \n'b' Contagious Tune (1/Day) . While merged with a Humanoid host, the ostinato fills the minds of nearby creatures with the same catchy tune playing in its host\xe2\x80\x99s mind. Each creature within 30 feet of the ostinato\xe2\x80\x99s host must make a DC 13 Charisma saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The ostinato then gains temporary hp equal to the single highest amount of psychic damage dealt. A deafened creature is immune to Contagious Tune. \n'b'\n'b' ABOUT \n'b' A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air. \n'b' Born from Drama . Incredibly moving arias, passionate performances, and ditties that drive a person mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals. \n'b' Song Searchers . Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ostrich/Emu \n'b' Large beast , unaligned \n'b' Armor Class : 12 Hit Points 22 (3d8+9) Speed : 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 1/8 (25 XP) \n'b' Actions \n'b' Kick . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8+2) slashing damage (clawed feet). \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 point piercing damage. \n'b' About \n'b' Ostriches and Emus are large, flightless birds with long necks and legs, large bodies and small heads. They live on savannahs and similar environs. They are fast runners and tend to avoid conflict.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oth \n'b' Large aberration (shoth), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10 + 42) Speed 30 ft., climb 10 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Perception +5, Persuasion +7, Religion +3 Damage Resistances acid, cold, fire Senses blindsight 60 ft., passive Perception 15 Languages all, telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amorphous . The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. \n'b' Multiple Roles . Choose either the Dripping Arcanist or Paladin of Shoth trait. \n'b' Dripping Arcanist . The oth\xe2\x80\x99s innate spellcasting ability is Charisma (spell casting DC 15, +7 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components:\n'b'\n'b' Cantrip (at will) : fire bolt (2d10), light , thaumaturgy \n'b' 3/day each : command , mage armor , magic missile \n'b' 2/day each : augury , detect thoughts \n'b' 1/day : fireball \n'b'\n'b' Paladin of Shoth . The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn. \n'b' Actions \n'b' Multiattack . The oth makes two oozing slam attacks or one oozing slam and one greatsword attack . \n'b' Oozing Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage. \n'b' Greatsword (Paladin of Shoth Only) . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 17 (4d6 + 3) slashing damage. \n'b' Merge . A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature\xe2\x80\x99s. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours. \n'b' Spray (Recharge 6) . The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Oth are soozes that have lived at least 100 years. The oth command the soozes and pilot the strange oozing ships which carry the shoth from world to world. Oths take their orders from droths and negotiate with the creatures of a world. Their magic and natural charm help them to lead a creature, people, or species to the zolvs. Oths are large humanoids with four appendages, and they wear hooded cloaks. Their zoms are stored inside their chest and pulse rhythmically like a mortal heart. \n'b' Friendly . Oths are charismatic and friendly creatures, despite their oozing appearance. They have excellent senses of humor and can get along with nearly everyone. They sincerely want what is in the best interests of their allies. However, they work tirelessly to move their allies towards being dissolved since they see it as the best way of achieving ultimate kinship for all living creatures. \n'b' The Shoth \n'b' Be at peace, lose your bones, be one with the shoth. \n'b' The shoth are an aberrant race of oozing humanoids from outside the known planes. Their leader, and namesake, is a creature with god-like powers whose gelatinous body floats like a star in a distant galaxy. The shoth have no home world; instead, they wander the universe inside massive oozing vessels capable of interplanar travel. The largest of these vessels, the Dripping Palace, contains an avatar of Shoth itself. \n'b' The singular purpose of all the shoth is to dissolve willing, sentient life in great bubbling pools called zolvs. Far from being war-like and dominating, the shoth instead form close relationships with creatures, assisting those creatures in whatever way they can. \n'b' The shoth provide assistance, wisdom, riches, and guidance until the object of their attention accepts the greatest offer the shoth can make-absolute co-mingling. In this way, the shoth increase both their knowledge and their numbers. They have been known to work for a millennia or more before making the offer of the zolv. \n'b' The process of dissolving oneself in a zolv is not painful or unpleasant. The creature wades into the thick protein bath and is flooded with calm and peaceful emotions. Slowly, the creature submerges itself, and its body is dissolved, rising again as a vaguely-humanoid ooze. \n'b' The shoth follow a strict code of laws recorded in magical spheres called zoms. Each shoth carries its own zom, to which it telepathically refers often. Only the shoth can fully understand the zom\xe2\x80\x99s sigils and sounds, though magic such as the comprehend languages spell gives the caster some measure of understanding. The laws of Shoth are actually the collected wisdom of all the disparate sentient species who have been dissolved over the aeons. \n'b' The shoth divide themselves into different castes according to their age. Newly dissolved shoth are called soozes, while shoth who have persisted a century or more earn the title oth. \n'b' These elders serve as generals in the shoth armies or as scholarly wizards who pursue magical knowledge to add to the collective. \n'b' The few who live for 500 years or more become droths. These massive piles of ooze no longer appear humanoid, instead looking like smaller versions of Shoth itself. Droths are required for the creation of zolvs and, therefore, are usually the last to arrive to a world. \n'b' Trustworthy . The shoth are true to their word. They are interested in gaining the trust of others and do not employ trickery, deception, or intimidation to obtain it. Once the shoth have targeted a creature or group for dissolution, they are true friends and allies. \n'b' Never by Force . Though the shoth have many laws recorded in the zoms, the overarching law states that creatures must agree to be dissolved without force or coercion. The zolv is the last step in the relationship, and it is never offered before the shoth are confident the creature will accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Othruni \n'b' Medium fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +6, Perception +5, Survival +5 Damage Vulnerabilities fire Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 15 Languages Sylvan, Terran, Undercommon Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Photosensitive Moss . The moss that covers the othruni\xe2\x80\x99s body and equipment wilts in intense light . Whenever an othruni enters an area of bright light , it loses its weakness to fire but is unable to use Spore Cloud, Spore Burst, or its moss pellet attack , and its attacks do not deal additional poison damage. This effect persists until the othruni is no longer in bright light . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The othruni attacks twice with its warhammer. \n'b' Warhammer . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage is used with two hands, plus 7 (2d6) poison damage. \n'b' Moss Pellet . Ranged Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) poison damage. \n'b' Spore Cloud . The othruni ejects a cloud of spores from its symbiotic moss. Each creature within 5 feet of the othruni must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage. \n'b' Crystal Beam (Recharge 5-6) . The othruni releases the light stored within the crystals of its body. Each creature in a 50-foot-long, 5-foot-wide line must make a DC 14 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Spore Burst . When the othruni takes 10 or more piercing or slashing damage from a single attack or effect, it uses Spore Cloud. \n'b'\n'b' ABOUT \n'b' The cavernous spaces that exist beneath the tumultuous frenzy of the realm of the fey are no less dangerous than the primal lands above. More than one explorer has stumbled upon a particularly shiny moss-covered gemstone, only to discover a moment later that what they took at first for a simple pretty rock was, in fact, a fey creature made of living stone, crystal armor, and brilliant moss-an othruni. \n'b' In size and stature, othruni superficially resemble dwarves of the Material Plane. They also share dwarves\xe2\x80\x99 love of caves and other underground places. It is unsurprising, then, that dwarven adventurers traveling through the fey realm tend to get along with othruni. \n'b' An othruni\xe2\x80\x99s body not only resembles stone and crystal and moss-it is stone and crystal and moss. This symbiotic relationship between rock, mineral, and fungus is the othruni itself; if any of these three aspects of its being is destroyed, the othruni is likewise destroyed. \n'b' Despite their shared promise to keep the nature of their physiologies secret, othruni are fiercely individualistic and stubborn-minded, even when teamwork is obviously the most practical solution. Othruni caravans, which gather to excavate large deposits of orus crystals, are chaotic and rambunctious affairs. \n'b' Many othruni forego caravans entirely and prefer the company of non-othruni to their own kinfolk, though othruni\xe2\x80\x99s unusual physiology makes it difficult for these fey to establish longterm traveling partners outside the winding warrens of the fey\xe2\x80\x99s world. \n'b' Othruni are covered in photosensitive moss called othruni moss, which crumbles quickly when exposed to direct sunlight. \n'b' The moss covers an othruni\xe2\x80\x99s entire body and even its equipment, and it plays an important role in reinforcing the othruni\xe2\x80\x99s crystal-embedded stone armor. Like othruni moss, these rare crystals are native to the realm of fey; where to find orus crystals and how to craft with them are the greatest secrets of othruni people.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Otterfolk \n'b' Small humanoid (otterfolk), chaotic good \n'b' Armor Class 14 (leather armor) Hit Points 18 (4d6 + 4) Speed 25 ft., climb 15 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Survival +4 Senses darkvision 30 ft., passive Perception 12 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The otterfolk can hold its breath for 15 minutes. \n'b' Pack Tactics . The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Reptile Foe . The otterfolk has advantage on Wisdom ( Survival ) checks to track reptilian creatures and on Intelligence checks to recall information about them. \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) piercing damage. \n'b' Atlatl Dart . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Secrete Oil (Recharge 4-6) . The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple. \n'b'\n'b' ABOUT \n'b' Brown fur covers the entire surface of this humanoid, which also has the black nose and small ears of an otter. Its piecemeal leather armor and weapon at the ready give the impression it is prepared for a fight. \n'b' Foe to Reptilians . While generally peaceful creatures, otterfolk bear an enmity for reptilians, owing to their near extinction in the jaws of giant alligators and other large swamp predators. They are wary of intelligent reptilian creatures, such as lizardfolk and naga , who regularly prey on their people. Otterfolk pass this animosity on to future generations through tales of heroic otterfolk overcoming ferocious snakes and mighty alligators. From the time an otterfolk kit can walk, it learns how to wield the atlatl and to be mindful of the presence of their hated foes. Otterfolk are wary of reptilian visitors or those accompanied by reptiles, but they are cordial to all others. \n'b' Swamp Guides . Otterfolk are excellent sources of information about the territory surrounding their homes, and they often escort friendly visitors through the swamp. The price for this service depends on the combat capabilities of those they escort. Their overwhelming martial outlook causes them to value visitors who can prove themselves in combat. If a group seems capable of protecting itself, the otterfolk reason they don\xe2\x80\x99t have to defend the group in addition to guiding it. \n'b' They often ask such groups for a pittance in rations or monetary value (preferring pearls to other valuable items). Otterfolk greatly increase their fees for groups apparently incapable of fighting off potential swamp hazards. However, they pride themselves on never abandoning their charges. \n'b' Otter Trainers . Otterfolk often raise river otters as guard animals and pets, which serve the same function in their society as dogs in human societies. Otterfolk regard the animals warmly and become sad when favored pets die. They rarely allow their otters to engage in combat. They regularly hold contests where otter owners show off their training prowess by directing their otters in feats of strength, cunning, and dexterity. These contests never involve pitting the otters against each other in combat. The rare few otterfolk who choose to become wizards take otters as familiars. Otterfolk rangers often raise larger river otter specimens (use the statistics of a giant weasel ) and train them as companions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Otyugh \n'b' This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. \n'b' Large aberration , neutral \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48)\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 19 (+4) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Speed 30 ft. \n'b' Saving Throws Con +7 Senses darkvision 120 ft., passive Perception 11 Languages Otyugh Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Limited Telepathy : The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Actions \n'b' Multiattack : The otyugh makes three attacks: one with its bite and two with its tentacles. \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Tentacle : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. \n'b' Tentacle Slam : The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh\xe2\x80\x99s next turn. On a successful save, the target takes half the bludgeoning damage and isn\xe2\x80\x99t stunned . \n'b' About \n'b' Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers-the greater a lair\xe2\x80\x99s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia. \n'b' Intelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian. \n'b' The most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh\xe2\x80\x99s tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Otyugh, Tartarus-Corrupted \n'b' Large aberration , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 102 (12d10 + 36) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 13 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 11 \n'b' Languages Otyugh \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poisonous Flesh . A creature that hits the otyugh with a natural melee weapon (such as a bite or claw), grapples the otyugh, or otherwise comes into direct contact with the otyugh\xe2\x80\x99s skin must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The otyugh\xe2\x80\x99s natural attacks do not deliver this poison unless it grapples a target with a tentacle attack. \n'b' Limited Telepathy . The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The otyugh makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends, and exposed to the otyugh\xe2\x80\x99s Poisonous Flesh. The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh\xe2\x80\x99s next turn. On a successful save, the target takes half the bludgeoning damage and isn\xe2\x80\x99t stunned. \n'b'\n'b' ABOUT \n'b' The Tartarus legion often focuses its efforts to undermine a city in the sewers, where they enhance sewer plagues and other foul diseases transmitted through filth. Otyughs lair in such places and are particularly susceptible to whispered promises that the delights of the surface world can be theirs for the taking in exchange for spreading their foul diseases. The Tartarus legion uses corrupted otyughs as expendable guards for their mighty plague towers. \n'b' A nauseating mass of tentacles and jaws atop elephantine legs, this creature is coated with filth and wriggling, raw sewage. \n'b' Tartarus Corruption \n'b' Disease and poison are hallmarks of the Tartarus corruption. Plagues sweep the land and infected corpses litter the countryside. In this pestilential environment, any creature might become subject to this corruption, the infection taking hold in their souls like a malignant tumor that consumes the creature\xe2\x80\x99s thoughts and desires. Creatures that rely on poison or infections to defeat their enemies most easily succumb to this lust for spreading sickness. \n'b' Tartarus corruption grants the following trait. \n'b' Poisonous Flesh . The creature gains immunity to the poisoned condition and to poison damage. Anyone that hits a Tartarus-Corrupted creature with a natural melee weapon (such as a bite or claw), grapples the corrupted creature, or otherwise comes into direct contact with the corrupted creature\xe2\x80\x99s skin must succeed on a Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The corrupted creature\xe2\x80\x99s natural attacks do not deliver this poison unless it grapples a target with a natural melee weapon. \n'b' The fiendish corruption assaulted this monstrous scorpion from within, transforming its virulent poison into a conduit for possession by fiendish entities. Now a vessel for evil, the corrupted giant scorpion roams the countryside looking for victims to grab and sting to death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Oublieshape \n'b' Family: Oublieshape \n'b' Medium elemental (cocytite), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 66 (7d8 + 45) Speed 5 ft., climb 30 ft., burrow 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 20 (+5) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities thunder Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire, necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The oublieshape can burrow through nonmagical, unworked earth and stone. While doing so, the oublieshape doesn\xe2\x80\x99t disturb the material it moves through. \n'b' False Appearance . While the oublieshape remains motionless, it is indistinguishable from a humanoid-shaped hole in the ground. \n'b' Oubliette (1/Day) . When the oublieshape detects any living humanoids nearby, it can use its reaction to call to them in a radius of 60 feet. Any humanoid within the area must succeed on a DC 10 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the oublieshape as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that are immune to charm are immune to this effect. \n'b' Siege Monster . The oublieshape deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Engulf . Melee Weapon Attack : +4 to hit, reach 5 ft., one Medium or smaller creature. Hit : The target is trapped inside the oublieshape\xe2\x80\x99s tunnel. While trapped in this way, the target is blinded and restrained , has total cover from attacks and other effects outside the oublieshape, and it must succeed on a DC 12 Constitution saving throw at the start of each of the oublieshape\xe2\x80\x99s turns or take 14 (4d6) bludgeoning damage. If the creature dies from this damage, it transforms into a tunnel wretch one round later. An oublieshape can engulf only one creature at a time. \n'b'\n'b' ABOUT \n'b' This humanoid-shaped hole looks like it\xe2\x80\x99s a perfect fit \xe2\x80\xa6 for YOU. Oublieshapes are living holes that appear in rocks and ice. They shape themselves into long, burrowing tunnels that seem to stretch to infinity inside whatever surface they appear on. The oublieshape takes on the appearance of the nearest living humanoid, subtly altering its shape to match its silhouette. Then it calls to them. Victims who are called to an oublieshape believe the hole is made just for them and that they must enter it. Upon entering the hole, they find they cannot move backward, only forward. Moving in the oublieshape\xe2\x80\x99s pocket dimension causes the tunnel to get subtly smaller and smaller, stretching and tearing the victim until it becomes a boneless tunnel wretch with tentacles for limbs and a floppy tube for a head. Transformed by their horrific ordeal, tunnel wretches are feral horrors that are shadows of their former selves. They lurk in tunnels and caves, grabbing any living creature and choking it to death, jealous of the life that will never again be theirs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caterwaul \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 39 (6d8 + 12) Speed 50 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 15 (+2) INT: 7 (-2) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the caterwaul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Keen Smell . The caterwaul has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the caterwaul moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the caterwaul can make one Bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The caterwaul makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Caterwauls are bipedal felinoids that possess a degree of intelligence. They are not tool users and prefer to hunt with their sharp claws and even sharper-pitched howls. Their fur is midnight blue, much like the panthers they resemble. Most caterwauls prefer to lair in caves or thickets, but some are worshiped by local cultures as manifestations of panther-gods and can be found reclining on silk pillows in jungle-shrouded temples.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anacite Drudge \n'b' Family: Anacite \n'b' Medium construct (robot), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d8+60) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 10 (+0) CHA: 10 (+0) \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 10 Languages Common Challenge 7 (2,900 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 drudge has a plasma cutter and electricity generator welded into its body, making it impossible to disarm or destroy. \n'b' Light Dependency . An anacite drudge can acquire power from dim or brighter light, and it can store power generated in this way. The anacite drudge can operate in darkness for 2 hours. After this time, the anacite drudge gains the poisoned condition (ignoring its immunity to the condition) until it returns to an area of dim or brighter light. \n'b' Reconfigure . Anacite drudges are capable of adapting and improving their designs, utilizing up to 2 improvements at a time. An anacite drudge can change these abilities by spending 1 uninterrupted hour for each ability it wants to change. The anacite drudge must also have access to an appropriate workspace for the duration. An ability can be gained only once unless stated otherwise.\n'b'\n'b'\n'b' Advanced treads which increase the anacite drudge\xe2\x80\x99s base speed to 100 feet. \n'b' A sensor which grants blindsight up to 120 feet. \n'b' A modified chassis that grants a burrow, climb, or swim speed equal to its base speed. This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type. \n'b' Reinforced systems which grant resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. \n'b'\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 anacite drudge makes four electricity generator or two plasma cutter attacks. \n'b' Electricity Generator . Ranged Weapon Attack : +7 to hit, range 30/90 ft., one target. Hit : 11 (2d10) lightning damage. \n'b' Plasma Cutter . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 19 (4d6 + 5) fire 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'Oulbaene \n'b' Small monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 67 (9d6 + 9) Speed 25 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 13 (+1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +5, Wis +1 Skills Acrobatics +5, Perception +4, Stealth +5 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 14 Languages Common, Oulbaene, limited telepathy 30 ft. Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Telepathy . The oulbaene can telepathically communicate with any other creature with telepathy. \n'b' Spider Climb . The oulbaene 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 oulbaene makes two attacks: one with its slam, and one with its tentacle. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d6) acid damage, and the creature must succeed on a DC 11 Constitution saving throw or be frightened until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This strange creature\xe2\x80\x99s skin casts an oily sheen like that of a gray squid clad in humanoid clothing. Six, black eyes fill its bulbous head, arrayed three atop three, and a cluster of worm-like tendrils hang beneath its black beak. Waving tentacles suffice as arms, with suckers on their undersides exuding a clear mucus, as the creature ambulates over the ground on another half-dozen tentacles beneath it. Oulbaene are disquieting creatures, all eyes and tentacles. The two uppermost limbs serve as their primary arms, the two next-largest limbs are tentacles that deliver a revolting touch that unnerves foes and carries corrosive slime. These tentacles can\xe2\x80\x99t wield weapons but can manipulate or hold items. Oulbaene stand 3 feet tall and weigh 80 pounds. To the Highest Bidder. Oulbaene are mercenary creatures which sell their services to more powerful races to improve their lot in life. They only take opportunities with a high degree of success, plotting their chances like a master gambler or commodities merchant. Some even obsessively plan ahead of time to ensure such outcomes. Oulbaene enjoy a natural ability to resist mental manipulation and can travel in almost any environment, which makes them popular as couriers and spies on multiple worlds. Ambition and Ego. Oulbaene eke out a living as social climbers, meticulously studying local fashion and culture before entering into new relationships. They take great offense, however, when anyone remarks on their \xe2\x80\x98alien\xe2\x80\x99 appearance, even seeking revenge on such individuals if they can get away with it. Oulbaene occasionally work together and take advantage of their telepathic communication without alerting others to their plans or presence. As they gain favors from powerful creatures, they also subtly work to undermine their ostensible partners to ensure their own schemes succeed ahead of all others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ouroboros \n'b' Huge dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 94 (9d12 + 36) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 19 (+4) INT: 15 (+2) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +7, Wisdom +7, Charisma +4 Skills Arcana +8, History +8, Perception +7 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages all Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Energetic Rebirth . When the ouroboros is slain, it is reborn in a burst of energy in a 300-foot radius from its body. Roll any die. On an even result, the energy causes plants to grow, and creatures in the area regain 22 (5d8) hp . On an odd result, creatures in the area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Variegated Scales . As a bonus action , the ouroboros gains immunity to one type of damage. It can change this immunity from one type to another as a bonus action . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ouroboros can use its Introspective Presence. It then makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Introspective Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be incapacitated for 1 minute as the creature is overcome by introspective thoughts. 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 dragon\xe2\x80\x99s Introspective Presence for the next 24 hours. \n'b' Kaleidoscopic Breath (Recharge 5-6) . The ouroboros exhales energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one. The damage is either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. The dragon chooses the type of damage before exhaling. \n'b'\n'b' Reactions \n'b'\n'b' Reactive Hide . When the dragon is hit with an attack , it gains resistance to damage of that type until the end of its next turn, including the damage from the attack that triggered this reaction . \n'b'\n'b' Legendary Actions \n'b' The ouroboros 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 ouroboros regains spent legendary actions at the start of its turn. \n'b'\n'b' Bite Attack . The ouroboros makes one bite attack . \n'b' Blurring Fa\xc3\xa7ade (Costs 2 Actions) . The ouroboros blurs and shifts light around itself or another creature it can see within 60 feet of it. Attacks against the target have disadvantage until the end of the ouroboros\xe2\x80\x99 next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw. \n'b' Guiding Beacon (Costs 2 Actions) . The ouroboros causes itself or another creature it can see within 60 feet of it to illuminate with white flame. Attacks against the target have advantage until the end of the ouroboros\xe2\x80\x99 next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw. \n'b'\n'b' About \n'b' The length of the dragon\xe2\x80\x99s wingless, serpent-like body is covered in fine scales, black on one end, white on the other, blending into one another in the middle of its form. \n'b' Immortal dragons, ouroboros are symbols of both the preservation of life and the destruction of all things. \n'b' Cyclical Immortality . If slain, the ouroboros is reborn from the energy of its former body. When it rises again, its colors have swapped, and its behavior is changed. If it was destructive in its previous life, it becomes peaceful, and vice versa.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avestruzii Champion \n'b' Family: Avestruzii \n'b' Medium humanoid (avestruzii), any \n'b' Armor Class 15 (scale mail) Hit Points 45 (6d8 + 18) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +2, Perception +2 Senses passive Perception 12 Languages Common, Terran Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The avestruzii champion makes two Greataxe attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed 5 feet away from the avestruzii. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Dig In . The avestruzii champion has resistance to one melee weapon attack that would hit it. To do so, the avestruzii champion must see the attacker and must not have moved during its previous turn. \n'b'\n'b' ABOUT \n'b' Long-legged bird people, clad in scale mail, gallop across the plains, kicking up a storm of dust in their wakes. \n'b' Avestruzii are flightless, birdlike humanoids who hail from the Elemental Plane of Earth. Their long legs allow them to sprint quickly across short distances, and thick feathers protect them from harm. \n'b' Hardened Survivors . After nearly being hunted into extinction by extraplanar poachers, the few surviving avestruzii formed a closed martial society in hopes of survival. After driving their pursuers from the Elemental Plane of Earth, their greatest warriors formed a clan system that persists to this day. \n'b' Skilled Cavalry . While most avestruzii defend their territory on the Elemental Plane of Earth, warlords often lure warbands of avestruzii to the Material Plane, where they serve as cavalry on the open plains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Overshadow \n'b' Large undead , chaotic evil \n'b' Armor Class 14 Hit Points 90 (12d10 + 24) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 15 (+2) INT: 13 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 (+8 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 11 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The overshadow can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness, the overshadow can take the Hide action as a bonus action. \n'b' Sunlight Weakness . While in sunlight, the overshadow has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The overshadow makes two strength drain attacks. \n'b' Strength Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b' Bringer of Darkness . The overshadow dims the light around it. The radius of each light source within 60 feet of it is halved for 1 minute. The overshadow can\xe2\x80\x99t use this action while in sunlight. \n'b'\n'b' Several humanoid silhouettes reach out with dark claws. The light shifts, revealing that they are connected to each other by a great mass of flowing darkness. While common shadows are fearsome undead in their own right, the overshadow is a terrible darkness that threatens all life it encounters, especially life that clings to light in the deep, dark places of the world. \n'b' Spawned by Tragedy . A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark seeds a portion of the darkness with undead energies, a collective intelligence, and a sinister intent. \n'b' Fueled by Fear . While the desire to consume life force is just as strong in the overshadow as its weaker brethren, its greater intellect also gives greater depth to its evil. It enjoys playing with its prey, scaring potential victims with displays of its power, with whispered threats from the darkness, and with other psychological tactics. It prefers to drive its victims into a state of panic before finally devouring their essences. \n'b' Doom of the Shadowless . The shadows of those killed by the overshadow fuse with it instead of becoming separate shadows. If a creature killed by an overshadow is brought back to life by any means other than the resurrection spell or similar magic, it does not cast a shadow until the overshadow that slew it is destroyed. When such a creature is returned to life, the overshadow is aware of the creature\xe2\x80\x99s return. In addition, undead shadows are drawn to attack the shadowless creature. \n'b' Undead Nature . An overshadow doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dire Owlbear \n'b' Family: Owlbear \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 102 (12d8 + 48) \n'b' Speed 35 ft., burrow 10 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , frightened \n'b' Skills Perception +3 \n'b' Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The dire owlbear has advantage on melee attack rolls against a creature that doesn\xe2\x80\x99t have all its hit points . \n'b'\n'b' ABOUT \n'b' This armored owlbear with brown and white fur and feathers stands upright and roars. \n'b' Decades ago, dwarves selectively bred owlbears for toughness, ferocity, and slightly more discipline and intelligence. They also managed to introduce a bulette trait they considered desirable into the creatures: the ability to burrow rapidly. The dwarves termed the result \xe2\x80\x9cdire owlbears,\xe2\x80\x9d although that label isn\xe2\x80\x99t really correct. Most \xe2\x80\x9cdire\xe2\x80\x9d creatures are primitive branches of a family tree that survive for eons unchanged from more savage versions, usually in isolated regions far from civilization. \n'b' Mistaken for Bulettes . Because of their armor plating, dire owlbears are sometimes misidentified as mutated or freakish bulettes by frightened travelers and farmers whose horses and other livestock these monstrosities prey on. \n'b' Nocturnal Prowlers . Unlike dire wolves or lions, dire owlbears hunt exclusively by night, stealing away sheep or even horses from pens, corrals, and stables. Hunters and rangers describe them as unusually stealthy, with excellent night vision and the ability to open simple latches or leap over most fences. In some cases, a dire owlbear is thought to be a supernatural creature like a vampire or ghoul \xe2\x80\x94able to enter farm buildings silently to take prey. However, their foot-long, patterned feathers (often found at a kill site) are rather obvious clues to the true culprits.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Owlbear, Polar \n'b' Family: Owlbear \n'b'\n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 85 (9d10+36) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 19 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1800 XP) \n'b' Special Traits \n'b'\n'b' Keen Sight and Smell . The polar owlbear has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Multiattack . The owlbear makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Parrotbear \n'b' Family: Owlbear \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Perception +4 Senses darkvision 30 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The parrotbear can use Unsettling Mimicry. It then makes two attacks: one with its beak and one with its claws. It can replace its beak attack with Crunch Bones. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the parrotbear can\xe2\x80\x99t attack a different target with its beak. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is frightened , the attack deals an extra 7 (2d6) slashing damage. \n'b' Crunch Bones . The parrotbear makes a beak attack against a creature it is grappling. On a hit, the creature takes an extra 4 (1d8) bludgeoning damage and its movement speed is halved. The movement speed penalty lasts until the target regains at least 1 hit point. Any creature can use an action to end the effect with a successful DC 12 Wisdom ( Medicine ) check. \n'b' Unsettling Mimicry (Recharge 6) . The parrotbear mimics phrases from its current prey or those it has previously killed. Each creature within 30 feet of the parrotbear that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the parrotbear\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Much debate surrounds the paradoxical specimen that is the parrotbear. Colorful and vibrant as a macaw but large and ferocious as a bear, the beast\xe2\x80\x99s closest approximation is the equally enigmatic owlbear. In fact, these creatures are so similar that it is widely thought that the parrotbear is the work of a copycat wizard who sought to put their own spin on the infamous strigine monster. \n'b' Others speculate that the parrotbear may be some practical joke of the gods or simply an owlbear-adjacent evolutionary offshoot. \n'b' Regardless of its superficial similarities to the owlbear, the parrotbear boasts its own particular set of special skills and powers. Most notably, parrotbears can mimic voices, an ability they use to confound prey and predators alike, which gives them an outsize reputation for having a particularly wicked sense of humor, despite their clearly avian-level intellect. While parrotbears are arguably smarter than their owlbear kin, their ability to speak is not a sign of intelligence, and the nonsensical nature of their utterances becomes evident as one gets closer to the source of the babble. \n'b' Like owlbears, parrotbears are omnivores that favor meat whenever they can get it. A parrotbear\xe2\x80\x99s typical hunting tactics involve imitating the bark of a lost pet or the cries of a recently disappeared individual to lure loved ones into the parrotbear\xe2\x80\x99s jungle hunting grounds. \n'b' Perhaps surprisingly, parrotbears are rarely found in the jungles, where long-established apex predators easily outcompete them for food. Instead, they seem most prevalent among the outskirts of major metropolitan cities, where so many wizards\xe2\x80\x99 mad experiments often end up. Parrotbears even seem to get along with the owlbears who share their hunting territories; in fact, the two species\xe2\x80\x99 natural abilities complement one another nicely, making such pairings especially dangerous.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Owlbear Cub \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses darkvision 60 Ft., passive Perception 13 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The owlbear has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Mighty Build . The owlbear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Owlbear cubs are small and sturdily built, with wide flat faces, large eyes, and razor sharp serrated beaks. \n'b' They lumber on all fours when walking, running, or stalking prey, and rise up onto two legs when threatened or attacking, swiping with thickly muscled forelegs that end in wicked claws. Downy feathers cover them from head to toe, ranging from light brown to grey, and their tails are plumes of long, true feathers. Like their namesake the owl they cannot move their large powerful eyes, and must constantly turn their heads to shift focus. \n'b' Unflappable . Owlbear cubs grow to be large and powerful with few predators and are fearless from the moment they hatch, treating minor threats with indifference and bigger threats with aggression. \n'b' Owlbear cubs, like full grown bearowls, don\xe2\x80\x99t hesitate to challenge creatures much larger and stronger than themselves, and can get themselves into trouble without their parents to protect them until they grow into their strength. Aggressive carnivores, owlbear cubs are always hungry, and will eat anything \xe2\x80\x93 so long as it is meat. They hunt in forests, and are astonishingly stealthy for their size, stalking their prey in absolute silence through thick foliage. Once they are close to their prey they charge suddenly, smashing through the trees to tackle their food. When threatened or agitated, owlbear cubs let out an ear-piercing screech, much like a battle cry, and charge the offending party without mercy. \n'b' Despite their courage, owlbear cubs are intelligent and fight with both aggression and strategy, often flanking their foes when working with allies. \n'b' Fowl Tempered . Owlbears mate for life, forming an unbreakable bond with their partner and protecting their owlets ferociously until they are grown. \n'b' Owlbear eggs are very valuable on black markets, so dens are often robbed or parents slain by brave or ruthless poachers. Owlbear cubs without their parents to care for them are extremely exposed, with neither the good sense to avoid danger nor the strength to keep it at bay. Vulnerable though they are, owlets are notoriously difficult to tame, and show a grumpy indifference to humanoids even when well fed. Typically it takes a skilled druid or ranger to tame an owlet, but once coaxed out of their shell owlbear cubs grow into fiercely loyal and even affectionate friends, showing some of the devotion usually reserved for their families.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Owlbear, Dire \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor + plating) Hit Points 102 (12d8 + 48) Speed 35 ft., burrow 10 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , frightened Skills Perception +3 Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The dire owlbear has advantage on melee attack rolls against a creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Keen Sight and Smell . The dire owlbear has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dire owlbear makes one attack with its beak and one attack with its claws. \n'b' Beak . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' The dwarves selectively bred owlbears for toughness, ferocity, and slightly more discipline and intelligence. They also managed to introduce a bulette trait they considered desirable into the creatures: specifically, the ability to burrow rapidly. The dwarves termed the result \xe2\x80\x9cdire owlbears,\xe2\x80\x9d although that label isn\xe2\x80\x99t really correct. Most \xe2\x80\x9cdire\xe2\x80\x9d creatures are primitive branches of a family tree that managed to survive for eons unchanged from more savage versions, usually in isolated regions far from civilization. \n'b' Because of the armor plating they wear, dire owlbears are sometimes misidentified as mutated or freakish bulettes by frightened travelers and farmers whose horses and other livestock these monstrosities prey on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pack Lizard \n'b' Medium beast , neutral \n'b' Armor Class 13 (natural armor) Hit Points 13 (2d10+2) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages none Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d3+1) piercing damage. \n'b'\n'b' ABOUT \n'b' Pack lizards are subterranean beasts-of-burden. They appear similar to a monitor lizard and vary in size from 6 to 8 feet in length excluding their long tails. They are short, no more than four feet high, and are particularly well-suited for dwarves as well as derro. \n'b' Pack lizards are slow in comparison to mules (3/4 movement rate) but their low center of gravity and claws provides the ability to traverse difficult terrain , such as razor rock and glassy rock, that other beasts-of-burden cannot. Pack lizards can carry 300 lbs. without encumbrance. Each additional 25lbs reduces their speed by 5 until they refuse to move. These lizards rarely attack unless cornered. They prefer to flee under normal circumstances. \n'b' Mine mules, also known as \xe2\x80\x9cpit ponies,\xe2\x80\x9d may be\xc2\xa0cumbersome for the GM to address. GMs should\xc2\xa0employ reasonable judgment and base the use of\xc2\xa0mules against the difficulty of the subterranean terrain\xc2\xa0faced by player characters as they progress through the\xc2\xa0adventure. Exploring along primary passage routes will\xc2\xa0make pack-animals much more practical. However,\xc2\xa0the hazards faced along secondary passages will not\xc2\xa0dispose themselves to mules. PCs will likely reach\xc2\xa0a point where they may have to abandon their mule\xc2\xa0(poor Old Bill). The PCs may be able to acquire a pack\xc2\xa0lizard from a vanquished warband or find one in a\xc2\xa0tribal stronghold (see New Monsters). Pack lizards can\xc2\xa0traverse difficult terrain standard mounts cannot.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Akhyls \n'b' Family: Daimons \n'b'\n'b' Medium fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 12 (+1) INT: 13 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +3, Persuasion +4, Stealth +3 Damage Immunities lightning, poison Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons; acid, cold, fire Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The akhyls\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 12, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : pass without trace , sleep \n'b' 2/day : invisibility (self only) \n'b'\n'b' Magic Resistance . The akhyls has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Centaurification (1/day) . The akhyls magically touches a sleeping humanoid. The target must make a DC 11 Constitution saving throw. On a successful save, a creature becomes immune to this akhyls\xe2\x80\x99 Centaurification. On a failed save, the target is poisoned , which causes it to also gain 1 level of exhaustion . While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion . Once the target reaches 6 levels of exhaustion , it dies and instantly transforms into a centaur under the akhyl\xe2\x80\x99s control. The transformation of the body can be undone only by a wish spell. \n'b' About \n'b' This awful-looking hag stands before you, dismal and dejected, green and pale, dirty-dry, fallen in on herself with hunger, knee-swollen, her nails grown long on her hands, and from her nostrils a trickle of blood keeps running off her cheeks, dripping to the ground. \n'b' An akhyls daimon is about the same height and weight as a female human. \n'b' Curse of Thessaly . They infest Thessaly, preying on anyone they can catch by luring them into an ambush while disguised as a long lost loved one or attacking invisibly while their prey sleeps. Akhyls who have sufficient centaurs under their command will simply use their minions to convert victims by force. \n'b' Daughters of Nyx . Akhyls are the daughters of Nyx but have known to be employed by Hera for revenge. In Infernus they reside on the Seventh Circle, responsible for creating new centaurs from existing damned souls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pain Doll \n'b' Medium undead , unaligned\n'b' STATS STR: 12 (+1) DEX: 6 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 8 (-1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 (natural armor) Hit Points 57 (6d8 + 30) Speed 30 ft. Saving Throws Wisdom +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it spoke in life but does not speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Aggressive . As a bonus action, the pain doll can move up to its speed towards a hostile creature that it can see. \n'b' Body Spikes . If the pain doll has a creature grappled , it can use its bonus action to impale it on the spikes extruding from its body. The creature takes 7 (1d12 + 1) piercing damage. \n'b' Pain Aura . A creature that starts its turn within 30 feet of the pain doll must make a DC 13 Constitution saving throw. On a failed save, the creature takes 8 (1d6 + 5) psychic damage and can either move or take an action but not both and cannot use bonus actions or reactions until the start of its next turn. On a successful saving throw, the creature takes half damage and can act as normal. The feature does not affect constructs or other creatures immune to psychic damage. \n'b' Pain Leech . If the pain doll has caused any creature to take damage (either by attacked it or by its pain aura) since its last turn, it gains 10 (1d10 + 5) temporary hit points . \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage and the creature is grappled (escape DC 11). \n'b'\n'b' Tactics \n'b' Pain dolls are mindless and do not have specific tactics. However, they are sometimes mistaken for less threatening creatures such as zombies, only to have their speed and pain aura surprise their victims. \n'b' Description \n'b' The undead creature lurches forward, its flesh rent by needles, hooks, spikes and other instruments of torture. \n'b' Unliving with Pain . These creatures are constantly tormented by pain, which only relents when they attack others. They are unthinking and uncaring and will attack even if hopelessly overmatched and will never flee or surrender. \n'b' Bullies of the Small . Pain dolls choose to attack smaller creatures like halflings, gnomes and children first, before attacking enemies of their own size or larger. They hate constructs and anything else that cannot feel pain and avoid them in favor of other enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Painted Phantasm \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The painted phantasm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The painted phantasm is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The painted phantasm has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The painted phantasm makes two Paint Slash attacks or one Capture Image attack and one Paint Slash attack . \n'b' Capture Image . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 22 (4d10) force damage, and the target must succeed on a DC 15 Charisma saving throw or be captured as an image on a flat surface of the phantasm\xe2\x80\x99s choice within 60 feet of it. While an image, the target appears on the surface as a painting, drawing, or similar caricature of itself, and it is incapacitated and restrained . The target can see and hear outside of the surface, but it can\xe2\x80\x99t target those outside the surface with spells or cast spells or use features that allow it to leave the surface. If the surface where the target is captured takes damage, the target takes half the damage. If the surface is reduced to 0 hp , the target is freed. A successful dispel magic (DC 15) cast on the surface also frees the captured creature. If the painted phantasm takes 20 damage or more on a single turn, the phantasm must succeed on a DC 15 Charisma saving throw at the end of that turn or lose its focus, releasing all captured creatures. \n'b' Paint Slash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing plus 16 (3d10) poison damage. \n'b' Painting Sensor . While touching one artwork, the painted phantasm can see and hear through another artwork it has previously touched as if it was in that artwork\xe2\x80\x99s space, provided the artwork is within 1 mile of it. \xe2\x80\x9cArtwork\xe2\x80\x9d can mean any painting, drawing, or other design on a flat surface, including a pattern painted on a wall or in a book. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Painting Portal . The painted phantasm uses 10 feet of its movement to step magically into one artwork within its reach and emerge from a second artwork within 100 feet of the first artwork, appearing in an unoccupied space within 5 feet of the second artwork. If both artworks are Large or larger, the phantasm can bring up to three willing creatures with it as part of this movement. \n'b'\n'b' ABOUT \n'b' A figure steps from the painting, its body pigmented and highlighted in ways that contrast with the ambient lighting. The creation of painted phantasms is forbidden among reputable schools of art, as the technique requires blending portraiture with dark magic. \n'b' Art Imitates Life . Painted phantasms often stalk their creators (or the subject of the portrait they depict) and mimic the person\xe2\x80\x99s habits or behaviors. Rejected or obsessive painted phantasms might grow jealous of the person they depict, eventually imprisoning and supplanting it. Phantasms supported and encouraged by their creators often become prot\xc3\xa9g\xc3\xa9s, continuing the artists\xe2\x80\x99 legacies. \n'b' Mysterious Patron . Painted phantasms often protect art galleries and private collections, and they hunt down any thief or critic who dares to steal or insult the works under their protection. They never destroy painted artwork and will stop anyone attempting to do so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pal-Rai-Yuk \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d12 + 42) Speed 40 ft., burrow 40 ft., swim 60 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Athletics +8, Stealth +3 Damage Resistances cold Condition Immunities frightened Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Aquan, Common, Draconic Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Degenerate Dragons . Pal-rai-yuks were once a species of underwater dragons. In their arrogance, they angered a sea deity who cursed them. To escape the deity\xe2\x80\x99s wrath, they adapted to tunnel through the earth, though they occasionally still seek prey in the water. \n'b' Forgotten Prey . A creature that starts its turn grappled by the pal-rai-yuk must succeed on a DC 16 Charisma saving throw or be invisible and inaudible to all creatures other than the pal-rai-yuk. In addition, when the pal-rai-yuk swallows a creature, each of that creature\xe2\x80\x99s allies within 1 mile of the pal-rai-yuk must succeed on a DC 16 Wisdom saving throw or forget the swallowed creature\xe2\x80\x99s existence. At the end of each of the creature\xe2\x80\x99s turns, it can repeat the saving throw, remembering the swallowed creature on a success. \n'b' Hold Breath . The pal-rai-yuk can hold its breath for 1 hour. \n'b' Magic Resistance . The pal-rai-yuk has advantage on saving throws against spells and other magical effects. \n'b' Two Heads . The pal-rai-yuk has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pal-rai-yuk makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 27 (4d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained . The pal-rai-yuk has two heads, each of which can grapple only one target. \n'b' Swallow . The pal-rai-yuk makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is restrained , it has total cover against attacks and other effects outside the pal-rai-yuk, and it takes 18 (4d8) acid damage at the start of each of the pal-rai-yuk\xe2\x80\x99s turns. The pal-rai-yuk can have up to three Medium or smaller creatures swallowed at a time. The swallowed creature can see outside of the pal-rai-yuk, but it can\xe2\x80\x99t target those outside the pal-rai-yuk with spells or cast spells or use features that allow it to leave the pal-rai-yuk\xe2\x80\x99s stomach. In addition, nothing can physically pass through the pal-rai-yuk\xe2\x80\x99s stomach, preventing creatures inside the stomach from making attack rolls against creatures outside the stomach. If the pal-rai-yuk takes 20 damage or more on a single turn from a creature inside it, the pal-rai-yuk must succeed on a DC 16 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 pal-rai-yuk. If the pal-rai-yuk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This lengthy, two-headed, serpentine creature has three dorsal fins and six legs. \n'b' Forgotten Meals . By some quirk of the pal-rai-yuk\xe2\x80\x99s divine transformation, creatures it swallows can see outside of its stomachs, but the creatures aren\xe2\x80\x99t visible to those outside the pal-rai-yuk. Additionally, this quirk allows the serpents to erase their victims from others\xe2\x80\x99 memories, leaving victims with a deep sense of isolation as they are slowly digested. \n'b' Endlessly Hungry . The sea god segmented their stomachs in an attempt to curb their voraciousness. Unfortunately, it made them more gluttonous. This gluttony occasionally draws the attention of powerful humanoids or large armies. When this happens, the pal-rai-yuk quickly consumes anything it can catch, then digs deep into the earth where it hibernates for years, avoiding retaliation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aviere \n'b' Tiny celestial , any good \n'b' Armor Class 12 \n'b' Hit Points 17 (5d4 + 5) \n'b' Speed 10 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +6, Religion +4 \n'b' Damage Resistances radiant \n'b' Damage Immunities fire, poison \n'b' Condition Immunities poisoned \n'b' Senses passive Perception 11 \n'b' Languages Celestial, Common, telepathy 60 ft. \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Rejuvenation . An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere\xe2\x80\x99s deity prays over the aviere\xe2\x80\x99s ashes at dawn. If unholy water is sprinkled on the aviere\xe2\x80\x99s ashes, the aviere can\xe2\x80\x99t return to life, except through a wish spell or divine will. \n'b' Illumination . The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Magic Resistance . The aviere has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The aviere\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage. \n'b' Song of Life . The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn\xe2\x80\x99t an undead or a construct. The creature becomes stable. \n'b' Song of Healing (1/Day) . The aviere sings a song of healing . The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere\xe2\x80\x99s song and isn\xe2\x80\x99t an undead or a construct, it regains 1d4 hp . \n'b'\n'b' ABOUT \n'b' Some aviere are willing to serve good-aligned spellcasters as a familiar. Such aviere have the following trait. \n'b' Familiar . The aviere can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the aviere senses as long as they are within 1 mile of each other. While the aviere is within 10 feet of its companion, the companion shares the aviere\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the aviere can end its service as a familiar, ending the telepathic bond . \n'b' A small bird with a fiery belly perches on the shoulder of the temple\xe2\x80\x99s acolyte, singing a divine song. \n'b' Avieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby. \n'b' Songbirds . Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area. \n'b' Temple Assistants . Avieres in temples spend most days aiding the temple\xe2\x80\x99s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity\xe2\x80\x99s teachings, acting as a light source while singing the teachings to the scribes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pale Lady \n'b' Medium undead , neutral evil \n'b' Armor Class 11 Hit Points 45 (6d8 + 18) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Jaunt . As a bonus action, the pale lady can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Ethereal Sight . The pale lady can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The pale lady 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 pale lady makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13), and the pale lady uses its Engulf on it. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Engulf . The pale lady 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 13 Constitution saving throw at the start of each of the pale lady\xe2\x80\x99s turns or take 10 (2d6 + 3) bludgeoning damage. If the pale lady moves, the engulfed target moves with it. The pale lady can have only one creature engulfed at a time. \n'b'\n'b' ABOUT \n'b' This plump apparition has a pale face with piercing black eyes and long, stringy hair. It walks slowly, inexorably toward you. \n'b' Pale ladies are apparitions that have lost their way. The uneasy spirits of those who tried to help , they seek to warn others of their impending doom. Unfortunately, something has gone horribly wrong in their approach; perhaps in death the pale ladies can\xe2\x80\x99t see very well, or they have difficulty interacting with the Prime Plane. Whatever the case, what should be a benevolent spirit has turned into something far worse. In their attempts to warn humans, they instead \xe2\x80\xa6 absorb them. \n'b' Pale ladies appear everywhere at once, blocking all exits until they engulf the very people they were hoping to save. And then they move on, warning them against the greatest threat of all\xe2\x80\x93themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pale Screamer \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 7 (-2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3 Damage Resistances bludgeoning, cold, force Senses darkvision 90 ft., passive Perception 13 Languages Deep Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The pale screamer can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b' Scream of the Deep (Recharge 6) . The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . \n'b'\n'b' ABOUT \n'b' This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. \n'b' Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels. \n'b' Wailing in the Depths . Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims\xe2\x80\x99 paralyzed companions. \n'b' Evil Blooms . Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes. \n'b' Formerly Human . Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by aboleths or other intelligent eldritch horrors and are brainwashed to serve their masters unquestioningly. Some pale screamers remember snippets of their lives as humans and suffer horrible mental anguish as a result. Most of these pale screamers are disposed of by their masters. The saddest, however, are those that turn rogue and attempt to return to their former lives, only to give into their evil urges for humanoid flesh or be killed by their former family and friends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Palkworm \n'b' Large beast , neutral evil \n'b' Armor Class 15 (natural) Hit Points 165 (22d10+44) Speed 10 ft. Swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 15 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses tremorsense 30 ft., passive Perception 10 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The palkworm regenerates 10 hit points at the start of its turn as long as it has at least 1 hit point. \n'b' Tentacles . The creature has 4 tentacles that it uses both to sense its environment and to attack its prey. Each tentacle has AC 15 and 20 hit points . Damage to the tentacles does not reduce the creature\xe2\x80\x99s hit points . If a tentacle is killed, the palkworm loses that attack. If all four tentacles are killed, the palkworm loses its tremorsense. The palkworm can regrow its tentacles in 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The palkworm makes 4 attacks with its tentacles and one bite attack. If the creature is holding its target in its mouth, its bite automatically must be applied against whatever it is holding. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 20 ft., one target. Hit : 9 (1d8+5) bludgeoning damage. If the palkworm does not have a creature in its mouth, then its tentacles will attempt to grapple each target. The target must make a Dexterity save (DC of 15) or be grappled by the tentacle. Any creature grappled by a tentacle at the beginning of the palkworm\xe2\x80\x99s turn can be moved 10 feet towards the mouth. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (3d12+5) piercing damage and the target is grappled by the mouth. On its turn, the target can attempt to escape the grapple with a DC 15 escape attempt. If the target succeeds, they break the grapple but suffer 6 (1d12) slashing damage from tearing away from the creature\xe2\x80\x99s teeth. If the creature has a target grappled in its first mouth at the beginning of its turn, then its second mouth will automatically bite the target, doing 18 (3d8+5) piercing damage and increasing the escape DC to 18. Further, if the creature does succeed in using an action to escape, it takes 11 (1d12+1d8) slashing damage. If the target is held by the second mouth at the beginning of the palkworm\xe2\x80\x99s turn, then the third mouth automatically bites for 15 (3d6+5). After this, the palkworm will try to swallow the target. If a target is unconscious and medium-sized or smaller, it is swallowed and suffers an automatic failure on its death save each turn while swallowed. A conscious creature can avoid being swallowed. The palkworm will bite with its third mouth doing 15 (3d6+5) damage every turn once it\xe2\x80\x99s holding the creature until it can finally swallow it. \n'b'\n'b' ABOUT \n'b' The palkworm is a creature of the old world. When full-grown, the beast\xe2\x80\x99s tubular body is easily 5 feet in diameter and 20 feet long, though larger specimens have been found. Its mouth is a simple affair, with rows of serrated fangs that bend in deadly curves into the creature\xe2\x80\x99s maw, allowing few to escape once caught. It has no eyes, nor nose, but rather feels its way through four long, rope-like tentacles that spring from hardened coxa on its torso. These grow to 30 feet in length and serve as weapons, means of locomotion, and the creature\xe2\x80\x99s eyes and ears to the world. Four squid-like arms, line with suckers, cap the palkworm\xe2\x80\x99s tail end, giving it further means of movement as well as stabilizing the beast in the slippery environs that it calls home. \n'b' Bound to Water . The worm begins its life in any small body of stagnant water, usually a pond or pool. Where muck gathers, from animal droppings, dead foliage, or the carcass of some fallen creature the worm thrives, borne thereupon the foul wind of dark deeds. The microbe feeds upon the muck and grows until it\xe2\x80\x99s the size of a tadpole, at which point it grows at tremendous speeds, devouring all that it comes into contact. Within a few months of being deposited the palkworm is full-grown. They are as common above ground as below but are bound to the pond that gave them birth for they cannot live without water. \n'b' Ambush Predators . They dwell deep in the muck, burrowing into the bottom of the pond, allowing only a tentacle to or two to linger above the water, sensing prey that comes along. It is voraciously hungry and attacks everything that comes within reach of its pond. They sense vibrations, and when anything approaches the edge of the pond, the creature uses its rear appendage to pull and launch itself from the water, and its tentacle-arms to reach for a grapple its foe. Once it has grabbed a foe it pulls the creature to its mouth where it bites it and then begins to slide back under the pond. \n'b' Sunburn . Long exposure to the sun dries their skin and eventually kills them. This usually takes several weeks if not a month. Those who are able, and have the time, fight the creature by draining its pond, but such things are deadly challenges. Occasionally their carcasses are found in dried-out ponds where drought did man\xe2\x80\x99s work.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pallid Piper \n'b' Medium plant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d8+56) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +6, Cha +8 Skills Perception +6, Performance +8 Damage Immunities poison Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Abyssal Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fungus Queen\xe2\x80\x99s Herald . Any fungal plant creature or creature afflicted with umamish infection that targets the Piper with an attack or a harmful spell must first make a DC 16 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn\xe2\x80\x99t protect the Piper from area effects, such as the explosion of a fireball . \n'b' Innate Spellcasting . The Piper\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , detect magic , locate animals or plants \n'b' 3/day each : black tentacles (fungal in appearance), dispel magic , entangle , plant growth (fungal plants only) \n'b' 1/day each : transport via plants (fungal plants only) \n'b'\n'b' Piper\xe2\x80\x99s Tune . While conscious, the Piper constantly plays a magical prayer to the Fungus Queen causing mushrooms and lichen to flourish around him. A fungal plant creature or creature afflicted with umamish infection that starts its turn within 30 feet of the Piper (including the Piper) regains 5 (2d4) hit points . In addition, any creature afflicted with umamish infection that starts its turn within 30 feet of the Piper must make a DC 14 Constitution saving throw or its umamish infection progresses to the next stage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Piper makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 7 (2d6) bludgeoning damage plus 13 (2d8+4) poison damage. \n'b' Flourishing Rot (1/Day) . The Piper magically grows either a shambling mound or 3d4 violet fungus in unoccupied spaces that he can see within 50 feet. Whatever is conjured acts on the Piper\xe2\x80\x99s initiative starting at the beginning of his next turn, obeying his spoken commands. \n'b' Fungus Queen\xe2\x80\x99s Orders . The Piper chooses a fungal plant creature or creature afflicted with umamish infection he can see within 30 feet. If the target can hear the Piper, it must succeed on a DC 16 Wisdom or be charmed by the Piper. The charmed target regards the Piper as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the Piper\xe2\x80\x99s control, it protects the Piper to the best of its abilities. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Umamish Infection \n'b' Umamish are unique among fungi as they are the only parasitic fungus known to have gained sentience. These parasites extract their host\xe2\x80\x99s nutrients while invigorating the victim to keep it alive long enough to spread further spores. When a beast or humanoid creature is exposed to umamish spores, it must make a DC 15 Constitution saving throw or become infected. \n'b' It takes 1d4 days for the infection\xe2\x80\x99s first symptoms to manifest in an infected creature. The umamish then grow slowly and their rate of growth varies greatly depending on their host. \n'b' Whenever the infected creature advances in a class level, their umamish infection progresses to the next stage (if running this adventure as a short self-contained quest, progress the infected PC immediately to stage 4 infection when they wake the following day.) For NPCs or creatures without class levels, umamish infection progresses to the next stage automatically every 1d4 weeks. If the infected creature spends the majority of its time in a damp and dark environment such as a cave, swamp, or dungeon, its infection progresses to the next stage every 1d2 weeks. \n'b' First Stage . First stage symptoms include warty growths and a persistent rash that covers most of the back and shoulders. The infected creature regains only half the normal number of hit points when spending Hit Dice during short rests as the fungal infection siphons off its vitality. The umamish also act as a blood filter for their host, giving the infected creature immunity to poison damage and all other nonmagical diseases. \n'b' Second Stage . At the second stage of infection the umamish sprout as full mushroom caps with eyes and mouths, gaining the ability to speak and understand any language their host knows. The umamish lie and plead with their host to keep them \xe2\x80\x9chappy\xe2\x80\x9d about their presence, presenting themselves as \xe2\x80\x9csymbiotic.\xe2\x80\x9d The umamish make Charisma ( Persuasion ) and Charisma ( Deception ) checks with a +8 bonus. As the mushrooms intertwine with a substantial amount of muscle tissue, the infected creature gains a +2 bonus to both its Strength and Constitution ability scores. \n'b' Third Stage . At the third stage of the infection, the umamish fully integrate into their host\xe2\x80\x99s nervous system. The infected creature gains a +2 bonus to its primary spellcasting ability score (or Dexterity if the infected creature does not have the Pact Magic or Spellcasting features). The umamish also become constantly aware of the infected creature\xe2\x80\x99s surface thoughts as per the spell detect thoughts . \n'b' Fourth Stage . At the fourth and final stage of infection, the umamish attempt to control the mind of the infected creature and spread their spores. The infected creature becomes charmed by the umamish as per the spell geas , and it is compelled to infect other creatures with umamish spores and to take infected creatures to damp dark places. Whenever the infected creature hits another creature with a melee attack , that attack deals an additional 3 (1d6) poison damage and the creature must make a DC 15 Constitution saving throw or become infected with umamish. In addition, when the infected creature dies, its corpse explodes with a burst of spores. Each creature within 25 feet of it must make a DC 15 Constitution saving throw, becoming infected with umamish on a failed save. \n'b' For every size category larger than Medium the infected creature is, the radius of this trait doubles. \n'b' Curing Umamish Infection \n'b' An umamish infection is extremely difficult to cure and normal medical and magical means such as the lesser restoration and greater restoration spells are ineffective, as is a paladin \xe2\x80\x98s Lay on Hands. \n'b' Umamish are still acting as a blood filter for their host, however, and they can be overloaded by particularly strong toxins. The infected creature is immune to poison damage, but when this immunity would prevent the infected creature from taking 20 or more poison damage from a single attack , the umamish infestation withers away and the creature fully recovers from the disease.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pan: God of the Wild \n'b' Large celestial (divinity), chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 313 (33d10 + 132) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 19 (+4) INT: 14 (+2) WIS: 24 (+7) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +11, Wis +14, Cha +14 Skills Animal Handling +14, Intimidation +15, Nature +9, Perception +15, Survival +15 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses passive Perception 17 Languages Celestial, Common, Sylvan Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Pan fails a saving throw, he can choose to succeed instead. \n'b' Divine Weapons . Pan\xe2\x80\x99s weapon attacks are magical. \n'b' Spellcasting . Pan is a level 20 spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Pan has the following spells prepared:\n'b'\n'b' Cantrips (at will) : druidcraft, mold earth, poison spray, thorn whip \n'b' 1st level (4 slots) : absorb elements, entangle , faery fire \n'b' 2nd level (3 slots) : animal messenger , earthbind, hold person \n'b' 3rd level (3 slots) : counterspell , dispel magic , plant growth \n'b' 4th level (3 slots) : blight , grasping vine \n'b' 5th level (3 slots) : contagion , insect plague , tree stride \n'b' 6th level (2 slots) : transport via plant, wall of thorns \n'b' 7th level (2 slots) : mirage arcane , plane shift \n'b' 8th level (1 slot) : maze \n'b' 9th level (1 slot) : weird \n'b'\n'b' Actions \n'b' Multiattack . Pan uses his Panic Scream and makes two hoof attacks. \n'b' Panic Scream . Each creature of Pan\xe2\x80\x99s choice that is within 120 feet and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect otherwise ends for it, the creature is immune to Pan\xe2\x80\x99s Panic Scream for the next 24 hours. \n'b' Hoof . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage \n'b' Legendary Actions \n'b' Pan 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. Pan regains spent legendary actions at the start of his turn. \n'b' Teleport . Pan magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b' Pan\xe2\x80\x99s flock of Pan . Pan duplicates himself. The duplicate appears within 5 ft. of Pan or in the closest unoccupied space. It rolls its own initiative and fights alongside the original. The duplicates have 25 hit points and can cast only cantrips from Pan\xe2\x80\x99s prepared spell list. Duplicates have no legendary actions or resistances. \n'b' Minor Casting . Pan casts a cantrip or 1st level spell. \n'b' Major Casting (Costs 2 Actions) . Pan casts a spell of 4th level or lower. \n'b' About \n'b' Pan is the god of the wild, shepherds and flocks, nature, rustic music and impromptus, and he is the companion of the nymphs. He has the hindquarters, legs, and horns of a goat; in the same manner as a faun or satyr. His unseen presence arouses panic in those who traverse his realm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Panda \n'b' Large beast , unaligned \n'b' Armor Class : 15 Hit Points 33 (5d8+15) Speed : 40 ft.\n'b' STATS STR: 15 (+3) DEX: 10 (0) CON: 15 (+3) INT: 2 (-4) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 1/2 (50 XP) \n'b' Special Traits \n'b' Multiattack : Pandas attack with both a claw and a bite attack every round. \n'b' Scent : Pandas have advantage on Wisdom checks related to their sense of smell. \n'b' Actions \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+4) piercing damage. \n'b' About \n'b' Pandas make their home in high, mountain-top bamboo forests. Their diet consists almost entirely of bamboo shoots. Although sometimes referred to as a \xe2\x80\x9cpanda bear,\xe2\x80\x9d they are a very distinct creature. Their bodies are chiefly white, while their limbs (and shoulders) are black in color. Their eyes and ears are also black.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Drakaina \n'b' Family: Daimons \n'b'\n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 52 (7d10 + 14) Speed 20 ft., fly 70 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned , prone Skills Deception +7, Perception +6, Performance +7, Persuasion +7, Stealth +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Magic Resistance . The drakaina has advantage on saving throws against spells and other magical effects. \n'b' Song of Rest . The drakaina can perform a song while taking a short rest . Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The drakaina can confer this benefit on itself as well. \n'b' Spellcasting . The drakaina is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following bard spells prepared:\n'b'\n'b' Cantrips (at will) : friends, mage hand , vicious mockery \n'b' 1st level (4 slots) : charm person , healing word , heroism , sleep , thunderwave \n'b' 2nd level (3 slots) : invisibility , shatter \n'b'\n'b' Taunt (2/day) . The drakaina can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the drakaina, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard \xe2\x80\x98s next turn. \n'b' Actions \n'b' Multiattack . The drakaina makes one short sword attack and one constrict attack . \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) slashing damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) 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 the lamia can\xe2\x80\x99t constrict another target. \n'b' About \n'b' This strange creature possesses the upper body of a beautiful woman and a coiling serpent tail instead of legs.\xc2\xa0It also has huge, bat-like wings that jut from its shoulder blades. \n'b' The most famous of the drakainai is Echidna, the mother of the drakones species and many other terrible monsters.\xc2\xa0Drakainas are rarely alone, preferring instead to send their minions into combat. A typical drakaina\xe2\x80\x99s coils are 20 feet long. The creature weighs about 3,800 pounds.\xc2\xa0Drakainai use their spells and spell-like abilities to confuse and weaken opponents before entering combat. \n'b' Hades Bound . Drakainai roam Hades, looking for other minions to subjugate. They are native to the Second Circle of Infernus.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pandareen \n'b' Tiny fey , chaotic neutral \n'b' Armor Class (description) Hit Points 5 (2d4) Speed fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 11 (+0) INT: 8 (-1) WIS: 9 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 9 Languages Sylvan Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Webs . If the pandareen are able to render a foe unconscious , they will attempt to seal it in webs. The creatures will swarm around the target, spewing webs from their mouths. Each turn, 10 pandareen can by working together, cover 1 foot of creature in their thick webs. Any creature completely covered by the webs is incapacitated . Once per day, the bound target can make an escape check with a DC of 18. On a success, they escape the web. On a failure, they suffer a level of fatigue and are stuck for another day. \n'b'\n'b' ACTIONS \n'b'\n'b' Song . The pandareen, as a group, sing a special magical song. It takes at least 10 of the creatures for the magic to work. It initially sounds like lots of bells gently ringing. However, all creatures within 60 feet of the pandareen must make a Wisdom save (DC 15) or fall into a deep slumber. Unless awakened, the creature remains asleep for 8 hours. A creature wishing to awaken the target can do so by spending a round slapping and shaking the target. However, the target remains tired and groggy for the remainder of the 8 hours, giving it disadvantage on all attacks and ability checks. Any creature making their save is immune from the pandareen song for 24 hours. \n'b'\n'b' ABOUT \n'b' The tiny pandareen fly upon sylvan wings; with light or dark green skin they hide in the shadows of trees, perching upon branches or trunks. Sexless creatures whose voices sound like ringing bells, they dwell in deciduous forests in very moist climes. They prefer areas near brooks or dead-end paths, where animals or men are likely to stay and drink. \n'b' Petty . They have limited intelligence but are possessed of a wicked jealousy for those who carry any sort of tool, from a hammer to a spear. \n'b' Wandering Menace . They have no lairs but the victims of their song often lay upon the forest floor, snared in the webbing the creatures cast.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pandoran \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 (+2 chain shirt) Hit Points 152 (16d8 + 80) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 20 (+5) INT: 18 (+4) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +9, Charisma +8 Skills Perception +9, Religion +8 Damage Immunities poison Senses darkvision 60 ft., passive Perception 19 Languages Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Smell . A pandoran has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Innate Spellcasting . A pandoran\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks), and a pandoran requires no material components for the following spells:\n'b'\n'b'\n'b' At will : disguise self , minor illusion \n'b' 1/day each : blur , mirror image , suggestion \n'b' Spellcasting . A pandoran is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , poison spray, resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , shield of faith \n'b' 2nd level (3 slots) : aid , blindness/deafness , enhance ability , invisibility , silence \n'b' 3rd level (3 slots) : bestow curse , dispel magic , magic circle , tongues \n'b' 4th level (3 slots) : banishment , divination , guardian of faith \n'b' 5th level (1 slot) : flame strike , hallow \n'b' Actions \n'b' Multiattack . A pandoran makes three melee attacks : two with its steelshod staff and one with its bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. \n'b' Steelshod Staff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands. \n'b' Spit Venom. (Recharge 5-6) . Ranged Weapon Attack : +8 to hit, range 30/60 ft., one target. Hit : 13 (3d8) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the blinded effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pansbek \n'b' Medium humanoid ( human ), chaotic evil \n'b' Armor Class 14 (leather) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 26 (+3) CON: 32 (+1) INT: 11 (+0) WIS: 01 (+0) CHA: 03 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +2 Skills Acrobatics +7, Deception +5, Intimidation +5 Senses passive Perception 10 Languages Common, Khemitian Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Pansbek can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Sneak Attack . Pansbek can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Pansbek doesn\xe2\x80\x99t have disadvantage on the attack roll. \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) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' GEAR \n'b' Shortsword, dagger, hand crossbow, 20 bolts, heavy horse, pouch with 2 gp. \n'b' ABOUT \n'b' Pansbek, age 16, is the middle son of Hept-f-hra and Fa-t-tep. Like his older brother, Pansbek hates everyone, especially his family. For others, he has scorn and contempt. He is an able-enough student of dishonesty (having learned such traits from his parents).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avoral \n'b' Medium celestial , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 16 (+3) INT: 17 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +9 Skills Insight +8, Perception +8, Stealth +9 Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , petrified Senses truesight 60 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Angelic Weapons . The avoral\xe2\x80\x99s weapon attacks are magical. When the avoral hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack ). \n'b' Flyby . The avoral doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The avoral has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Innate Spellcasting . The avoral\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The avoral can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect evil and good \n'b' 3/day each : blur , gust of wind , hold person \n'b' 1/day each : aid , freedom of movement \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The avoral makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 13 (3d8) radiant damage. \n'b' Wing Assault (recharge 5-6). The avoral flaps its wings, creating a 30-foot cone of violent wind. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is\xc2\xa0forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t\xc2\xa0forced prone . \n'b' Healing Touch (2/day). The avoral touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Paper Wasp, Giant \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 30 (4d10 + 8) \n'b' Speed 10 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Build . The wasp can build a hexagonal paper room in one hour. Each side of the hexagon is 5 feet long, 10 feet tall, 6 inches thick, and flammable. The wasp can create only five of these hexagons in a day, and can attach the room to any solid surface, preferring trees, cliffsides, buildings, or caves. \n'b' Summon Swarm (1/day) . The wasp exhales a swarm of insects (wasps) that fill a space. The swarm acts as an ally of the paper wasp and the owner of the figurine of wondrous power , taking its turn immediately after the paper wasp. The swarm disperses after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned this way.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Paperkin \n'b' Tiny construct , unaligned \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (0 or 10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The paperkin doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Flyby . The paperkin 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' Paper Cut . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Tiny paper beings folded to appear like other creatures, these little creatures can be found on their own or in groups. Although their exact purpose is unknown, paperkin love to chase each other and play with their kind as well as other friendly creatures. They are surprisingly fearless, although they sometimes hide in an obvious manner hoping to draw the attention of a nearby creature that seems like it might be friendly. Occasionally, one or more paperkin hitch a ride to the Material Plane tucked inside a book.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Papinijuwari \n'b' Huge giant , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 310 (20d12+180) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 30 (+10) DEX: 18 (+4) CON: 29 (+9) INT: 17 (+3) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +14 Skills Athletics +15, Stealth +9 Senses darkvision 60 ft., passive Perception Languages Auran, Common, Giant Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fecundity . A papinijuwari\xe2\x80\x99s mere presence is enough to empower diseases. Any creature within 300 feet of the papinjuwari that must make a saving throw against a disease (including the contagion spell) has disadvantage on the saving throw. \n'b' Innate Spellcasting . The papinijuwari\xe2\x80\x99s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The papinjuwari makes two club attacks. \n'b' Club . Melee Weapon Attack : +15 to hit, 1reach 5 ft., one target. Hit : 36 (4d12 + 10) bludgeoning damage and 7 (2d6) fire damage and 7 (2d6) necrotic damage. \n'b' Devour Disease (3/Day) . A papinjuwari can suck the life force out of a diseased creature within 30 feet. An affected creature must succeed at a DC 18 Constitution saving throw or take 49 (9d10) necrotic damage. The papinjuwari heals an amount of hit points equal to the damage taken. \n'b' Shooting Star . A papinijuwari can fly at a speed of 300 feet. The papinijuwari can use this ability only outside at night, and must be at least 500 feet above the ground to do so. It must also hold a lit torch while doing so; the torch need not be magical, and while held by the papinijuwari, the torch\xe2\x80\x99s flame is not subject to mundane effects that would extinguish it, such as the wind. \n'b'\n'b' ABOUT \n'b' Racing across the skies and preying on diseased humanoids of all kinds, the merciless, cyclopean papinijuwaris are the hated cousins of cloud giants. Even evil cloud giants regard papinijuwaris with disdain, as their hunting practices offend the more \xe2\x80\x9crefined\xe2\x80\x9d giants\xe2\x80\x98 delicate sensibilities. A full-grown papinijuwari stands about 20 feet tall and weighs nearly 6,000 pounds. \n'b' Plague Bringers . Papinijuwaris are agents of death and pestilence, feeding off of the suffering they help to spread. In some humanoid cultures, the sight of a shooting star heralds the arrival of the dreaded papinijuwaris, who invisibly stalk through settlements at night, hastening the progression of diseases.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Parasite Husk \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , frightened , paralyzed , poisoned Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the parasite husk is destroyed, its animating worms erupt in a final frenzied attempt to claim a new host. Each creature within 5 feet of the husk must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) piercing damage and be exposed to Parasite Infestation. \n'b' Parasite Infestation . A creature damaged by the parasite husk\xe2\x80\x99s worms must succeed on a DC 12 Constitution saving throw or be infested with parasitic undead worms. While infested, the creature is poisoned . At the end of each long rest, the creature repeats the saving throw, ending the infestation on a success. On a failure, the creature regains no hit points from finishing the long rest. The infestation can be cured with lesser restoration and similar magic. \n'b' Sense Life . The husk can magically sense the presence of living creatures within 30 feet of it. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Undead Nature . The parasite husk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if the target is a Large or smaller creature and the parasite husk isn\xe2\x80\x99t grappling another creature. \n'b' Worms . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 11 (2d8 + 2) piercing damage. If the target is grappled , it is exposed to Parasite Infestation. \n'b' Vermicular Surge (Recharge 5-6) . The worms inside the husk tremble terribly, then lunge forward all as one, urging their husk onward, heedless of the damage done to it. The husk moves up to three times its speed. This movement is not slowed by difficult terrain . If the husk passes through difficult terrain during this movement, it takes 7 (2d6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The horrific rituals needed to raise a body from the dead and imbue it with the foul energy of unlife require tapping into deep stores of necrotic energy. \n'b' Whether through carelessness, mishap, or simply the fickle hand of fate, this energy is not always directed as its summoner wishes. The parasite husk is one example of necromantic magic gone awry. \n'b' A parasite husk manifests when the ritual to create a zombie utilizes a corpse that hosted unwelcome parasitic guests. The most common example found in these bodies is the tapeworm, although other, fouler infestations no doubt exist. \n'b' Deprived of nutrients upon their host\xe2\x80\x99s death, these creatures slowly wither away, their tiny corpses remaining within the deceased. These small carcasses provide another possible receptacle for the unholy necrotic energy of the creation ritual. \n'b' In the right circumstances, the necrotic energies can awaken these parasites, and instead of a mindless and relatively docile zombie, a significantly more dangerous creature rises from the dead. The reanimated parasites quickly move throughout the corpse and gain the ability to direct its movements, albeit in a lumbering and ungainly fashion. Any necromancer assuming their new creation will be under their control is quickly dissuaded of this notion. Indeed, many parasite husk infestations begin with the unfortunate summoner as their first victim. \n'b' At first glance, a parasite husk appears identical to a normal zombie . However, closer examination reveals a constant and disturbing motion under its skin, as the multitude of ravenous worms within slither erratically and animate the shambling body. These worms can sense living beings and are drawn to them with the more insidious desire to spread and infect new hosts. As a husk draws nearer to a living creature, more and more of its foul denizens erupt from the dying flesh and strain towards the new, more vibrant body. \n'b' The most common type of parasite husk is the worm variety, such as the one presented here. However, there also exist parasite husks consisting of undead ticks, lice, fleas, and similar burrowing pests. \n'b' These ectoparasite husks lack the reach of a standard parasite husk but move much faster and erupt into larger clouds of pests when their husk is destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Empusa \n'b' Family: Daimons \n'b'\n'b' Medium fiend (infernal), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 13 (+1) INT: 16 (+3) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities electricity, poison Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Skills Deception +7, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Telepathic Bond . The empusa ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b' Shapechanger . The empusa can use its action to polymorph into a Small or Medium humanoid, bull, mule, or dog, or back into its true form. Without wings, the empusa loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Multiattack . The empusa makes two melee attacks , or it makes one melee attack and teleports before or after the attack . \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 6 (2d4 + 1) slashing damage. Instead of dealing damage, the empusa can grapple the target (escape DC 11). \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the empusa, incapacitated, or restrained . Hit : 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the empusa regains hit points equal to that amount. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Teleport . The empusa magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. \n'b' Charm . One humanoid the empusa can see within 30 feet of it must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the empusa\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this empusa\xe2\x80\x99s Charm for the next 24 hours. The empusa can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' About \n'b' What you at first took for a beautiful woman reveals itself to be much worse; its hair is a crown of flames and its legs are strange-one leg is made of brass, the other is a donkey\xe2\x80\x99s leg. \n'b' Empusa are daimons spawned of Hades who shapeshift into beautiful women to get close enough to their prey, only to drain them of blood during an intimate moment. \n'b' Empusa are crafty opponents but avoid direct confrontations. Should one be discovered, cursing vociferously at it is sometimes enough to dispel the creature entirely. \n'b' Blessed of Hecate . Empusa are sacred to Hecate. In Infernus, they dwell on the Second Circle, using their charms to lure the lustful to their doom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Parrot \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 ? 1) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Mimicry . The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \n'b' ACTIONS \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' ABOUT \n'b' This bird is noted for its colorful plumage and boisterous disposition. Parrots are favored as familiars by spellcasters who like bright and flashy magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Parzz\xe2\x80\x99val \n'b' Large aberration , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 115 (11d10 + 55) Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Stealth +6 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid Condition Immunities blinded , charmed , unconscious Senses blindsight 120 ft., passive Perception 10 Languages Void Speech Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Caustic Web (Recharge 5-6) . As a bonus action, the parzz\xe2\x80\x99val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz\xe2\x80\x99val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area. A creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. The web persists for 1 minute before collapsing. The parzz\xe2\x80\x99val is immune to the effects of its web and the webs of other parzz\xe2\x80\x99vals. \n'b' Pummel . If the parzz\xe2\x80\x99val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round. \n'b' Regeneration . The parzz\xe2\x80\x99val regains 10 hp at the start of its turn if it has at least 1 hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The parzz\xe2\x80\x99val makes three attacks: one with its oversized maw and two with its oversized fists. \n'b' Oversized Fist . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage. \n'b' Oversized Maw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz\xe2\x80\x99val. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the parzz\xe2\x80\x99val, and it takes 18 (4d8) acid damage at the start of each of the parzz\xe2\x80\x99val\xe2\x80\x99s turns. A parzz\xe2\x80\x99val can have only one creature swallowed at a time. If the parzz\xe2\x80\x99val takes 15 damage or more on a single turn from a creature inside it, the parzz\xe2\x80\x99val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz\xe2\x80\x99val. If the parzz\xe2\x80\x99val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature\xe2\x80\x99s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance. \n'b' Bottomless Hunger . Parzz\xe2\x80\x99vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites.\xc2\xa0Parzz\xe2\x80\x99vals prefer live prey but are not above eating carrion if their preferred meal isn\xe2\x80\x99t available. \n'b' Ambush Hunters . Despite their enormous hunger, parzz\xe2\x80\x99vals are excellent at taking their prey by surprise.\xc2\xa0A parzz\xe2\x80\x99val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Patch of Pumpkin Jacks \n'b' Large swarm of Small plants , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 90 (12d10 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +6 \n'b' Skills Perception +6, Survival +3 \n'b' Damage Resistances acid \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Sylvan \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The patch regains 10 hit points at the start of its turn. If the patch takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the patch\xe2\x80\x99s next turn. The patch dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Swarm . The patch can occupy another creature\xe2\x80\x99s space and vice versa, and the patch can move through any opening large enough for a Small pumpkin jack. The patch can\xe2\x80\x99t regain hit points or gain temporary hit points except from its Regeneration trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The patch makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 0 ft., one target in the patch\xe2\x80\x99s space. Hit : 10 (2d6 + 3) slashing damage, or 6 (1d6 + 3) slashing damage if the patch has half of its hit points or fewer, plus 7 (2d6) poison damage. \n'b' Cackle (Recharge 4-6) . The patch unleashes a chilling laugh. Each creature of the patch\xe2\x80\x99s choice within 60 feet of it that can hear it must make a DC 14 Charisma saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and 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. If the saving throw fails by 5 or more, the creature is restrained for 1 minute unless it is immune to the frightened condition. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t frightened . \n'b'\n'b' TACTICS \n'b' Pumpkin jacks are hunters by nature, filled with a zeal for the destruction of life like the murders that brought them into existence. They are found primarily on the Material Plane, but equally if not, more dangerous breeds have been birthed by murder in the Shadow Realm, Fey Realm, or on any plane that has the soil necessary to gestate the creatures. \n'b' Other creatures known for their murderous zeal have trained pumpkin jacks, keeping the plants as pets and physical warnings of their own personal power. Battles fought with hatred in soldiers\xe2\x80\x99 hearts have birthed entire pumpkin jack patches. While single pumpkin jacks are capable of instilling fear in their adversaries with their cackle, patches can freeze foes in their tracks with their murderous chorus. \n'b' ABOUT \n'b' The mixture of blood and soil where pumpkins grow can create something truly terrifying. If the mix is just right and the moon is clear, a pumpkin jack might emerge. Seen from afar, these creatures seem to be lights dancing in the breeze. But when a jack gets closer, their horrific visage becomes clear. \n'b' Pumpkin jacks look like bipedal creatures sewn together from vines. They are most likely to grow in soil beneath where murders have occurred. The more gruesome the murder, the more likely a pumpkin jack will appear. \n'b' Many believe that these creatures require pumpkin seeds to be created, but the truth is that the pumpkin color of its head mostly comes from the gore of a murder mixing with the soil to create its orange hue. \n'b' Fatal Instinct . The emotion behind the death that spawns a pumpkin jack fuels a murderous drive within it. \n'b' Pumpkin jacks born on other planes take on aspects of those environments in the most aggressive way possible. \n'b' Poisoned by Hate . The deeds that give rise to a pumpkin jack are heinous, committed by those with poisoned souls. \n'b' The poison of these acts courses through the veins of a pumpkin jack, making their strikes even more painful. Some wicked souls have harvested this bile from the jacks to use as a potent poison.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Patchwork Inevitable \n'b' Large construct , neutral \n'b' Armor Class 9 Hit Points 133 (14d10+56) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities : fire, poison, psychic Condition Immunities : charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft.; passive Perception 10 Languages Understands Vold but can\xe2\x80\x99t speak it Challenge 6 (2,300 XP) \n'b' Special Qualities \n'b' Immutable Form . The inevitable is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The inevitable\xe2\x80\x99s weapon attacks are magical. \n'b' Malfunction . When the inevitable starts its turn with 50 HP or fewer, roll a d6. On a 6, the inevitable malfunctions and becomes incapacitated until repaired. If the inevitable\xe2\x80\x99s creator is adjacent, they can spend their action to repair the inevitable and remove the incapacitated condition. \n'b' Soul Crystal Vulnerability . The inevitable\xe2\x80\x99s soul crystal-the source of its power-is set in a loose socket and partially exposed. On a critical hit, an attacker can choose to deal no damage but instead loosen the crystal. This acts as a roll of 6 on the inevitable\xe2\x80\x99s Malfunction feature. \n'b' Actions \n'b' Multiattack . The inevitable makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 15 (2d10+4) bludgeoning damage. \n'b' About \n'b' On Vold worlds, these constructs are a common sight. Powered by eldritch energy and given a modicum of intelligence by way of a soul stone mounted within its clockwork core, inevitables do the heavy lifting and often much of the fighting in Vold society. This inevitable is a patchwork creature, cobbled together from stray parts. Lacking the grace and intelligence of a true inevitable, this creature nonetheless packs a punch and serves as guard and tough for its creator.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Patchwork Sea Horse \n'b' Large beast , neutral Good \n'b' Armor Class 12 Hit Points 135 (18d10 + 36) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Condition Immunities prone Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Underwater Camouflage . The patchwork sea horse has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The patchwork sea horse can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The patchwork sea horse makes two Ram attacks or one Ram attack and one Tail Grasp attack. \n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 4) bludgeoning damage. \n'b' Tail Grasp . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 13 (2d10 + 2) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained , and the patchwork sea horse can\xe2\x80\x99t use its tail on another target. \n'b' Bubble Trap (Recharge 5-6) . The patchwork sea horse spits a bubble toward a Large or smaller creature it can see within 60 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be trapped inside the bubble. Nothing can pass in or out of the bubble except by teleportation. It has an AC of 13 and 30 hit points . Reducing it to 0 hit points destroys it. At the end of the trapped creature\xe2\x80\x99s turn, the bubble floats 10 feet away from the patchwork sea horse. The bubble dissipates after 10 minutes. \n'b' Poison Growl (Recharge 5-6) . The patchwork sea horse makes a growl exhaling poisonous liquid in a 20-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned . A creature poisoned in this way takes 9 (2d6 + 2) poison damage at the start of each of its turns. 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' Summon Sea Horses (Recharges after a Short or Long Rest) . The patchwork sea horse summons two random swarms of sea horses: swarm of bubble sea horses (1-2), swarm of hiding sea horses (3-4), or swarm of poisonous sea horses (5-6). A summoned swarm appears in an unoccupied space within 60 feet of the patchwork sea horse, acts as an ally of it, and can\xe2\x80\x99t summon other creatures. It remains for 1 minute, until it or the patchwork sea horse dies, or until the patchwork sea horse dismisses it as an action. \n'b'\n'b' TACTICS \n'b' The patchwork sea horse may be spotted in the wild on its own or as part of a herd of four or more. Given the protection it provides, a patchwork sea horse is almost always accompanied by other sea horse species, including entire herds of six to eight sea horses. \n'b' Patchwork sea horses can be found anywhere there is salt water, even on other planes like the Elemental Plane of Water. \n'b' ABOUT \n'b' The most powerful aquatic equine in the multiverse is the patchwork sea horse. It taps into the power of a variety of sea horses that it can also summon. While sea horses are normally docile, the patchwork sea horse is aggressive when it comes to making the seas a safe place for the herds it protects. \n'b' Expansive Origins . During a disruption on a cosmic scale, a herd of giant sea horses was bathed in multiversal energy. The herd transformed into patchwork sea horses and was scattered across the multiverse. Most worlds are home to at least a few of these creatures, usually enough of them to breed. \n'b' Amalgam Appearance . Legend has it that a cosmic entity stitched the first patchwork sea horses together. It is this amalgamated appearance that gives them access to some of the abilities of their kin. Although the patchwork sea horses all share the same abilities, the pattern on their skin is unique to each individual. Unlike other sea horses, those of the patchwork variety have two arms. These arms are not strong enough to cause injury but are often used to hold or wield magic items. \n'b' Special Significance . Many aquatic Humanoid civilizations revere patchwork sea horses as representations of the power of the universe. A sighting of one in the wild is viewed as a blessing and a sign of good fortune. Many sea cultures forbid the killing of these long-lived sea horses. Merfolk have been known to avenge the death of any patchwork sea horses known to their tribes. \n'b' Multiversal Connection . Some who know of the existence of the multiverse also believe that patchwork sea horses offer a means to explore it. There are rumors of a dark ritual where the corpse of a patchwork sea horse can be used to open a portal to places beyond the mortal realm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Avulzor \n'b' Large aberration , lawful evil \n'b' Armor Class 17 (bone kilt) \n'b' Hit Points 135 (18d10 + 36) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 \n'b' Skills Arcana +7, Insight +6, Intimidation +8, Medicine +6, Perception +6 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic \n'b' Condition Immunities paralyzed , stunned \n'b' Senses darkvision 90 ft., passive Perception 16 \n'b' Languages Common, Deep Speech, Void Speech \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bone Shaping . The avulzor can shape bones with its touch, altering the appearance, function, size , and density of bone to match its needs. It can\xe2\x80\x99t use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn\xe2\x80\x99t being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target\xe2\x80\x99s next turn: \n'b'\n'b' Armor Class increases by 2 \n'b' Reach increases by 5 feet \n'b' Melee weapon attacks deal an extra 1d4 damage of the weapon\xe2\x80\x99s type. \n'b' Speed increases by 10 feet. \n'b'\n'b' Bone Kilt . The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor\xe2\x80\x99s Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3. \n'b' Turning Defiance . Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The avulzor makes two claw attacks and two synchronized bite attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Synchronized Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (4d4 + 4) piercing damage. \n'b' Animate Bones (Recharge 5\xe2\x80\x936) . The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor\xe2\x80\x99s mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust. \n'b'\n'b' ABOUT \n'b' A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs\xe2\x80\x94ending in wicked, flensing talons\xe2\x80\x94rears up. \n'b' A trio of unblinking purple eyes is situated in the monster\xe2\x80\x99s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves. \n'b' Horrors from Beyond Reality . Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures. \n'b' Masters of Bone . While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. \n'b' They can also shape bone as if it were putty, transforming an ogre\xe2\x80\x99s pelvis into a usable chair or a dwarf\xe2\x80\x99s teeth and ribs into a complex musical instrument. While they find undead creatures like skeletons and zombies useful tools, they have no real love for intelligent undead, such as wights and vampires , and only tolerate the creatures when necessary to further their own goals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Patron Swarm \n'b' Large swarm of humanoids , neutral good \n'b' Armor Class 11 \n'b' Hit Points 60 (8d10 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Common \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\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 Small humanoid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes two attacks. \n'b' Hit \xe2\x80\x98em with Anything . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d4 + 2) bludgeoning damage, or 4 (1d4 + 2) bludgeoning damage if the swarm has half of its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Peat Mammoth \n'b' Huge plant , neutral \n'b' Armor Class 16 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 6 (-2) CON: 21 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances fire, necrotic Condition Immunities blinded , deafened , frightened Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Slow Burn . When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth\xe2\x80\x99s saturated body douses the fire at the end of the peat mammoth\xe2\x80\x99s turn. Creatures engulfed by the mammoth don\xe2\x80\x99t take fire damage from this effect. If the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw. \n'b' Swamp Camouflage . The peat mammoth has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The peat mammoth makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one creature. Hit : 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage. \n'b' Engulf . The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the mammoth enters a creature\xe2\x80\x99s space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the mammoth enters the creature\xe2\x80\x99s space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 22 (5d8) necrotic damage at the start of each of the mammoth\xe2\x80\x99s turns. When the mammoth moves, engulfed creatures move with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time. \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 beast. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Diseased Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hp or fewer. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague\xe2\x80\x99s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion , and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion . On a successful save, the creature\xe2\x80\x99s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature\xe2\x80\x99s level of exhaustion below 1, the creature recovers from the disease. \n'b'\n'b' ABOUT \n'b' This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground. \n'b' Elephantine Plant Mound . The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass. \n'b' Spirit-infused . Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth\xe2\x80\x99s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it. \n'b' Swamp Gas Hazard . The rotting plant and animal material contained within the peat mammoth\xe2\x80\x99s mass give off flammable swamp gases. The mammoth\xe2\x80\x99s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pech \n'b' Small elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 13 (2d10+2) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities petrified Senses darkvision 60 ft., passive Perception \xc2\xa011 Languages Pech Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sensitive Eyes . Pech have disadvantage on attack rolls and Wisdom ( Perception ) checks based on sight when in sunlight. \n'b' Innate Spellcasting . The pech\xe2\x80\x99s origin on the Elemental Plane of Earth offers them with several magic-like abilities. Their innate spellcasting ability is Wisdom (spell save DC 12). The can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : speak with stone (as speak with plants ), stone shape \n'b' 3 Pech together, 1/day : wall of stone (as Level 16 Wizard) \n'b' 7 Pech together, 1/day : flesh to stone (or Reverse) \n'b'\n'b' ACTIONS \n'b'\n'b' Stone Pick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6+3) piercing damage. This attack does double damage against creatures made from stone. \n'b'\n'b' ABOUT \n'b' The pech are originally from the Elemental Plane of Earth but some have migrated to the Prime Material Plane. They are relatively short, about four feet high, and have large heads and broad, round pupil-less eyes. They have long arms and legs. A tribe of pech (5d4) will have an equal number of females to males and 1d4 young. They abhor bright light. \n'b' The pech fashion hammers and picks which they use as both tools and weapons. Their flesh is hard as rock and provides an excellent natural defense. In addition, they are immune to all forms of petrification. They typically carry a pouch with gemstones and may (50%) have 1d3 pieces of ornamental jewelry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pech \n'b' Small fey , neutral \n'b' Armor Class 18 (rock armor) Hit Points 71 (11d6 + 33) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +4, Nature +4, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities petrification Senses darkvision 60 ft., passive Perception 14 Languages Terran, Undercommon Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The pech\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : meld into stone , stone shape , stoneskin \n'b'\n'b' Earth Mastery . A pech gains a +1d4 bonus on attack and damage rolls if both it and its foes are touching the ground. If an opponent is airborne or waterborne, the pech takes a \xe2\x80\x931d4 penalty on attack and damage rolls . \n'b' Magic Resistance . The pech has advantage on saving throws against spells and other magical effects. \n'b' Pech Magic . Four pechs working together can cast wall of stone once per day. Eight pechs working together can cast stone to flesh once per day. \n'b' Stone Knowledge . A pech\xe2\x80\x99s knowledge of earth and stone grants a +1 bonus on attack and damage rolls and scores critical on a 19 or 20 against creatures and objects made of stone or earth. It is considered proficient in any knowledge or craft skill related to mining, dungeons, and engineering. \n'b'\n'b' ACTIONS \n'b'\n'b' Master Crafted Heavy Pickaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Untold ages ago, the pechs served forgotten masters in the deepest caverns of the world. In time, their masters moved on, leaving the pechs bereft of guidance . Some sought refuge in seemingly safer tunnels nearer the surface. The unspeakable horrors they encountered there transformed them into derros over the course of several generations. Those pechs that stayed close to their ancestral caverns survive to this day, though in such small numbers and in such isolation that few of the surface world know of their existence. The typical pech stands only 3-1/2 feet tall, but its dense flesh gives it a weight of 100 pounds. \n'b' Stonecutters . Pechs are skilled miners and stonemasons and are at times employed or enslaved as such by other subterranean races. They have learned to hide the entrances to their lairs most carefully, blending their narrow entranceways into the living rock such that they can only be seen from exactly the right angle. When interlopers do find a pech\xe2\x80\x99s lair, they are met with open arms, friendly advice, and a firm insistence that the pech is to be left alone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Erinyes \n'b' Family: Daimons \n'b'\n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 110 (13d8+52) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Wisdom +6, Charisma +4 Damage Immunities electricity, poison Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities poisoned Skills Insight +6, Perception +6 Senses truesight 120 ft., passive Perception 16 Languages Common, Infernal Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Foment Madness . Any creature that isn\xe2\x80\x99t a demon that starts its turn within 30 feet of the erinyes must succeed on a DC 14 Wisdom saving throw, or it whispers of its sins in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the erinyes). While under the effect of that confusion , the creature is immune to Foment Madness. \n'b' Vengeful Tracker . The erinyes knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the erinyes are on different planes of existence. If the creature being tracked by the erinyes dies, the erinyes knows. \n'b' Actions \n'b' Multiattack . The erinyes makes three attacks: two with its scourge and one with its snake hair, or one with its bite, one with its claws, and one with its snake hair. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) slashing damage. If the target is a creature against which the erinyes has sworn vengeance, the target takes an extra 14 (4d6) psychic damage. Instead of dealing damage, the erinyes can grapple the target (escape DC 16) provided the target is Large or smaller. \n'b' Scourge . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 17 (5d6) poison damage. \n'b' Snake Hair . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage plus 14 (4d6) poison damage. \n'b' Vengeful Glare . The erinyes targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 14 Wisdom saving throw. On a failure, the target is paralyzed until the erinyes deals damage to it, or until the end of the erinyes\xe2\x80\x99 next turn. When the paralysis ends, the target is frightened of the erinyes for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the erinyes, ending the frightened condition on itself on a success. \n'b' About \n'b' Before you hovers a creature that only passably resembles a woman. Its eyes weep tears of blood, huge wings protrude from its shoulders, and its hands and feet are tipped with awful claws. \n'b' The erinyes are punishers of those who commit murder, perjury, ingratitude, disrespect, harshness, violation of filial piety and the laws of hospitality. They will track down the criminal to the ends of the earth and drive him mad. An erinyes stands about 6 feet tall and weighs about 150 pounds. \n'b' Tartarus Bound . When they are not tracking down the guilty, erinyes reside in Tartarus to torture the damned. \n'b' They are sacred to Hades and often in his employ. In Infernus they reside on the Sixth Circle and are interchangeable with the Furies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pech Lithlord \n'b' Family: Pech \n'b' Natives to the Elemental Plane of Earth, the stalwart and humble pech often cross to the Material Plane to escape threats in their homeland, seek valuable gems and ore, or serve masters in the formation of great stone creations. They also trade with topsiders to obtain new stoneworking equipment, and they have a strong affinity for the ale that they cannot brew themselves. \n'b' Small elemental , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 104 (16d6 + 48) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +7 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 17 Languages Common, Terran, Undercommon Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Elemental Nature . A pech doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Light Sensitivity . While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' One with the Stone (Recharges after a Short or Long Rest) . As a bonus action , the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech\xe2\x80\x99s next turn, it gains resistance to piercing and slashing damage. \n'b' Innate Spellcasting . The pech lithlord\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The pech lithlord can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : mending , thunderwave (4d8) \n'b' 3/day : shatter (4d8) \n'b' 1/day : meld into stone , stone shape \n'b'\n'b' Actions \n'b' Multiattack . The pech lithlord makes three attacks: two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Pick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Hammer . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' About \n'b' Carved from Stone . Pech are small in size, slightly taller and broader than deep gnomes. Their long arms and legs are made of knotted muscles that appear chiseled from stone. Slate grey eyes bulge from their angular heads. They rarely have hair on their heads or bodies, and those that do sprout hair grow it in thick strands as sharp and rigid as a metal brush. A pech\xe2\x80\x99s fingers and toes are long and thin and topped with long, sharp nails as hard as stone. These nails allow them to climb sheer rock walls, acting as pitons. \n'b' One with the Stone . Pech are born to work stone, to live their lives with a pickaxe in one hand and a hammer in the other, and to die with the understanding that their spirits will merge with the stone for eternity, forever surrounding their progeny.\xc2\xa0Pech society is built around the notion that pure enlightenment can be attained by communing with the stone that surrounds them. The more one works the stone, the closer one gets to becoming one with it: eternal, immovable, and stalwart. Pech mine the valuable substances provided by the stone and train their minds to harmonize with the rock. Those that master certain techniques become stonemasters, who often lead a clan of pech. Truly talented and dedicated stonemasters that reach a higher level of enlightenment with the stone might become lithlords, who travel from clan to clan and teach the young pech the way of the stone. \n'b' Servants of the Giants . The pech sometimes come to the surface world to act as servants of the stone giants. Pech transport bring enormous stone monoliths to the heathers and moors of otherwise stone-free land, which the stone giants can then use for their strange, mystical ceremonies. Decades later, humans walking through the flat fields can only wonder how these huge stone monoliths seemingly appeared out of nowhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pech Stonemaster \n'b' Family: Pech \n'b' Natives to the Elemental Plane of Earth, the stalwart and humble pech often cross to the Material Plane to escape threats in their homeland, seek valuable gems and ore, or serve masters in the formation of great stone creations. They also trade with topsiders to obtain new stoneworking equipment, and they have a strong affinity for the ale that they cannot brew themselves. \n'b' Small elemental , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d6 + 30) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +5 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 15 Languages Common, Terran, Undercommon Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Elemental Nature . A pech doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Light Sensitivity . While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' One with the Stone (Recharges after a Short or Long Rest) . As a bonus action , the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech\xe2\x80\x99s next turn, it gains resistance to piercing and slashing damage. \n'b' Innate Spellcasting . The pech stonemaster\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The pech stonemaster can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : thunderwave \n'b' 3/day : shatter \n'b'\n'b' Actions \n'b' Multiattack . The pech stonemaster makes two attacks: one with its pick and one with its hammer. If the pech stonemaster hits the same target with both attacks, the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn. \n'b' Pick . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Hammer . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' About \n'b' Carved from Stone . Pech are small in size, slightly taller and broader than deep gnomes. Their long arms and legs are made of knotted muscles that appear chiseled from stone. Slate grey eyes bulge from their angular heads. They rarely have hair on their heads or bodies, and those that do sprout hair grow it in thick strands as sharp and rigid as a metal brush. A pech\xe2\x80\x99s fingers and toes are long and thin and topped with long, sharp nails as hard as stone. These nails allow them to climb sheer rock walls, acting as pitons. \n'b' One with the Stone . Pech are born to work stone, to live their lives with a pickaxe in one hand and a hammer in the other, and to die with the understanding that their spirits will merge with the stone for eternity, forever surrounding their progeny.\xc2\xa0Pech society is built around the notion that pure enlightenment can be attained by communing with the stone that surrounds them. The more one works the stone, the closer one gets to becoming one with it: eternal, immovable, and stalwart. Pech mine the valuable substances provided by the stone and train their minds to harmonize with the rock. Those that master certain techniques become stonemasters, who often lead a clan of pech. Truly talented and dedicated stonemasters that reach a higher level of enlightenment with the stone might become lithlords, who travel from clan to clan and teach the young pech the way of the stone. \n'b' Servants of the Giants . The pech sometimes come to the surface world to act as servants of the stone giants. Pech transport bring enormous stone monoliths to the heathers and moors of otherwise stone-free land, which the stone giants can then use for their strange, mystical ceremonies. Decades later, humans walking through the flat fields can only wonder how these huge stone monoliths seemingly appeared out of nowhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pegasos \n'b'\n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 60 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, thunder Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Dive Attack . If the pegasos is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 9 (2d8) piercing damage on a hit. \n'b' Flyby . The pegasos doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Shape Water . The pegasos can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma . This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. \n'b'\n'b' Actions \n'b'\n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Water Lash . The pegasos stamps it hoof on the ground. IT causes a 5-foot cube of water in front of it to strike a target up to 60 feet away. The target must make a DC 14 Strength saving throw. On a failed save, it takes 16 (4d6 + 2) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid\xe2\x80\x99s choice). On a successful save, the target takes half as much damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b'\n'b' About \n'b' This majestic horse has two huge, feathery wings jutting from its shoulders. \n'b' The original Pegasos was born of the blood of Medusa when the hero Perseus chopped off her head. Its coat usually has a gleam of silver. \n'b' The hero Bellerophon managed to catch Pegasos at the spring of Pirene on Acrocorinth and broke him in. These two experienced many adventures and when Bellerophon was killed, Pegasos ascended to Olympus where Zeus places Pegasos among the constellations. Fortunately, there are many other Ethiopian descendants that have a similar appearance. \n'b' Servants of Zeus . As the carriers of Zeus\xe2\x80\x99 thunderbolts, they are immune to the threats of the sky like thunder and lightning. As bringers of water, a stomp of their hoof can wreck devastation to their foes. \n'b' A typical pegasos stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet.'}