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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pegasus \n'b' Large celestial , chaotic good \n'b' Armor Class 12 Hit Points 59 (7d10 + 21) Speed 60 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +4, Cha +3 Skills Perception +6 Senses passive Perception 16 Languages understands Celestial, Common, Elvish, and Sylvan but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Actions \n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' About \n'b' This magnificient horse has great bird-like wings upon its back and moves with a quiet and proud grace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pelagic Blush Worm \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 188 (13d20 + 42) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 19 (+4) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8, Wis +5 Skills Perception +5, Stealth +6 Damage Immunities acid, cold Senses blindsight 120 ft., passive Perception 15 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The pelagic blush worm can\xe2\x80\x99t use its blindsight while deafened . \n'b' Siege Monster . The pelagic blush worm deals double damage to objects and structures. \n'b' Water Breathing . The pelagic blush worm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The worm makes one Bite attack and one Tail Fin attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 14 (4d6) acid damage at the start of each of the worm\xe2\x80\x99s turns. If the worm takes 25 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Tail Fin . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) slashing damage plus 16 (3d6 + 6) bludgeoning damage. \n'b' Red Acid Spume (Recharge 5\xe2\x80\x936) . The worm exhales a gout of crimson stomach acid in a 30-foot cone, if the worm is underwater, or a 50-foot line that is 5 feet wide, if the worm is above water. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A colossal worm slides through the sunken schooner, its last meal visible inside its long, translucent body. As it swims forward, its entire body blushes crimson, and red acid bubbles from within its clattering maw. \n'b' Cousin to the infamous purple worm , the pelagic blush worm is semi-translucent and resides in the ocean\xe2\x80\x99s depths. Wide pincers on either side of its mouth pierce prey and debris alike, forcing anything small enough into the worm\xe2\x80\x99s maw. Sharp fins run along its spine and underbelly, which it tucks in when exploring wreckage. Pelagic blush worms get their name from the bright red acid they create in a second stomach halfway down their bodies. When they prepare to spray this acid at attackers, they flush with color. This acid reacts differently when exposed to air or water. \n'b' Catastrophic Spawning . Pelagic blush worms live solitary lives and interact with others of their kind only when they spawn, which can be catastrophic for those on or near the ocean. Spawning masses of blush worms create churning ocean tempests, which can lay waste to sailing fleets or send tidal waves crashing into coastal villages. \n'b' Deep Sea Rivals . Pelagic blush worms and gulper behemoths sometimes engage in territorial disputes. \n'b' Both creatures can survive each others\xe2\x80\x99 worst blows, resulting in stalemates that leave both creatures frustrated, aggressive, and tired. Like many ocean denizens, blush worms will follow in the wake of a timingila, scavenging whatever wreckage the more massive leviathans leave behind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pelkrev \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 150 (20d8+60) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Immunities fire, lightning Condition Immunities blinded Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages Draconic, Terran Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The pelkrev has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pelkrev makes three attacks: one with its bite, one with its claws, and one with its tail. \n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 10 (2d6+3) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 12 (2d8+3) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 10 (2d6+3) bludgeoning damage. \n'b' Explosive Egg . A pelkrev can throw an explosive egg up to 60 feet to a point it chooses. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A target takes 7 (2d6) fire damage and 7 (2d6) lighting damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Absorb Energy . When the pelkrev successfully makes a saving throw against a spell, it empowers its explosive egg. The next time it throws an explosive egg before the end of its next turn, it deals additional damage. If the spell deals fire or lightning damage, the egg deals an additional 2d6 damage of the corresponding damage type per level of the spell. If a spell deals both types of damage, the bonus damage is divided roughly evenly. If the spell does not deal either of those types of damage, the additional damage is 1d6 fire or lighting damage (the pelkrev\xe2\x80\x99s choice) for each level of the spell. Accelerate. When the pelkrev successfully makes a saving throw against a spell, it may either make a single weapon attack or move up to its speed (not both). QUEBORRIN Distant kin of the much-feared and more common intellect devourer , the queborrin are an alien parasitic race that thrives on finding a powerful host to dwell within and enjoy. The queborrin are voyeurs; seeking to enjoy positions of power to enable other queborrin to thrive. A queborrin resembles a revolting long green worm with distended legs, it has cluster eyes and is covered in fine hairs that, when attached to the host\xe2\x80\x99s spine, grow and infuse within the skeleton of the host to prevent removal. Its sphincterous mouth is designed for swift burrowing and has a circular row of razor teeth. Queborrin speak their own language; a revolting series of screeches and high-pitched whistles that can be pitched so high that they pass the hearing of most humanoids. In this way, queborrin are able to communicate with each other even in the most dangerous of circumstances and do so secretly. \n'b'\n'b' ABOUT \n'b' Descended from a union of warring egg-laying humanoids, one tribe with half blue dragon and the other with half red dragon blood, pelkrevs synthesized their ancestors control over electricity and fire but lost much of the power possessed by their forebears. A cataclysm caused by a strange solar flare claimed most of their home world, including the original half dragon species, but the pelkrevs survived thanks to rapid mutations which had the incidental effect of blinding them. Their strange carapace prevented optic overload from the solar flare which caused the victims\xe2\x80\x99 brains to shut down, killing them, or revert to a primal state, driving them insane. The surviving pelkrevs fled underground to wait out those who were driven mad to kill each other and returned to a world they no longer recognized. Most of the fields and forests had been reduced to ash by the event and the pelkrevs had to eke out a meager existence with hardy vegetables that managed to endure through the devastation. The blind pelkrevs brought species of lizards and other food animals with them from their underground homes and began their lives anew. The mutations to their skin and their eyes persisted with their offspring, who were born without eyes but with the weird helmet-like carapace. Typical pelkrevs stand six feet tall and weigh roughly 350 pounds. They can live up to 200 years. \n'b' Faithless Spacefarers . The pelkrev home world almost escaped notice from spacefaring species, but when they were discovered, they readily left their homes to travel the universe. Pelkrevs hire themselves out as mercenaries and seem to have an uncanny knack for noticing things missed by creatures which primarily rely on sight. While common pelkrevs are powerful in their own right, some become more skilled and take levels in rogue or sorcerer (as part of their draconic birthright). While other classes are open to pelkrevs, there are no know clerics, since they have eschewed faith in deities as a result of their shared tragedy. Pelkrevs are highly individualistic and prone to bouts of anger, making them generally poor teammates, but they deign to work with others if the money is right. \n'b' Fertility . Pelkrevs become fertile once a year for a week-long period of time. During this time, they produce eggs with pelkrev embryos (losing the ability to create explosive eggs), which must be fertilized by another pelkrev. One of their mutations that saved them from extinction gave them the ability to both produce eggs and fertilize them, but they cannot fertilize their own eggs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Awakened Ape \n'b' Family: Awakened \n'b' Huge beast , neutral \n'b' Armor Class 12 Hit Points 157 (15d12 + 60) Speed 40 ft., climb 40 ft., fly 30 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 18 (+4) INT: 19 (+4) WIS: 19 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Deception +10, Insight +10, Perception +7 Senses passive Perception 22 Languages Common, Undercommon Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . An awakened ape makes two Fist attacks. \n'b' Fist . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 50/100 ft., one target. Hit : 30 (7d6 + 6) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Penanggalen \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 121 (22d8+22) Speed 20 ft. (with body), fly 60 ft. (without body)\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4, Wis +5 Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from weapons not made silver Damage Immunities poison Condition Immunities poisoned Skills Deception +9, Intimidation +9 Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common Challenge 8 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The penanggalen\xe2\x80\x99s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , read magic \n'b' 3/day each : bane , cause fear , obscuring mist \n'b' 1/day each : darkness , false life , hold person \n'b'\n'b' Light Sensitivity . The penanggalen is weakened when separated and exposed to bright light, reducing its hit points by 7 (2d6) at the end of every turn it remains in this state. \n'b' Separate . During the day, a penanggalen has the same appearance as it did in life and does not detect as undead (though she is still an undead creature). At night, it can detach its head. Its physical but now hollow body exists as dead flesh but can be destroyed if it suffers damage equal to the penanggalen\xe2\x80\x99s normal hit point total. Before a penanggalen can return to its body, it must soak its entrails in vinegar for 1 hour-it can then reattach to its body, at which point any damage done to the body immediately heals (although damage the penanggalen itself suffered remains). A penanggalen whose body is destroyed can never again walk the day in living form but is otherwise unharmed (save for no longer having a safe way to travel in direct sunlight). When a penanggalen wears its body, it cannot use its Bite attack or its fly speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 16 (4d6 + 2) piercing damage plus 28 (8d6) necrotic damage. If the penanggalen kills a female humanoid with its Bite attack, the humanoid rises as a manananggal under the penanggalen\xe2\x80\x99s control the next sunset. This manananggal is under the command of the penanggalen who created it and remains enslaved until that penanggalen\xe2\x80\x99s destruction. The penanggalen can have no more than 3 manananggals under its control at any time. \n'b'\n'b' ABOUT \n'b' The hideous penanggalen is one of the most horrific vampiric monstrosities. By day, a penanggalen appears to be a normal humanoid, but at night or when provoked, the creature\xe2\x80\x99s head rips free from the rest of her body, coils of viscera and entrails dangling from her throat as she launches into the air, seeking blood to sate her unholy thirst. \n'b' Willful Undeath . Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. \n'b' While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one. Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents. \n'b' Vinegar Vat . A penanggalen keeps a vat of vinegar in her lair. When returning from a night of feeding, a penanggalen\xe2\x80\x99s organs are swollen with blood. In order to fit back into her body, the penanggalen must soak for 1 hour in this vat of vinegar. Once reduced, a penanggalen slides back into her body. If a penanggalen is slain away from her body, the body rapidly deteriorates into foul-smelling grit.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Penguin \n'b' Small beast , unaligned \n'b' Armor Class 10 Hit Points 2 (1d4-1) Speed 25 ft. swim 50 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' Special Traits \n'b'\n'b' Fat and Feathers . Penguins has a layer of fat, as well as a coat of water-repellant feathers, to keep it warm and dry, even when submerged. They can tolerate temperatures as low as ?20 degrees Fahrenheit without any additional protection. \n'b' Hold Breath . The penguin can hold its breath for 20 minutes. \n'b'\n'b' Actions \n'b'\n'b' Beak . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' A penguin is a flightless bird found in frigid regions near large bodies of water. It is an excellent swimmer and can tolerate the freezing waters there as it hunts fish.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pennagalen \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Damage Immunities poison Condition Immunities frightened , poisoned , prone Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Exit Host . As a bonus action, the pennagalen exits its host body. Each creature within 20 feet of it that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. \n'b' Poisonous Blood . When a pennagalen or its empty host body takes piercing or slashing damage, each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) poison damage. A creature that fails its saving throw by 5 or more is also poisoned for 1 minute. \n'b' Regeneration (host form only) . The pennagalen regains 2 hit points at the start of its turn if it has at least 1 hit point. \n'b' Sunlight Sensitivity (true form only) . While in sunlight, the pennagalen has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Nature . A pennagalen doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Club (host form only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Draining Bite (true form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a pennagalen under this pennagalen\xe2\x80\x99s control, unless the humanoid is restored to life, its body is destroyed, or the pennagalen uses the body as a host body. The pennagalen can have only one pennagalen under its control at a time. If another humanoid rises as a pennagalen, the control of the previous pennagalen ends. \n'b' Inhabit Host (true form only) . The pennagalen inhabits its bonded host body if the body is within 5 feet of it. Its statistics remain the same while inhabiting its host body. Any equipment it is wearing or carrying falls to the ground within 5 feet of the host body. While connected to its host body, the pennagalen doesn\xe2\x80\x99t detect as undead when under the scrutiny of features such as a paladin\xe2\x80\x99s Divine Sense or spells such as detect evil and good . In addition, it slowly regains lost hit points , it loses its Sunlight Sensitivity trait, and it can\xe2\x80\x99t use its Draining Bite when inhabiting its host body. While it is outside its host body, the host body is a hollow lump of dead flesh which can be attacked and destroyed (AC 10; hp 20; resistance to bludgeoning damage; immunity to psychic damage). If the pennagalen\xe2\x80\x99s host body is destroyed while it is outside of the body, it can bind itself to a new host body by spending 2 hours consuming the head and entrails of a dead humanoid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Invidia \n'b' Family: Daimons \n'b'\n'b' Medium fiend , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 51 (6d8 + 24) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 12 (+1) \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 Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Ethereal Jaunt . As a bonus action, the invidia can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Keen Smell . The invidia has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The invidia has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The invidia makes two attacks, one with its bite and one with its claws. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) piercing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 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' Sleep Gaze . The invidia gazes at one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this invidia\xe2\x80\x99s gaze for the next 24 hours. Undead and creatures immune to being charmed aren\xe2\x80\x99t affected by it. \n'b' About \n'b' The hag approaches you with dragging steps. Her cheeks are sallow, her whole body shrunk, her eyes askew and squinting; black decay befouls her teeth, her bosom drops with bile, and venom coats her tongue. \n'b' Invidia daimons roam Hades, eager to spread their disease. An invidia daimon is about the same height and weight as a female human. \n'b' Invidia daimons attack good creatures on sight if the odds of success seem favorable. These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it. \n'b' Loathed by Zeus . There is no love lost between invidia and servants of Zeus, whom they despise. They reside on the Fourth Circle of Infernus where they are responsible for lulling the slothful to further inactivity.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Peri \n'b' Small elemental , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 60 (11d6 + 22) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +6 Skills Deception +6, Sleight of Hand +5 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 11 Languages Auran, Common Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Demise . If the peri dies, its body disintegrates into a warm breeze, leaving behind only the equipment the peri was wearing or carrying. \n'b'\n'b' ACTIONS \n'b'\n'b' Wind Slash . Melee or Ranged Spell Attack : +6 to hit, reach 5 ft. or range 60 ft., one target. Hit : 9 (2d4 + 4) slashing damage plus 7 (2d6) lightning damage or thunder damage (the peri\xe2\x80\x99s choice). \n'b' Invisibility . The peri magically turns invisible until it attacks or uses Storm Wave, or until its concentration ends (as if concentrating on a spell). Any equipment the peri wears or carries is invisible with it. \n'b' Storm Wave (1/Day) . The peri throws its arms forward, releasing a blast of stormy wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a creature takes 7 (2d6) lightning damage and 7 (2d6) thunder damage and is pushed up to 10 feet away from the peri. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. \n'b'\n'b' ABOUT \n'b' This small humanoid has exquisite elfin features, shimmering pale blue skin, and long, flowing hair. Its elegant insectile wings are almost as big as its body. \n'b' Peris are minor genies, spirits of elemental air that are often mistaken for fey. In the distant past, they were wicked, spiteful creatures, but they have since repented and are now mostly benevolent. \n'b' Repentant Tricksters . The djinni calipha banished the peris from the Plane of Air centuries ago for their mischievousness and sent them to the Material Plane to do penance. Now, they try their best to do good deeds, such as helping lost travelers in the mountains where they live. However, they find it hard to resist playing occasional tricks on mortals, particularly hunters who kill more game than they need. These pranks are rarely deadly, and meant to irritate the target of the prank. A peri might steal or hide a hapless mortal\xe2\x80\x99s possessions, give them false directions, or use magic to frighten them away, but they stop short of physical harm, unless met with violence. \n'b' Useful to Genies . Occasionally, a djinn or other powerful genie may send a peri to deliver a message on their behalf. The peri treats such tasks as an opportunity to have some fun, often materialising in mid-air and bellowing the message at the top of its voice. Evil genies have been known to capture peris and keep them locked up in iron cages like little birds for mysterious purposes. Peris sometimes enlist the help of mortal adventurers in rescuing their captured compatriots.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Perpetual Engine \n'b' Gargantuan mythic construct , lawful evil \n'b' Armor Class 30 (natural armor) Hit Points 315 (18d20 + 126) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 4 (-3) CON: 24 (+7) INT: 14 (+2) WIS: 21 (+5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +20, Dex +7, Con +17, Int +12, Wis +15, Cha +5 Skills Perception +25 Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures Damage Immunities poison, psychic Condition Immunities charmed , frightened , stunned , unconscious Senses darkvision 500 ft., passive Perception 35 Languages Binary Challenge Mythic 4 \n'b' SPECIAL TRAITS \n'b'\n'b' Advanced Weaponry . The engine\xe2\x80\x99s attacks are magical and have a +3 bonus to attack and damage rolls (included in their description). \n'b' Arcane Dynamo . When the engine is affected by a non-Epic spell, that spell\xe2\x80\x99s caster must succeed on a DC 24 Intelligence , Wisdom , or Charisma saving throw (caster\xe2\x80\x99s choice) or the spell fails and is absorbed by the engine. When the engine absorbs a spell in this manner, it deals additional arcane damage on the next successful attack it makes. This benefit is cumulative and lasts until the start of the engine\xe2\x80\x99s next turn. The additional damage is 1d6 for a cantrip or 1st-level spell, plus 1d6 for each spell level above 1st. \n'b' Mythic Resistance . When the engine fails a saving throw, it can expend one of its unspent legendary actions to succeed instead. \n'b' Reconstruction Protocol . The engine is extraordinarily difficult to permanently damage. When the engine is reduced to 0 hit points , it is instead restored to its hit point maximum and gains one level of the damaged condition. If the engine starts its turn and has six or more levels of the damaged condition, it is slain. Additionally, the engine is immune to effects that would kill or destroy it (such as disintegrate or power word kill ) so long as it has five or fewer levels of the damaged condition. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the engine takes a mythic action to cause one of the following effects. The engine cannot cause the same effect twice in a row. \n'b'\n'b' Lock On . The engine targets a creature it can see with its weaponry. Until the next initiative count 20 the target cannot be hidden or invisible from the engine, and the engine\xe2\x80\x99s attacks score a critical hit on an attack roll of 16-20. Additionally, the engine cannot attack another creature unless it is unable to attack its target. \n'b' Radiation Cloud . The engine emits of cloud of magical toxins in a 120-foot-radius sphere. Until the next initiative count 20 the area is heavily obscured, and creatures in the area have disadvantage on Intelligence , Wisdom , and Charisma saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The engine makes two Cataclysm Rocket or Pound attacks and either uses Acid Sprayer, Booster Engines, Lightning Harpoon, Power Slam, or Sonic Cannon action. \n'b' Acid Sprayer . The engine sprays poisonous acid in a 30-foot cone. Each creature in the area must succeed on a DC 24 Constitution saving throw or take 54 (12d8) acid damage and become poisoned . Additionally, the ground in the affected area becomes difficult terrain unless it is immune to acid damage. \n'b' Booster Engines . The engine gains a fly speed of 90 feet until the end of its next turn. \n'b' Cataclysm Rocket . Ranged Weapon Attack : +10 to hit, range 1,000 ft., each target in a 25-ft. cube the engine can see. Hit : 25 (4d10 + 3) fire damage. \n'b' Lightning Harpoon . Ranged Spell Attack : +15 to hit, range 120 ft., one creature. Hit : 31 (4d12 + 5) lightning damage, and the target is impaled by a harpoon on the end of a long chain. A creature so impaled cannot move or be moved away from the engine (including via magical teleportation). Additionally, at the end of each of its turns a creature so impaled takes 31 (4d12 + 5) lightning damage and is pulled 30 feet toward the engine. A creature can remove the harpoon by taking an action to succeed on a DC 24 Strength ( Athletics ) check. If the creature is ever more than 120 feet away from the engine, the impalement ends. \n'b' Pound . Melee Weapon Attack : +23 to hit, reach 15 ft., one target. Hit : 40 (6d8 + 13) bludgeoning damage. \n'b' Power Slam . The engine moves up to double its speed in a straight line. If the engine would move into a creature\xe2\x80\x99s space as a part of this movement, the creature must attempt a DC 24 Dexterity saving throw. On a success, the creature moves to the nearest unoccupied space out of the path of engine. On a failure, the creature is pushed ahead of the engine as it travels, takes 35 (10d6) bludgeoning damage, and is stunned until the start of its next turn. If the engine encounters an object that would prevent the movement from this action, the object takes 70 (20d6) bludgeoning damage. If this damage destroys the object, the engine continues on its path. \n'b' Rapid Repair (Recharge 6) . The engine magically regains hit points equal to its hit point maximum. \n'b' Sonic Cannon . The engine fires a line of concentrated sound in a 300 ft. line that is 5 ft. wide. Creatures in the affected area must succeed on a DC 24 Constitution saving throw or take 55 (10d10) thunder damage and be deafened . A successful save halves the damage and prevents being deafened . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The engine 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 engine regains spent legendary actions at the start of its turn. \n'b'\n'b' Advanced Weaponry (Costs 2 Actions) . The engine uses its Acid Sprayer, Booster Engines, Lightning Harpoon, Power Slam, or Sonic Cannon action. \n'b' Assault . The engine makes a Cataclysm Rocket or Pound attack. \n'b' Dispelling Burst . The engine ends any non-Epic spells or magical effects within a 10-foot-radius sphere centered on it. \n'b' Reengage . The engine moves up to its speed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Peryff \n'b' Medium aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 9 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances psychic Condition Immunities charmed , prone Senses darkvision 60 ft., passive Perception 13 Languages Deep Speech Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Alert . The peryff has advantage on initiative checks, it can\xe2\x80\x99t be surprised while it is conscious, and other creatures don\xe2\x80\x99t gain advantage on attack rolls against the peryff due to being unseen by it. \n'b' Overexposure . If a spell or other magical effect that creates bright light targets the peryff, or the peryff starts its turn within an area brightly lit by magical light , it takes 4 (1d8) radiant damage and is blinded until the start of its next turn. \n'b' Unusual Nature . The peryff doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must make a DC 12 Constitution saving throw or contract a disease. One hour after contracting the disease, clusters of blinking, cloudy eyeballs form in random spots all over the target\xe2\x80\x99s flesh. Until the disease is cured, the peryff has advantage on attack rolls made against the target and on Wisdom ( Survival ) checks made to track the target. \n'b' Expel Eye Cluster (1/Day) . One of the peryff\xe2\x80\x99s eyeball clusters separates from its mass and appears in an unoccupied space within 5 feet of the peryff. The cluster functions as if created by the spell arcane eye , except that it is a Tiny object with AC 10 and 1 hit point. The cluster remains for up to 1 hour or until the peryff dismisses it as a bonus action, at which point it collapses to the ground as a lifeless cluster of eyes. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Discordant Vibrations . A creature the peryff can see within 30 feet of it must succeed on a DC 12 Intelligence saving throw or take 4 (1d8) psychic damage and have disadvantage on the next attack roll or saving throw it makes before the end of its next turn. \n'b'\n'b' ABOUT \n'b' A peryff is a foul creature from realms far and weird. \n'b' It resembles a humanoid gently hovering over the ground. However, it lacks eyes, hands, and feet. In place of these appendages, the peryff has thick clusters of milky, ever-blinking eyeballs. From a distance, the eyeballs resemble cysts or tumors. \n'b' Although they lack mouths, the peryff still communicates audibly. It twitches its myriad eyes, creating vibrations that duplicate the sounds of a speaking creature. Those who\xe2\x80\x99ve had the misfortune of encountering the peryff say that the vibrations cause mild nausea. \n'b' Peryffs can separate their eye clusters from their body, creating creatures similar to the sensors created by the arcane eye spell. The peryff can also infect targets with a disease dubbed the Curse of Eyes. This disease transplants some of the peryff\xe2\x80\x99s eyes onto a host, allowing the peryff to track the creature and anticipate its moves. Both of these features make peryffs excellent spies. Peryffs often work for other aberrant creatures or spellcasters who summon them for the purpose. \n'b' An autopsy of a peryff revealed that, in addition to the hundreds of eyes covering its body, the peryff\xe2\x80\x99s chest cavity contained distorted and atrophied humanoid organs. The subject had a heart, too, within which a large, yellow eye hid. This heart eye seemed to control the other eyes. Even though the peryff was dead, the heart eye continued to twitch and observe its surroundings. \n'b' Curiously, the peryff lacked a brain. Where its brain and skull should be, the peryff only had more eyes, clusters upon clusters. Scholars theorize that peryffs were once humanoids altered by prolonged exposure to the aberrant energies of the realms beyond.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Peryton \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 39 (6d8 + 12) Speed 15 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Flyby . The peryton doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Heart Devourer . If the peryton slays a creature which possesses a heart, it may use a bonus action to rend the creature\xe2\x80\x99s heart from its chest and eat it. The peryton gains 10 temporary hit points and has advantage on attack rolls for the next round. Any creatures within 30 feet who witness this devouring must succeed on a DC 13 Wisdom ( fear ) saving throw or become frightened until the end of their next turn. \n'b' Slash and Snatch . If the peryton dives at least 30 feet straight toward a target and then hits it with a Talon attack on the same turn, the target takes an additional 10 (3d6) slashing damage. If the target is size Small or smaller, it is grappled (escape DC 13). The peryton has picked it up and may begin flying away with it. \n'b' Actions \n'b' Multiattack . The peryton makes one Antler attack and one Talon attack \n'b' Antler . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 3) piercing damage. \n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pescavitus \n'b' Small celestial , neutral good \n'b' Armor Class 13 Hit Points 44 (8d6 + 16) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 15 (+2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +5 Damage Resistances radiant Senses darkvision 120 ft., passive Perception 10 Languages Celestial, telepathy 60 ft. Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Weapons . The pescavitus\xe2\x80\x99s weapon attacks are magical. When the pescavitus hits with any weapon, the weapon deals an extra 2d4 radiant damage (included in the attack ). \n'b' Immortal Nature . The pescavitus doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The pescavitus has advantage on saving throws against spells and other magical effects. \n'b' Piscine Curse . When a creature reduces the pescavitus to 0 hp , that creature must succeed on a DC 13 Charisma saving throw or be cursed for 5 days. A cursed creature can be detected as a fiend with spells such as detect evil and good . In addition, for the duration, the cursed creature gains only half the benefit of magic that restores hp and gains no benefits from finishing a long rest. A creature that consumes any amount of the flesh of a pescavitus is automatically cursed. The curse can be lifted by a remove curse spell or similar magic. \n'b' Water Breathing . The pescavitus can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) radiant damage. \n'b' Air Bubble (Recharges after a Short or Long Rest) . The pescavitus creates an air bubble around the heads of any number of creatures that are touching it. A creature that benefits from an air bubble can breathe underwater and gains a swimming speed of 20 feet, if it doesn\xe2\x80\x99t already have a swimming speed. The air bubbles hold enough air for 24 hours of breathing, divided by the number of breathing creatures that received an air bubble. \n'b' Healing Touch (3/Day) . The pescavitus touches another creature. The target magically regains 5 (1d8 + 1) hp and is freed from any disease, poison, blindness, or deafness. \n'b'\n'b' ABOUT \n'b' Fine iridescent scales reflect the sun\xe2\x80\x99s rays in a flashing, multihued spectrum of light. The creature\xe2\x80\x99s fins are long and fine, resembling a billowing cloud, and its fishlike body gives way to a symmetrical humanoid face. \n'b' Pescavituses are sometimes called the fish of life by sailors who have been lucky enough to be near one after a shipwreck or sinking. Pescavituses cruise the seas alone or in groups no bigger than three, healing injured creatures, helping stranded land-dwellers to make their way to shore, and addressing threats to the ocean, such as fiendish activity or the presence of some malign artifact. \n'b' Angel Fish . Pescavituses originate in the perfectly ordered oceans of the Upper Planes. Schools of the creatures roam those waters, living in perfect harmony with goodly merfolk and pelagic devas. On the Material Plane, they often ally with incandescent ones when facing great threats in the shallower parts of the oceans, where pelagic devas rarely roam. Pescavituses understand the delicate balance of the sea\xe2\x80\x94and how harsh and unforgiving its natural cycles can be\xe2\x80\x94and they don\xe2\x80\x99t work against such forces. However, they happily heal the injuries of beasts that have evaded a predator. \n'b' Mistaken for Monsters . Pescavituses have historically been confused for ningyos, often to the detriment of the creature that makes the mistake. Mortals who eat the flesh of a pescavitus, hoping it will grant them eternal life, often find their lifespan cut short as injury or exhaustion overtake them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pestie \n'b' Small fey , lawful evil \n'b' Armor Class 13 Hit Points 10 (3d6) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 11 (+0) INT: 6 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Hatred . Pesties have advantage on attacks versus dwarves, gnomes and deep gnomes. \n'b' Innate Spellcasting . The pestie\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : prestidigitation \n'b' 1/day : fear \n'b'\n'b' Keen Smell . The pestie has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sneak Attack (1/turn) . The pestie deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the pestie that isn\xe2\x80\x99t incapacitated and the pestie doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Dart . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pestilence Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 22 (4d8 + 4) Speed 10 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dormant in Darkness . The pestilence swarm appears dead in darkness and remains in a passive state until touched by light. When at least one insect in the swarm sees light, the entire swarm becomes active and attacks anything that moves. Once active, a swarm in complete darkness that isn\xe2\x80\x99t taking damage returns to its dormant state after 1 minute. The swarm poses no threat to creatures passing near it in complete darkness. \n'b'\n'b' ABOUT \n'b' These flying insects are coated in a thick layer of dust and cover the walls, ceiling and floor of a room, completely motionless in the dark. The stray light from a lantern falls one of them, awakening the swarm, which takes to the air in an angry fury. \n'b' Awakened by Light . The pestilence swarm is a massive group of tiny flying insects resembling enormous, fat houseflies. The smell of carrion often lures them underground or into shallow caves, though they also dig burrows. As long as they are in darkness, they are immobile, appearing almost dead. When hit by light, however, they awake and swarm any creatures in the area. \n'b' Destroyer of Crops . Although fortunately rare, when a cloud of these insects descends on a field, it takes mere hours for them to completely devour everything that might have been worth harvesting. They eat fruits, grains, and even the livestock, leaving a decimated field in their wake. \n'b' Bringer of Plagues . Pestilence swarms often carry and transmit disease as they move from area to area. They descend on populated areas, eat any food that is left out, bite the people who live there, and eventually move to the next area. Diseases from one area spread to another, festering in the bite wounds left by the swarm. The suffering they bring to small villages and towns is legendary.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Awakened Giant Badger \n'b' Medium beast , neutral good \n'b' Armor Class 10 Hit Points 20 (2d8 + 4) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 13 (+1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 11 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The badger has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The badger makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pestilite \n'b' Small aberration (titanspawn), lawful evil\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 16 (3d6 + 6) Speed 20 ft., fly 30 ft. Skills Deception +4, Stealth +3 Damage Resistances poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 Languages Titan Speech Challenge 1/4 (100 XP) \n'b' Special Traits \n'b' Disease Immunity . The pestilite is immune to diseases. \n'b' Hive Mind . All pestilites are in constant, rudimentary telepathic communication with every other pestilite within 6 miles. They cannot speak via this link, but they can exchange simple thoughts and images. If one is aware of a particular danger, they all are aware of that danger. \n'b' Actions \n'b' Sting . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d3 + 1) piercing damage plus 2 (1d4) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 4 (1d8) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. \n'b' Spit Poison . Ranged Weapon Attack : +3 to hit, range 10/30 ft., one target. Hit : 3 (1d4 + 1) poison damage. \n'b' Deafening Cadence . A pestilite produces a keening, piercing wail via drum-like organs in its abdomen, audible out to nearly a mile. Creatures other than pestilites within 15 feet must make a DC 12 Constitution saving throw or be deafened for as long as they remain within 15 feet of the deafening cadence, plus 1d4 rounds. Once a pestilite starts its cadence, it can use a bonus action to maintain the noise on subsequent turns. A creature that saves successfully against this effect is immune to deafening cadence for 24 hours. \n'b' Tactics \n'b' A pestilite is almost never encountered alone. Together, a group of pestilites swoops in and tries to infect all possible targets with fever as quickly as possible, and then they retreat; they know that most infection victims do not live long, so they can withdraw and return later to feed upon dead or greatly weakened adversaries. Pestilites normally swarm and sting their opponents while using their deafening cadence. \n'b' Description \n'b' Cunning Interlopers . Pestilites are sometimes able to move unnoticed through cities by disguising themselves as halflings or other small humanoids under long, deeply cowled robes or similar coverings. Some dwell in large communities under large cities or in massive nests near smaller settlements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Peuchen \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 (natural hide ) \n'b' Hit Points 237 (25d8 + 125) \n'b' Speed 30 ft., fly 50 ft.\n'b' STATS STR: 22 (+6) DEX: 25 (+7) CON: 20 (+5) INT: 13 (+0) WIS: 16 (+3) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +11 \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages Common \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The peuchen\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : vampiric touch \n'b' 3/day each : charm person , hold person \n'b'\n'b' Paralyzing Poison . A creature hit by the peuchen\xe2\x80\x99s bite attack must succeed a DC 17 Constitution saving throw or be paralyzed until the peuchen\xe2\x80\x99s next turn. A creature that fails its saving throw is also poisoned for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 45 (6d12 + 6) piercing damage plus 33 (6d10) poison damage. \n'b' Animal Possession . A peuchen can possess a beast within 100 feet of the same species it has assumed with its Shapechanger ability. The beast must succeed a DC 18 Wisdom saving throw to avoid this effect. If the possession succeeds, the peuchen\xe2\x80\x99s previous body dies. This does not change the amount of hit points the peuchen has. \n'b' Hypnotic Scales . A peuchen can cause its scales to glisten and gleam, causing all creatures within 30 feet to be stunned unless they succeed a DC 18 Wisdom saving throw. Once a creature is stunned , it remains until it is damaged. A creature can retry its saving throw at the end of each of its rounds. A creature that successfully saves against this ability is immune to this peuchen\xe2\x80\x99s Hypnotic Scales for 24 hours. \n'b' Shapechanger . The peuchen can transform into a Small or Medium beast, keeping all of the same statistics as its base form though it loses its fly speed if the beast it transformed into cannot fly. \n'b'\n'b' ABOUT \n'b' These winged snakes range in color from violet to vibrant green to glossy black; the most commonly encountered peuchens are a dark, tawny brown. Those in jungles tend to match the patterns found on local pythons. Rarely, they sport a series of red, white, and black bands, with the thin white band sandwiched between the thicker red and black bands. When peuchens are not flying, their leathery, batlike wings lie folded along their bodies, matching the coloration of the hides below. Their eyes are a brilliant green, with snakelike pupils. Peuchens have a smooth, dry texture to their diamond-shaped scales and smell faintly of nutmeg. Their fangs fold up into their jaw, but snap into place to bite prey with lightning speed. A peuchen measures around 12 feet long and 1 foot in diameter at its thickest point, with a wingspan of 8 feet; it weighs nearly 250 pounds. \n'b' Livestock Stalkers. When they hunt, peuchens take on the form of livestock, such as sheep, goats, and cattle, and they prefer to stalk places suffering from drought or famine. These ambush predators often trick shepherds or lone farmers into bringing them back to farms, homesteads, and towns, where they can slip out each night to prey on any creatures they can find. They ambush their prey by coiling up and lunging with their strikes from a distance father than their prey usually expects. Peuchens prefer to drain the blood of humanoids, but they will eat sheep, goats, cats, dogs, or poultry if they fail to capture their favorite prey. They happily lair in haylofts or open attics, but also create nests in large trees or rock formations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Kako \n'b' Family: Daimons \n'b'\n'b' Medium fiend (shapechanger), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 67 (9d8 + 18) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \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 +7, Stealth +6 Senses darkvision 60 ft., passive Perception 17 Languages Common, Infernal Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The kako\xe2\x80\x99s innate spellcasting ability is Wisdom . It can innately cast the following spells, requiring no material or verbal components:\n'b'\n'b' At will : pass without trace \n'b' Rage (Recharges after a Short or Long Rest) . As a bonus action, the kako can enter a rage that lasts for 1 minute. The rage ends early if the kako is knocked unconscious or if his its ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since its last turn. While raging, the kako gains the following benefits: It has advantage on Strength checks and Strength saving throws; It deals an extra 3 damage when it hits a target with a melee weapon attack ; It has resistance to bludgeoning, piercing, and slashing damage. \n'b' Shapechanger . The kako can use its action to polymorph into a dog-humanoid hybrid or into a dog, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Telepathic Bond . The kako 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' Keen Hearing and Smell . The kako has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . The kako makes one attack with its bite in dog form, one with its claws in humanoid form, or two with its bite and its claws in hybrid form. \n'b' Bite (Dog or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xe2\x80\x99s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies. \n'b' Claws (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 10 (2d4 + 5) slashing damage. \n'b' Charm . One humanoid the kako can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the kako\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 kako\xe2\x80\x99s Charm for the next 24 hours. The kako 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' An old, blind man waves piteously to you from the ground, begging for alms. \n'b' A kako daimon is a lupine fiend that can take the shape of a mastiff or a man. Kako daimons roam Hades looking for the weak to prey on. \n'b' In its natural form, it resembles a man-dog hybrid with terrible jaws and sharp claws. As whelps, kako daimons are nearly indistinguishable from dogs, except for their size and claws. As they grow larger and stronger, their skin darkens to bluish-red and eventually becomes blue altogether. A full-grown kako daimon is about 6 feet long and weighs 180 pounds. A kako daimon\xe2\x80\x99s eyes glow red when the creature becomes excited. \n'b' Blessed of Eris . They are the spawn of Eris and are sacred to her. In Infernus they are native to the Suicide Woods of the Seven Circle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pewter Knight \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The construct is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the construct must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for one minute. \n'b' False Appearance . While the construct remains motionless, it is indistinguishable from a normal giant-sized spice shaker. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pewter knight makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Spice Cloud (recharge 5-6) . The construct exhales a cloud of spices in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be incapacitated for one minute as they inhale a large amount of salt, pepper, sugar, or cinnamon (depending on the contents housed within the pewter knight). An incapacitated creature can attempt the saving throw at the end of its turn, ending the effect on itself on a success. The area of the cone is lightly obscured for one minute or until a strong wind disperses it. \n'b'\n'b' ABOUT \n'b' These constructs are usually made by giants to serve as their spice shakers, and as such, can contain hundreds of pounds of pepper, salt, and other spices. While knights made of pewter are the most common forms, more imaginative shapes are possible. When fighting a pewter knight, it is best to be wary of not just their physical power but also their ability to spew forth the spices held within.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phalanx Captain \n'b' Medium humanoid (human) \n'b' Armor Class 18 (half plate, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Wis +3, Cha +6 Skills Athletics + 6, Perception +3, Intimidation +4, Vehicle (Water) +4, Navigation Tools +3 Senses passive Perception 12 Languages Kagari (Common) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The phalanx captain has advantage on saving throws against being frightened . \n'b' Duelist . When fighting with a weapon in one hand only or with a weapon and shield combination, the phalanx captain adds +2 to the damage of the attack (included in the stats) \n'b' Phalanx . The phalanx captain is more effective leading a shield wall. When a creature with this ability is standing within 5 feet of another creature with this ability, and they are both wielding shields, their AC is increased by 1. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The phalanx captain makes three melee attacks with either their war spear or shield bash attacks or any combination of the two. \n'b' War Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Shield Bash . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Knock them down! (Recharge 5-6) . Up to three allies within 30 feet of the phalanx captain with the shield bash attack can make that attack as a reaction . The DC for the attack \xe2\x80\x98s check is increased by 2 for this attack . \n'b'\n'b' ABOUT \n'b' Phalanx warriors specialize in a fighting style that involves locking shields and moving in formation, and they usually wear medium armor for mobility. These warriors will always try to lock shields for the added protection. If there is a captain among them, he will often use his Knock Them Down action to knock opponents down to gain ground. If a general is among them, he uses the opportunity of a downed opponent to use the Command Ally ability to give a soldier an attack with advantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phalanx General \n'b' Medium humanoid (human) \n'b' Armor Class 19 (half plate, shield) Hit Points 117 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Wis +3, Cha +6 Skills Athletics +7, Intimidation +6, Perception +3, Persuasion +6, Vehicle (Water) +5, Navigation Tools +3 Senses passive Perception 13 Languages Kagari (Common) Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary-Resistances (2/day) . If the phalanx general fails a saving throw, they can choose to succeed instead. \n'b' Brave . The phalanx general has advantage on saving throws against being frightened . \n'b' Duelist . When fighting with a weapon in one hand only or with a weapon and shield combination, the phalanx general adds +2 to the damage of the attack (included in the stats) \n'b' Phalanx . The phalanx general is more effective if they can form a shield wall. When a phalanx general is standing within 5 feet of another creature with this ability and they are both wielding shields, their AC is increased by 1. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The phalanx general makes three melee attacks . \n'b' War spear . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 9 (1d6 + 6) piercing damage in melee or 7 (1d6 + 4) piercing damage at range. \n'b' Shield Bash . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The phalanx general can take 2 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. Phalanx general regains spent legendary actions at the start of its turn. \n'b'\n'b' Weapon Attack . The phalanx general makes a weapon attack . \n'b' Command Ally . The phalanx general targets one ally they can see within 30 feet. If the target can see and hear the phalanx general, the target can make one weapon attack as a reaction . \n'b' Fear My Wrath (Costs 2 Actions) . Warriors fear their commander more than any enemy. The phalanx general can target up to three allies within 30 feet who can see and hear them to make a saving throw versus any charm or fear effect currently in effect from a failed saving throw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phalanx Veteran \n'b' Medium humanoid (human) \n'b' Armor Class 17 (scale mail, shield) Hit Points 38 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2, Vehicle (Water) +3 Senses passive Perception 12 Languages Kagari Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The phalanx veteran has advantage on saving throws against being frightened . \n'b' Phalanx . When a phalanx veteran is standing within 5 feet of another creature with this ability and they are both wielding shields, their AC is increased by 1. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The phalanx veteran makes two melee attacks . \n'b' War Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands to make a melee attack . \n'b' Shield Bash . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Phalanx warriors specialize in a fighting style that involves locking shields and moving in formation, and they usually wear medium armor for mobility. These warriors will always try to lock shields for the added protection. If there is a captain among them, he will often use his Knock Them Down action to knock opponents down to gain ground. If a general is among them, he uses the opportunity of a downed opponent to use the Command Ally ability to give a soldier an attack with advantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phalanx Warrior \n'b' Medium humanoid (human) \n'b' Armor Class 16 (scale mail, shield) Hit Points 15 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Kagari (Common) Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The phalanx warrior has advantage on saving throws against being frightened . \n'b' Phalanx . The phalanx warrior is more effective if they can form a shield wall. When a creature with this ability is standing within 5 feet of another creature with this ability, and they are both wielding shields, their AC is increased by 1 each. \n'b'\n'b' ACTIONS \n'b'\n'b' War spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d8 + 1) piercing damage, or 6 (1d10 + 1) piercing damage if used with two hands to make a melee attack . \n'b' Shield Bash . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Phalanx warriors specialize in a fighting style that involves locking shields and moving in formation, and they usually wear medium armor for mobility. These warriors will always try to lock shields for the added protection. If there is a captain among them, he will often use his Knock Them Down action to knock opponents down to gain ground. If a general is among them, he uses the opportunity of a downed opponent to use the Command Ally ability to give a soldier an attack with advantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantasmagoria Wagon \n'b' Large construct , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 210 (20d10 + 100) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 15 (+2) WIS: 12 (+1) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +11, Persuasion +11 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages All Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feed on Fear . Anytime a phantasmagoria wagon is within 15 feet of a dying creature or creature subject to a fear effect, it repairs 5 hit points of damage. This includes creatures trapped within the wagon\xe2\x80\x99s phantom zone. \n'b' Grim Coachman . To help interact with mortals, a phantasmagoria wagon can create a grim coachman (or \xe2\x80\x9cgroach\xe2\x80\x9d). This figure can have any humanoid appearance or clothing but is usually masked or hooded and is generally believed to be the true fey menace and the wagon simply a magical conveyance. The groach is an illusion. The wagon\xe2\x80\x99s spells can originate from the wagon itself or the groach\xe2\x80\x99s location. The groach cannot be damaged, and if dispelled the wagon can create a new groach on the drover\xe2\x80\x99s board as an action. \n'b' Hardened . The phantasmagoria wagon is an object as much as a construct and has a damage threshold of 5. \n'b' Immutable Form . The phantasmagoria wagon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The phantasmagoria wagon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The phantasmagoria wagon\xe2\x80\x99s weapon attacks are magical. \n'b' Phantom Zone . A phantasmagoria wagon contains a bizarre pocket dimension of shifting landscapes and phantasmal beings of frightful aspect. This dimension can be accessed through any of the wagon\xe2\x80\x99s many doors, appearing as a vortex of light that seeps out like a vaporous ladder, beckoning passersby. The wagon uses its mysterious music ability to lure creatures inside, trapping them. Trapped creatures can escape as an action if they make a DC 20 Intelligence check to find the exit. Each time they fail the saving throw they become frightened and confused (as the confusion spell) for 1d4 rounds. On subsequent failures, the trapped creature loses 1 point of Wisdom . Multiple creatures may be trapped within the phantom zone simultaneously, though they cannot perceive or interact with other trapped creatures. A phantasmagoria wagon may suppress the psychedelia within the phantom zone to fortify its exits, imposing disadvantage on Intelligence checks to escape. Creatures reduced to 0 Wisdom scores become comatose and are usually ejected by the wagon wherever it happens to be (but never in a civilized area). \n'b' World Wheeler . A phantasmagoria wagon roams through lands of every kind and even between worlds and picks up bits of lore wherever it roams, learning the social customs and best ways to interact with people of every kind. It has advantage on any ability or skill checks related to the planes, geography, or culture. It has a particular impressive knowledge of gates and other fey connections to Faerie. \n'b'\n'b' ACTIONS \n'b'\n'b' Trampling Charge . The phantasmagoria wagon runs over any creature it passes over as part of its move action. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Bedraggled Bondage . A phantasmagoria wagon can attempt to entice a creature to pull it. This functions as dominate spell (either monster, beast or person as appropriate) with DC 19 Wisdom saving throw to resist the effect. A creature already under the effect of mysterious music has disadvantage on the saving throw. If the save succeeds, it is immune to this ability for 24 hours. If the save is failed, the creature willingly takes up the wagon\xe2\x80\x99s traces and pulls it along wherever the wagon (through its grim coachman) commands gaining the grappled condition (Escape DC 18). Once harnessed to the wagon, the creature gains great strength and speed, gaining +10 to its Strength and Constitution saving throw and +10 feet of movement. The bound creature is overcome by a deep sadness gaining disadvantage on all ability checks and saving, though it does not question the need to continue pulling the wagon. Attackers may choose to strike the bound creature instead of the wagon. The wagon may also disguise the trapped creature via illusion magic to make the enslaved creature appear as anything it likes. \n'b' Mysterious Music . A phantasmagoria wagon emanates haunting music luring victims in to its phantom zone. The wagon targets all humanoids that can hear the wagon within 60 feet of it. If the target can hear the wagon, it must succeed on a DC 19 Wisdom saving throw or be magically charmed . The charmed creature regards the wagon as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the wagon\xe2\x80\x99s control, it takes the wagon\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the wagon 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 indefinitely or until the wagon is destroyed, 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 mysterious music for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A wagon can take 2 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. A wagon regains spent legendary actions at the start of his turn. \n'b'\n'b' Overrun . The wagon makes a trampling charge attack . \n'b' Haunting Melody . The wagon uses its mysterious music ability, creatures already immune to the effect instead take 45 (10d8) psychic damage on a failed DC 19 Intelligence check or half as much damage on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Overrun . When a phantasmagoria wagon is hit by a melee attack it may use trampling charge as a reaction . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a phantasmagoria wagon is warped by the wagon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' All beasts that can see the phantasmagoria wagon become frightened . \n'b' A roiling mist precedes the approach of the phantasmagoria wagon. This low hanging mist affects a 1-mile radius around the wagon. The area becomes heavily obscured and nonmagical winds cannot disperse it. \n'b' Dark clouds roll in and lightning flashes at dramatic moments casting a sinister pall over a 10-mile area centered on the wagon. It may also become windy or rain as appropriate to the wagon\xe2\x80\x99s sense of flair. These effects are centered on the phantasmagoria wagon and move with it. If the wagon is destroyed conditions in the area return to normal in 1d6 minutes. \n'b'\n'b' ABOUT \n'b' Phantasmagoria wagons are usually sent by their fey masters to remind mortals that some nights are times to fear the wild things in the world beyond, while at the same time tempting the daring or curious to look where others dread and thus find those whose fortitude or foolishness might pique their interest for a visit in the flesh. Phantasmagoria wagons can be ambassadors between mortal and fey, practicing a discordian diplomacy that confounds mortal rationality but slakes the impulses of faerie passions. \n'b' Phantasmagoria wagons acting independently may act similarly, spiriting captives off to the Fey Realms out of sheer whimsy or to barter the lives and freedom with denizens of that plane. Some phantasmagoria wagons are entirely nomadic, while others maintain a regular schedule of travels, returning often enough that their advent fills the locals with dread as they barricade themselves inside, huddling in fear . \n'b' Some localities hold lotteries, chaining the unfortunate loser in the wagon\xe2\x80\x99s path as an offering in the hope that the groach and his wagon will accept their sacrifice and depart, while a rare few volunteer as tribute to exempt their families from future lotteries. Whatever their motivation, few that go unto the wagon are ever seen again. \n'b' This ramshackle peddler\xe2\x80\x99s wagon is covered with strangely carved doors and cupboards, with eerie light leaking through the cracks. A hooded figure drives a lonely, bedraggled steed before it, but a glowing mist seeps out of doors left ajar to form a spectral staircase leading up to an eldritch portal filled with kaleidoscopic lights and jangling, discordant music that is equal parts disturbing and enchanting. A phantasmagoria wagon is a sentient construct that contains a bizarre and even psychedelic pocket dimension within its doors and drawers. \n'b' Phantasmagoria wagons originated in the Fey Realms, and each carries within it a distillate of the pervasive strangeness of the Fey Realms, a physical and psychic residue that takes tangible form within the null-space inside the wagon in the form of inhuman phantoms and kaleidoscopic cascades of shifting reality. A phantasmagoria wagon is 10 feet long and 8 feet high and weighs 3000 pounds. \n'b' Eerie Environment . Phantasmagoria wagon is highly disturbing to the natural patterns of wind and weather, disrupting the natural activity cycles of diurnal and nocturnal animals and inspiring choruses of yowling, chattering, and fits of erratic behavior, overwhelmingly intense and always on the edge (if not over it) of going out of control. The phantasmagoria wagon may chase small or weak creatures not with any intention of killing them, but for the simple purpose of inspiring fear or drawing other creatures into the chase or into destructive rampages of their own. \n'b' Unseelie Agents . Phantasmagoria wagons are solitary nonesuches, existing only to test, torment, or terrify according to no particular strategy. They do respond to the commands of the eldest and the Tane that rule the Fey Realms, lending support to the claims that they were purpose-built for spreading mayhem and mystery, though they also rumble across the verges between worlds and into the Material Plane on no particular errand but their own. \n'b' Phantasmagoria wagons acting under the direction of the fey rulers may be sent to recover creatures that have escaped from their fey masters, or to seek out mortals to entice into the pleasure of the fey. Some creatures they entice may be made to serve as beasts of burden, shrouded in illusion as simple drover\xe2\x80\x99s animals, or as impossibly tiny creatures to pull an entire wagon, or as supernatural beasts from unicorns to nightmares. Others are swallowed up within the phantom zone that lies within every phantasmagoria wagon, disgorged only when their minds are reduced to rubble.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom \n'b' The dark, vague outline of a person flickers in the gloom. The restless, angry spirits of those who have met a violent end, phantoms wander the night, vacillating between confusion, outrage, and misery. \n'b' Medium undead , any alignment \n'b' Armor Class 11 Hit Points 22 (5d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 10 (+0) INT: 6 (-2) WIS: 12 (+1) CHA: 12 (+1) \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 , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 1 (200 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The phantom 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' Sunlight Weakness . While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Undead Nature . A phantom doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Ghostly Grasp . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 7 (2d6) necrotic damage. \n'b' Chilling Moan (Recharge 5-6) . The phantom emits an eerie moan. Each creature within 30 feet that isn\xe2\x80\x99t an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn\xe2\x80\x99t frightened . \n'b' About \n'b' Bewildered Victims . Those who have attempted communication with phantoms report that the phantoms have little, if any, awareness of their undead state, and they seem disoriented and permanently trapped in the traumatic moments surrounding their deaths. \n'b' Accidental Killers . Phantoms often approach the living with what seems like benign intent, but, when they draw close, they grab hold of living creatures and give voice to a terrifying, unearthly moan. They seem to be attempting communication, but, when their actions lead to the death of the creature, they wander away to find another.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom Fungus \n'b' Medium plant , neutral \n'b' Armor Class 13 (natural armor) Hit Points 60 (8d8+24) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Phantom Flesh . As a bonus action, a phantom fungus can become invisible until it attacks. A moment after it attacks with invisibility , the creature appears briefly as a semi-transparent version of its normal self. While semi-transparent, any creature has disadvantage on attack rolls against it. An attacker is immune to this effect if it doesn\xe2\x80\x99t rely on sight, as with blindsight, or can see through illusions, as with truesight. A phantom fungus remains semi-transparent until it becomes invisible or completely visible. The fungus can turn completely visible as a bonus action, though it normally remains invisible all the time. If killed while invisible , it becomes visible 1d4 minutes later. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' A phantom fungus is a tripedal carnivorous plant that roams the vast and deep underground caverns of the world. It wanders in search of food, using its rootlike feet to detect movement along the cavern floors and the sensitive tendrils surrounding its mouth to pinpoint prey. The maw with which a phantom fungus attacks prey is lined with row upon row of sharp, jagged teeth that resemble pointed rocks more than actual fangs. This \xe2\x80\x9cmouth\xe2\x80\x9d is not used to feed, however, and does not attach to a digestive tract\xe2\x80\x94it is nothing more than a gaping natural weapon. When a phantom fungus feeds, it does so by squatting down on its prey and infesting the corpse with thousands of feeding filaments that burrow through dead flesh to siphon away nutrients. A typical phantom fungus is 6 feet tall and weighs 200 pounds. \n'b' Although they prefer dwelling underground, they have been encountered above ground as well. \n'b' Ambusher . A phantom fungus\xe2\x80\x99s primary advantage as a predator is its ability to vanish from sight. Stealthily patrolling the perimeters of caverns, a phantom fungus remains invisible until it is behind its prey, at which point it snaps at its victim with its vicious maw. A phantom fungus prefers to ambush lone creatures. When it encounters a larger group, a phantom fungus often stalks prey for hours, waiting for the targets to spread out or make camp so that it may attack a single foe at its leisure. Though phantom fungi are not normally pack hunters, there are reports of groves working together to bring down larger foes. When faced with no other option than to attack multiple foes, a group of phantom fungi focuses its attacks on single targets. They prefer to attack noisier foes if possible\xe2\x80\x94characters wearing heavy armor or those that make heavy use ofloud attacks (such as bards or spellcasters) are preferred over quieter creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Axolotl \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 1 (1d4) \n'b' Speed 20 ft., swim 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 9 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 Ft., passive Perception 9 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The axolotl can breathe air and water. \n'b' Regeneration . The axolotl\xe2\x80\x99s severed body parts, if any, are restored after completing a long rest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom Hound \n'b' Medium undead , any alignment \n'b' Armor Class 14 Hit Points 22 (5d8) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., ethereal scent 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ethereal Sight . The phantom hound can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Ethereal Scent . The phantom hound automatically senses the presence of any creature within 60 feet, that isn\xc2\x92t a construct , in the Ethereal and Material Plane. This sense does not allow the hound to discern the location of these creatures, only their presence and number within range. \n'b' Incorporeal Movement . The phantom hound 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' Actions \n'b' Multiattack . The phantom hound can use its Frightening Howl. It then attacks with its Blood-Chilling Bite. \n'b' Blood-Chilling Bite . Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) necrotic damage. \n'b' Etherealness . The phantom hound enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected, by anything on the other plane. \n'b' Frightening Howl (1/Day) . The phantom hound emits a ghostly howl. Creatures within 60 feet of the hound, that aren\xc2\x92t undead and can hear it, must succeed on a DC 12 Wisdom saving throw, or become frightened until the end of the hound\xe2\x80\x99s next turn. \n'b' About \n'b' Animals, on the whole, lack the awareness necessary to remain in spectral form after death, though there is nothing to prevent them doing so otherwise. Spectral hounds are well-established, and there is reason to believe that at least some of them are the genuine impressions of once-living creatures (as opposed to the extensions of a lingering humanoid spirit given canine form), perhaps driven by those same loyal instincts which will compel a still-living dog to pine at his dead master\xc2\x92s grave until the day they themselves perish. \n'b' Spectral cats, on the other hand, are practically unheard of. It is thought that, as even the meanest street-cat comports itself with such a sense of royal self-importance, no cat feels there is anything in the mortal realm worth remaining for.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Keres \n'b' Family: Daimons \n'b'\n'b' Medium fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 12 (+1) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \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 Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Blood Frenzy . The keres has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Consume Life . As a bonus action, the keres can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 11 Constitution saving throw against this magic or die. If the target dies, the keres regains 10 (3d6) hit points . \n'b' Ethereal Jaunt . As a bonus action, the keres can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Keen Smell . The keres has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The keres has advantage on saving throws against spells and other magical effects. \n'b' Rampage . When the keres reduces a creature to 0 hit points with a melee attack on its turn, the keres can take a bonus action to move up to half its speed and make a bite attack . \n'b' Actions \n'b' Multiattack . The keres makes two attacks, only one of which can be a bite attack . \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage. Instead of dealing damage, the keres can grapple the target (escape DC 13). \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the keres, incapacitated, or restrained . Hit : 7 (1d8 + 3) 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 keres 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' About \n'b' You see a roiling mass of fanged and taloned women, clothed in bloody garments, fighting over the fallen in Hades. They rush forward to drink of the black blood, and each, as soon as she snatches a corpse, hooks her great claws into it and drags it into the ethereal. \n'b' Keres are the daimons of violent death, be it in battle, through murder, or accident. They are the inevitable results of death and are called upon when a person\xe2\x80\x99s life is to naturally end as determined by the fates. \n'b' Like vultures, keres swarm over battlefields, fighting with each other over prey in a bloodlust. They are never found alone, and their rampages only propel more of them into a frenzy that makes them nearly impossible to fight off. \n'b' Spawn of Nyx . As children of Nyx, keres are behold to no one. Keres do not recognize divine allegiances and it\xe2\x80\x99s not uncommon for deities to protect their favored servants\xe2\x80\x99 souls by sending a guardian to ward off a keres attack lest their soul be consumed. On Infernus they are native to the Fifth Circle of Infernus.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom Servant \n'b' Medium undead , any alignment \n'b' Armor Class 13 Hit Points 13 (3d8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages the languages its creator knows Challenge 1 (200 XP) \n'b' Special Traits \n'b' Ethereal Sight . The phantom can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The phantom 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' Actions \n'b' Multiattack . The phantom can use its Frightening Visage. It then attacks with its Blood-Chilling Touch. \n'b' Blood-Chilling Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) necrotic damage. \n'b' Etherealness . The phantom enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected by, anything on the other plane. \n'b' Frightening Visage . One creature within 60 feet of the phantom, that isn\xc2\x92t undead and can see it, must succeed on a DC 13 Wisdom saving throw, or be frightened until the end of the phantom\xe2\x80\x99s next turn. If a target\xe2\x80\x99s saving throw is successful, or the effect ends for it, the target is immune to this phantom\xe2\x80\x99s Frightening Visage for the next 24 hours. \n'b' About \n'b' Some ghosts are able to split away parts of their spirit to act independently, though still under the ghost\xc2\x92s control. These fragments, known as phantom servants, should really be thought of a way for the ghost to spread its influence and accomplish multiple tasks simultaneously, rather than beings in their own right.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom Stalker \n'b' Medium undead , as its creator\xe2\x80\x99s alignment \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 90 (12d8 + 36) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7 \n'b' Skills Athletics +7, Perception +4, Stealth +3 \n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses darkvision 120 ft., passive Perception 14 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Object of Obsession . The phantom stalker was created during a ritual involving another creature\xe2\x80\x99s trinket. The owner of the trinket used in the rite is the phantom stalker\xe2\x80\x99s obsession. \n'b' Stalking . The phantom stalker knows the direction of its obsession as long as it is on the same plane. \n'b' Turn Immunity . The phantom stalker is immune to effects that turn Undead. \n'b' Undead Resilience . The phantom stalker doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unholy Juggernaut . If the phantom stalker is reduced to 0 hit points , it rises 1d4 + 1 hours later with half its hit points restored unless its body is sprinkled with holy water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The phantom stalker makes two Hatchet attacks. \n'b' Hatchet . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) necrotic damage plus 10 (3d6) necrotic damage if the target is the phantom stalker\xe2\x80\x99s obsession. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ghastly Appearance . The phantom stalker removes the veil from its face. Each creature within 30 feet of the phantom stalker that isn\xe2\x80\x99t Construct or Undead and that can see it must make a DC 15 Wisdom saving throw. On a failed save, a creature becomes frightened of the phantom stalker until the start of the phantom stalker\xe2\x80\x99s next turn. A creature has its movement speed reduced to 0 while frightened . The phantom stalker\xe2\x80\x99s obsession makes the saving throw with disadvantage. \n'b' Push Aside . The phantom stalker attempts to push aside a creature that is between it and its obsession. The creature must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b'\n'b' TACTICS \n'b' A phantom stalker does not exist independent of its obsession. As such, these undead creatures are not common to any particular environment but can be encountered almost anywhere in the multiverse. Only a freshly created phantom stalker may be found in its creator\xe2\x80\x99s lair. However, if its obsession is on another plane, the phantom stalker returns to its master, who may teleport it to continue its pursuit. \n'b' A phantom stalker perceives everything other than its obsession as obstacles. For this reason, it prefers to attack its target one-on-one. If unable to do so, it pushes other creatures aside as it tries to get to the target. If the target is likely to run away by using the Dash or Disengage actions , a phantom stalker attempts to Grapple it. \n'b' ABOUT \n'b' Seemingly an unstoppable force, a phantom stalker pursues its target obsessively, even across the multiverse itself. \n'b' Indifferent to all dangers and void of any needs, a phantom stalker hunts its obsession with a relentless passion. No obstacle can delay it for long because its undeath is magically and inextricably linked to the soul of its prey. \n'b' Deathly Connection . When necromancers or liches hold a grudge against a living being, these powerful spellcasters are often too busy to hunt down the targets of their animosity themselves. Instead, they perform a dark ritual. Using a trinket that belongs to their enemy, they infuse a corpse with burning obsession to destroy the target. After the rite is concluded, a phantom stalker arises and silently sets out to find and destroy its obsession. Once a phantom stalker fulfills its duty, its body crumbles to ashes within minutes since its continued existence was tied to its obsession. Likewise, if the obsession dies by any other means so too does the phantom stalker meet its end. \n'b' Face of Death . When a phantom stalker is created, it bears the face of its obsession. However, this face is disfigured and hidden beneath a ghastly veil. When a phantom stalker attacks its obsession, it discards its veil so that its victim may gaze upon its grotesque visage. The experience of seeing one\xe2\x80\x99s own face distorted by death and decay often proves to be too horrible a burden for many people. \n'b' Phantom Veils . The discarded veils show a semblance of undeath as well. Once the obsession is killed, the torn-off guise returns to its creator\xe2\x80\x99s lair, where it joins other veils in a freakish flock. The veils\xe2\x80\x99 creator can send a swarm of them to fetch a fresh corpse to be used in the creation of a new phantom stalker.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom Steed \n'b' Large undead , any alignment \n'b' Armor Class 14 Hit Points 32 (5d10 + 5) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., ethereal scent 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ethereal Sight . The phantom steed can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Ethereal Trample . If the phantom steed uses the Dash action, and moves at least 30 feet in a straight line through another creature\xe2\x80\x99s space, it can make one attack against that creature with its Cold Hooves as a bonus action. \n'b' Ethereal Mount . Creatures with both the Incorporeal Movement and Etherealness abilities can use the phantom steed as a mount. When such a creature controlling the steed uses its Etherealness ability, the steed enters the other plane along with it. \n'b' Incorporeal Movement . The phantom steed 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' Actions \n'b' Multiattack . The phantom steed can use its Frightening Scream. It then attacks with its Cold Hooves. \n'b' Cold Hooves . Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) necrotic damage. \n'b' Etherealness . The phantom steed enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected by, anything on the other plane. \n'b' Frightening Scream (1/Day) . The phantom steed emits a ghostly whinny. Creatures within 30 feet of the steed, that aren\xc2\x92t undead and can hear it, must succeed on a DC 12 Wisdom saving throw, or be frightened until the end of the steed\xc2\x92s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phantom Veil \n'b' Tiny undead , unaligned \n'b' Armor Class 13 \n'b' Hit Points 25 (17d4 \xe2\x80\x93 17) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 9 (-1) INT: 3 (-4) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned , prone \n'b' Senses darkvision 60 ft., passive Perception 9 \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' Undead Resilience . The veil doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Wrap . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) necrotic damage, and the phantom veil attaches itself to the target. While attached, the phantom veil doesn\xe2\x80\x99t attack . Instead, at the start of each of the phantom veil\xe2\x80\x99s turns, the target takes 6 (1d6 + 3) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by a number equal to the necrotic damage dealt. A creature, including the target, can use its action to detach the phantom veil. When the veil is reduced to 0 hit points , it detaches from any creature it is attached to. \n'b'\n'b' ABOUT \n'b' Seemingly an unstoppable force, a phantom stalker pursues its target obsessively, even across the multiverse itself. \n'b' Indifferent to all dangers and void of any needs, a phantom stalker hunts its obsession with a relentless passion. No obstacle can delay it for long because its undeath is magically and inextricably linked to the soul of its prey. \n'b' Deathly Connection . When necromancers or liches hold a grudge against a living being, these powerful spellcasters are often too busy to hunt down the targets of their animosity themselves. Instead, they perform a dark ritual. Using a trinket that belongs to their enemy, they infuse a corpse with burning obsession to destroy the target. After the rite is concluded, a phantom stalker arises and silently sets out to find and destroy its obsession. Once a phantom stalker fulfills its duty, its body crumbles to ashes within minutes since its continued existence was tied to its obsession. Likewise, if the obsession dies by any other means so too does the phantom stalker meet its end. \n'b' Face of Death . When a phantom stalker is created, it bears the face of its obsession. However, this face is disfigured and hidden beneath a ghastly veil. When a phantom stalker attacks its obsession, it discards its veil so that its victim may gaze upon its grotesque visage. The experience of seeing one\xe2\x80\x99s own face distorted by death and decay often proves to be too horrible a burden for many people. \n'b' Phantom Veils . The discarded veils show a semblance of undeath as well. Once the obsession is killed, the torn-off guise returns to its creator\xe2\x80\x99s lair, where it joins other veils in a freakish flock. The veils\xe2\x80\x99 creator can send a swarm of them to fetch a fresh corpse to be used in the creation of a new phantom stalker.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phase Minotaur \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 16 (chain mail) Hit Points 287 (25d10 + 150) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 23 (+6) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12 Dexterity +6, Constitution +11 Skills Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Giant Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Charge . If a phase minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Ethereal Ambusher . In the first round of a combat, a phase minotaur has advantage on attack rolls against any creature it has surprised. \n'b' Ethereal Jaunt . As a bonus action, a phase minotaur can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Labyrinthine Recall . A phase minotaur can perfectly recall any path it has traveled. \n'b' Reckless . At the start of its turn, a phase minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Vorpal Weapon . A phase minotaur wields a vorpal greataxe. If a phase minotaur rolls a natural 20 on an attack roll, a phase minotaur severs the creature\xe2\x80\x99s head. The creature dies if it can\xe2\x80\x99t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn\xe2\x80\x99t have or need a head, has legendary actions , or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit. \n'b' Actions \n'b' Multiattack . A phase minotaur makes two attacks: one with its greataxe and one with its gore. \n'b' Vorpal Greataxe . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 33 (4d12 + 7) slashing damage. \n'b' Gore . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phase Spider \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d10 + 5) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ethereal Jaunt : As a bonus action , the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Walker : The spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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 in this way. \n'b' About \n'b' A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phase Spider, Giant \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 76 (6d12 + 24) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Note : The ability scores shown above were copied from the base, non-giant phase spider because no ability scores were provided in the source material for this page. \n'b' Skills Perception +4. Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses truesight 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spider makes two attacks, only one of which can be a bite attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (1d10 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) poison damage and becomes poisoned for 1 minute. On a successful save, the target takes half as much damage and isn\xe2\x80\x99t poisoned . While poisoned this way, a creature must roll a d20 at the start of each of it\xe2\x80\x99s turns. On a 11 or higher, unless it\xe2\x80\x99s already on the ethereal plane, vanishes from its current plane of existence and appears in the ethereal plane. A creature moved to the ethereal plane in this way returns once it rolls a 10 or lower on the d20 at the start of its turn, or when the effect ends. When the creature returns, it reappears in the space it vanished from, or the nearest unoccupied space if that space is occupied. A creature can repeat its saving throw at the start of each of its turns, ending the effect on a success. \n'b' Ethereal Web (Recharge 5-6) . Ranged Weapon Attack : +7 to hit. range 30/60 ?., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12: hp 10: vulnerability to fire damage; resistance to piercing and slashing damage from nonmagical attacks; immunity to bludgeoning, poison, and psychic damage). The spider\xe2\x80\x99s webbing can target and affect creatures on the ethereal plane. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ethereal Jaunt . The spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phase Tiger \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 Hit Points 127 (15d10 + 45) Speed 45 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 17 (+3) INT: 10 (+0) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Pounce . As a bonus action, the tiger can magically shift from the Material Plane to the Ethereal Plane, or vice versa. When it does so, its attacks are made with advantage until the end of its turn. \n'b' Ethereal Sight . The tiger can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Keen Smell . The tiger has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tiger makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the tiger can\xe2\x80\x99t bite a different target. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, or 18 (4d6 + 4) slashing damage if the attack is made with advantage. \n'b' Drag Beyond the Veil . The tiger attempts to magically shift from the Material Plane to the Ethereal Plane, dragging a grappled creature with it. The grappled creature must make a DC 14 Constitution saving throw. On a failure, the tiger and the grappled creature shift to the Ethereal Plane. Once the creature is no longer grappled , it returns to the Material Plane. On a successful save, the grappled creature and the tiger remain on the Material Plane. \n'b'\n'b' ABOUT \n'b' Known for their supernatural grace, vicious brutality, and shimmering silverblue fur, phase tigers are dangerous magical predators who stalk the boundaries between the Ethereal and Material Planes. \n'b' Many regard phase tigers as myth rather than fact, which is just fine for the planes-hopping hunters who make their fortunes on the pelts of these incredible animals. For their part, phase tigers have their own natural enemies, or, at least, their own favored prey. Chief among phase tigers\xe2\x80\x99 ancestral foes are blink dogs, whom phase tigers disdain both for their inherent goodness (which the tigers regard as weakness disguised as chivalry) and for their tendency to help other creatures in need. A phase tiger is happy to track down and tear apart an entire pack of blink dogs in any place and at any time, if only for the sheer sport of it. \n'b' Only the wealthiest aristocrats and the most skilled hunters should even dream of getting their hands on a phase tiger pelt. \n'b' Phase tigers are as rare in the wilds as they are formidable in combat, to say nothing of their reputations for wanton cruelty and vileness. Even in cities where fur-collecting is seen as gauche or morally reprehensible, an exception is made for the skins of irredeemably evil phase tigers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phasma \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 117 (18d8 + 36) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 15 (+2) INT: 15 (+2) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The phasma\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect evil and good \n'b' 3/day each : dispel magic , protection from evil and good \n'b' 1/day each : banishment , (un) holy aura \n'b'\n'b' Flyby . The phasma doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Incorporeal Movement . The phasma 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' Sunlight Sensitivity . While in sunlight, the phasma has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The phasma makes two phantom touch attacks. \n'b' Phantom Touch . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 41 (8d8 + 5) necrotic damage, and the target\xe2\x80\x99s Wisdom score is lowered by 1d6 and the phasma gains 5 temporary hit points . The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a long rest . In addition, the target must make a DC 18 Wisdom saving throw. On a failure, the target can\xe2\x80\x99t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. \n'b' Phantasmagoria (Recharge 6) . The phasma taps into the nightmares of each creature it can see that is within 30 feet of it, creating an illusory manifestation of each target\xe2\x80\x99s deepest fears, visible only to that creature. Each creature must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw is immune to the phasma\xe2\x80\x99s Phantasmagoria for the next 24 hours. \n'b' d10 \n'b' Behavior \n'b' 1 \n'b' The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn\xe2\x80\x99t take an action this turn. \n'b' 2-6 \n'b' The creature doesn\xe2\x80\x99t move or take actions this turn. \n'b' 7-8 \n'b' The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. \n'b' 9-10 \n'b' The creature can act and move normally. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. \n'b' About \n'b' A floating semi-transparent humanoid dressed in grayish robes slowly moves toward you. Its face is either nonexistent or concealed behind a translucent gray mask. A faint pulsating white light surrounds its form. \n'b' A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. Phasmas are extremely evil and highly aggressive with a hatred for living creatures (especially arcane spellcasters) that knows no bounds. \n'b' A phasma is usually found haunting an area within 500 feet of where it was slain when it was alive. It is not bound to this area and may travel or move wherever it pleases, though for some reason, a phasma rarely leaves the area where it died. \n'b' A phasma feeds on the mental strength of living creatures. \n'b' By sapping a foe\xe2\x80\x99s mental strength it weakens its mind, thereby opening it up to the true power of the phasma, the ability to kill an opponent the same way it died \xe2\x80\x93 by a phantasmal killer effect. Creatures slain are left where they fall: the phasma has no use for the opponent anymore. \n'b' A phasma appears as a 6-foot-tall incorporeal humanoid dressed in gray robes. \n'b' A translucent and pale white light surrounds its entire body. A phasma speaks the same languages it did in life and Common (though it rarely engages in communication with living creatures, other than perhaps to hurl insults and curses at its opponents). \n'b' A phasma engages any living foe it encounters. It begins melee using its incorporeal touch in order to feed on an opponent\xe2\x80\x99s mental strength, often focusing its incorporeal touch on a different opponent each round. Once it feels it has weakened the will of its foes enough, it uses its phantasmagoria ability to try and kill its foes immediately.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azata, Bralani \n'b' Family: Azata \n'b' Medium celestial (azata), chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 63 (7d8+31) Speed 40 ft., fly 100 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning Condition Immunities petrified Senses darkvision 60 ft., passive Perception 12 Languages Celestial, Infernal, truespeech Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bralani\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : blur , charm person , gust of wind , mirror image , wind wall \n'b' 2/day each : cure wounds , lightning bolt \n'b'\n'b' Magic Resistance . The bralani has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bralani makes two scimitar or longbow attacks. \n'b' Scimitar . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600, 1 target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Whirlwind Blast (wind form only) . Creatures in a 20 ft. line take 10 (3d6) bludgeoning damage, or half on a successful DC 13 Dexterity saving throw. \n'b' Wind Form . The bralani can turn into a wind form, similar to the wind walk spell. In this form, it can use its whirlwind blast attack . \n'b'\n'b' ABOUT \n'b' Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf -like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms. Bralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. \n'b' Interplanar Emissaries . Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators\xe2\x80\x94or whenever else such opportunities present themselves\xe2\x80\x94bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess. \n'b' Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. \n'b' Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help . Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race. \n'b' Azatas can speak with almost any creature because of their truespeech special ability. \n'b' Wanderers . Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata \xe2\x80\x9csettlements\xe2\x80\x9d are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. \n'b' Knights Errant . Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long. \n'b' This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light , and without struggle there can be no victory. \n'b' Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves. \n'b' Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Daimon, Lamia \n'b' Family: Daimons \n'b'\n'b' Medium fiend (shapechanger), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 49 (9d8 + 9) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 12 (+1) \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 , prone Skills Deception +4, Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Charm . One humanoid the lamia can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the lamia\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 lamia\xe2\x80\x99s Charm for the next 24 hours. The lamia can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Shapechanger . The lamia can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without a tail its movement rate changes to 30 feet. 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' Telepathic Bond . The lamia 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' Magic Resistance . The lamia has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The lamia makes two melee attacks , but only one can be a bite. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) slashing damage plus 15 (4d6 + 1) psychic damage. Instead of dealing damage, the lamia can grapple the target (escape DC 15). \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the lamia, incapacitated, or restrained . Hit : 7 (1d6 + 4) 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 lamia 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' Constrict . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) 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' What was once a beautiful woman is now clearly something else entirely-a half woman, half serpent hybrid, with the upper half entirely feminine and the lower that of a serpent. \n'b' Lamia roam Hades, looking for blood. A typical lamia is about 8 feet long and weighs about 700 pounds. \n'b' Loved and Loathed . Lamia are sacred to Poseidon and loathed by Hecate, who is believed to have cursed them originally.\xc2\xa0On Infernus Lamia are native to the Third Circle of Infernus where they drink the blood of the gluttonous.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phidian \n'b' Small beast , neutral \n'b' Armor Class 16 (natural armor) Hit Points 13 (3d6+3) Speed 30 ft. Swim 60 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Challenge \xc2\xbd (100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b'\n'b' ABOUT \n'b' The phidian are small semi-aquatic creatures that resemble a bird to some degree. The creature\xe2\x80\x99s two legs are long, adorned with huge claws, designed to rend flesh. Their bodies are narrow, scaled on the underside, but covered in thick fur above. They have a short neck adorned with a huge head. The head, including the phidian\xe2\x80\x99s jaws, is actually one large hairless bone; this bone is so thick that it is very difficult to penetrate with a weapon. There are no teeth or fangs of any kind, but rather the very bone of the jaw. The creature\xe2\x80\x99s deep-set eyes are covered by boney apertures, protecting them from harm. The phidian are dark colors, shades of black, gray, even green, or blue. \n'b' Aggressive . The phidian are very aggressive, predatory creatures. They travel in small pods of 1-6, throughout all the temperate zones of Aihrde. They prefer thick forests or jungles but dwell on the banks of slow-moving rivers, lakes, and the like. These creatures are particularly aggressive and do not shy away from attack prey many times larger than themselves. When it attacks it lifts its head, rather than lowering its jaw, opening the span of its jaw as wide as it can. When it \xe2\x80\x98bites\xe2\x80\x99 it drops the upper jaw, which falls like a steel trap, crushing its prey. They generally do not use their claws as weapons, but rather use them to tear through the armor plating of their favorite meal, turtles. Ironically, this allows them to rend through armor as well. \n'b' Territorial . The phidian usually mark out a territory in which they hunt. They range in style from lying half-submerged in water, to stalking and chasing their prey. When they single out their prey, they attack, though rarely as a group. Individual phidian attack different targets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Philosopher\xe2\x80\x99s Ghost \n'b' Half fire and half ooze, a philosopher\xe2\x80\x99s ghost is a bubbling, burning, highly corrosive creature that can make the tallest tower tumble into ruin-if properly directed. \n'b' Medium ooze , unaligned \n'b' Armor Class 13 Hit Points 77 (14d8 + 14) Speed 40 ft.\n'b' STATS STR: 9 (-1) DEX: 17 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold; slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Illumination . The philosopher\xe2\x80\x99s ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet. \n'b' Ooze Nature . A philosopher\xe2\x80\x99s ghost doesn\xe2\x80\x99t require sleep. \n'b' Persistent Burning Form . The philosopher\xe2\x80\x99s ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher\xe2\x80\x99s ghost can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Siege Monster . The philosopher\xe2\x80\x99s ghost deals double damage to objects and structures. \n'b' Water Vulnerability . If completely immersed in water, a philosopher\xe2\x80\x99s ghost\xe2\x80\x99s movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed. \n'b' Actions \n'b' Multiattack . The philosopher\xe2\x80\x99s ghost makes two burning touch attacks. \n'b' Burning Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom ( Medicine ) check. The lesion is also soothed if the target receives magical healing . \n'b' About \n'b' The result of an alchemical process, a philosopher\xe2\x80\x99s ghost can appear as an ooze which glows a faint, eerie green in darkness, or as a vaguely-humanoid, green, sparking flame. It is especially drawn to movement, pursuing moving creatures to the exclusion of all else. \n'b' Powerful and Difficult to Harness . Notoriously difficult to control, the unexpected creation of a philosopher\xe2\x80\x99s ghost spells disaster for the alchemist and, in all likelihood, anyone nearby as well. The creature burns its way through wooden structures with great speed, and, over time, even metal is melted by its heat. \n'b' Alchemical Nightmare . Among alchemical circles, the only known remedy for a rampaging philosopher\xe2\x80\x99s ghost is complete immersion in water-even then it can spontaneously reignite and wreak further havoc long afterward when exposed to the air again.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Philter \n'b' Large fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 144 (17d10 + 51) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +6, Cha +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Common, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brass Heads . The philter requires two brass heads to utilize its healing abilities. If either brass head is removed or destroyed, the philter loses its Catholicon Dirge and its Innate Spellcasting until it acquires new brass heads and mounts them on its back. The philter keeps its brass heads strapped to its back so tightly that any ability check made to remove them is made with disadvantage. \n'b' Catholicon Dirge . The philter and each of its allies within 500 feet that can hear it regain 10 hit points at the start of their turns. \n'b' Innate Spellcasting . The philter\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks) and its caster level is 17th. The philter can innately cast the following spells, requiring only verbal components.\n'b'\n'b'\n'b' At will : detect magic, eldritch blast (pushes target back 10 feet), sanctuary, shocking grasp \n'b' 3/day each : dispel magic, haste \n'b' 1/day : mass cure wounds (5th level), revivify \n'b'\n'b' Magic Resistance . The philter has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The philter\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The philter makes one attack and casts either eldritch blast or shocking grasp. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 19 (3d10 + 3) piercing damage. \n'b' Bark . Ranged Spell Attack : +7 to hit, range 100 ft., one target. Hit : 31 (9d6) thunder damage and each creature within 5 feet of the target (including the target) must succeed on a DC 15 Strength saving throw or be knocked prone and take an additional 7 (2d6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A giant\xe2\x80\x99s head and torso walk on its long-fingered hands, its entire lower body absent. Its massive head has dull eyes and a mouthful of blunt teeth. Bands of metal across its torso hold two wide-mouthed brass heads strapped back-to-back that emit a low, grating tune. \n'b' Fiends healed by the philter are much more resilient than normal. If a fiend benefits from a philter\xe2\x80\x99s healing abilities, increase that fiend\xe2\x80\x99s effective challenge rating by 1 and note that lingering injuries will heal between combats. \n'b' The annals of the Underhell don\xe2\x80\x99t provide details on the apotheosis of the gryllus that became the first philter, but its origin as one of those deformed creatures is obvious. Although the heads on its back aren\xe2\x80\x99t animated and don\xe2\x80\x99t move, they continually emit a low, plaintive dirge that echoes for miles across the countryside. The philter is more aware of its intellectual shortcomings than most grylluses and isn\xe2\x80\x99t inclined to conceal its face or engage in diplomatic pretensions. It knows its best purpose is to support other fiends in battle. \n'b' Call to Grylluses . The brass heads of any grylluses within a mile of the philter echo the dirge emanating from the philter\xe2\x80\x99s heads like an infernal choir. Although this makes it easier to locate grylluses in the area, it also emboldens the grylluses considerably, encouraging them to take extraordinary risks on the mistaken belief that the echoing dirge gives them greater powers. \n'b' Legions . The philter typically leads fiends of the Annwn, Dis, and Hades legions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phlegethite Margrave, Isis \n'b' Family: Phlegethite \n'b' Medium fiend (phlegethite), lawful neutral \n'b' Armor Class 22 (natural armor) Hit Points 104 (16d8 + 32) Speed 40 ft., fly 80 ft. ( giant eagle )\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 22 (+6) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +13, Insight +13, History +13, Investigation +13, Nature +13, Perception +13, Persuasion +12, Religion +13 Saving Throws Int +13, Wis +13, Cha +12 Damage Resistances thunder Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 23 Languages Common, Infernal Proficiency Bonus +7 Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Isis\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , detect evil and good , spare the dying, thaumaturgy \n'b' 3/day each : aid , cure wounds , gentle repose , lesser restoration , protection from evil and good , sanctuary \n'b' 1/day each : beacon of hope , death ward , raise dead , speak with dead , water walk \n'b'\n'b' Legendary Resistance (3/day) . If Isis fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Isis has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . Isis is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Isis has the following wizard spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : blade ward, mage hand , friends, prestidigitation , resistance \n'b' 1st level (4 slots) : chromatic orb, detect magic , floating disk , identify , mage armor , magic missile , protection from evil, shield , witch bolt \n'b' 2nd level (3 slots) : arcane lock , magic mouth , mirror image , misty step \n'b' 3rd level (3 slots) : bestow curse , counterspell, dispel magic , glyph of warding , magic circle , protection from energy , remove curse , water breathing \n'b' 4th level (3 slots) : arcane eye , banishment , dimension door , secret chest , private sanctum \n'b' 5th level (2 slots) : arcane hand , geas , legend lore , planar binding , wall of force \n'b' 6th level (1 slots) : disintegrate , eyebite , globe of invulnerability , true seeing \n'b' 7th level (1 slots) : arcane sword , magnificent mansion , plane shift , prismatic spray , sequester, symbol \n'b' 8th level (1 slot) : antimagic field , antipathy/sympathy , feeblemind \n'b'\n'b' Shapechanger . Isis can use her action to polymorph into a giant scorpion, giant eagle , pig, or cow, or back into her true form, which is humanoid. Her statistics, other than her size and speed, are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. \n'b' Regeneration . Isis regains 10 hit points at the start of her turn if she has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Isis can use her Frightful Presence. She then makes three attacks: one with her tail and two with her claws in giant scorpion form; two claws and one beak in giant eagle form; and three slams in all other forms. \n'b' Tail (Giant Scorpion Form Only) . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) piercing damage, and the target must make a DC 17 Constitution saving throw or take 22 (4d10) poison damage and become poisoned for 1 minute. On a successful saving throw, the target takes half as much damage and isn\xe2\x80\x99t poisoned . \n'b' Claws (Giant Scorpion or Giant Eagle Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Slam (Sow, Cow, or Humanoid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 2) bludgeoning damage. \n'b' Beak (Giant Eagle Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 5(1d6 + 2) piercing damage. \n'b' Frightful Presence . Each creature of Isis\xe2\x80\x99s choice within 120 feet of her and aware of her must succeed on a DC 20 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 Isis\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Magic Missile (1st-Level Spell; Requires a Spell Slot) . Isis creates three darts of magical force. Each dart unerringly strikes one creature she can see within 120 feet, dealing 3 (1d4 + 1) force damage. When Isis cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. \n'b' Witch Bolt (1st-Level Spell; Requires a Spell Slot) . Ranged Spell Attack : +13 to hit, range 30 ft., one target. Hit : 6 (1d12) lightning damage and on each of Sisis turns for the duration, she can use her action to deal 6 (1d12 lightning damage to the target automatically. The spell ends if she uses her action to do anything else. The spell also ends if the target is ever outside the spell\xe2\x80\x99s range or if it has total cover from her. When Isis cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. \n'b' Disintegrate (6th-Level Spell; Requires a Spell Slot) . A thin green ray springs from Isis\xe2\x80\x99 pointing finger to a target she can see within 60 feet. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force . A creature targeted by this spell must make a DC 21 Dexterity saving throw. On a failed save, the target takes 75 (10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points . A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. When Isis casts this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Isis 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. Isis regains spent legendary actions at the start of her turn. \n'b'\n'b' Attack . Isis makes one attack with her claws or tail. \n'b' Spellcasting (Costs 2 Actions) . Isis casts a spell from her innate spellcasting or wizard spell list. \n'b' Return to Geb (Costs 3 Actions) . Isis causes a corpse she can see within 30 feet to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 20 Dexterity saving throw or take 22 (4d10) radiant damage. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), Isis takes a lair action to cause one of the following effects. She can\xe2\x80\x99t take the same lair action twice in a row. \n'b'\n'b' Swarm of Scorpions . Isis summons a swarm of scorpions to attack her enemies. The swarm appears in an unoccupied space within 60 feet of Isis and lasts until the end of her next turn. The swarm can occupy the same space as other creatures and moves with Isis. Any creature that starts its turn within 5 feet of the swarm takes 14 (4d6) piercing damage and must make a DC 20 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Solar Flare . Isis conjures a burst of intense light that illuminates the area around her. All creatures within 60 feet of Isis must make a DC 20 Constitution saving throw or be blinded until the end of their next turn. In addition, all undead and fiends within the area take 14 (4d6) radiant damage. \n'b' Burning Sands . Isis causes the ground to erupt in flames, scorching her enemies. All creatures within 60 feet of Isis must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. In addition, the ground becomes difficult terrain until the end of Isis\xe2\x80\x99s next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The circle where Thammuz resides is cursed, creating the following effects. If Thammuz is killed, these regional effects end immediately. \n'b'\n'b' Burning Sands . The ground beneath the creatures\xe2\x80\x99 feet turns to burning sand, causing creatures to take 1d4 fire damage for every 5 feet they move. \n'b' Desolate Wasteland . The area becomes barren and devoid of any vegetation, except for some scattered patches of dead grass. The ground is dry and cracked, making it difficult terrain for creatures that are not immune to fire damage. \n'b' Isis\xe2\x80\x99 Favor . Followers of Isis or those who perform a ritual to honor her gain resistance to fire damage and the ability to cast the spell \xe2\x80\x9c heat metal \xe2\x80\x9d once per day without requiring concentration while within the area of her regional effects. Additionally, any undead creature within her temple takes 2d6 radiant damage at the start of its turn. \n'b'\n'b' ABOUT \n'b' Isis\xe2\x80\x99 beauty is otherworldly, with a regal bearing that commands respect and fear. Her sheath dress is adorned with infernal runes that shimmer with an eerie red light, and her solar disk headpiece is a symbol of her immense power. \n'b' The undisputed rulers of the Burning Sands are Margravine Isis and Margrave Osiris. Consigned to the inner circle of the Phlegethon, they each control one side of the Burning Sands, visible by the towering spires of Isis temple and the enormous pyramid of Osiris\xe2\x80\x99 tomb. Isis has nothing but disdain for the souls trapped with her in the Burning Sands. She hand picks the souls who worshipped her in life amongst the blasphemers (stretched supine in the sand), sodomites (who run in circles), and usurers (who crouch and weep). Each serves a purpose in worshipping her majesty, something she is holds primary above all other concerns. Those willing to fawn before her may be granted favors; those who dare to offend her suffer Isis\xe2\x80\x99 fiery wrath.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phlegethite Margrave, Osiris \n'b' Family: Phlegethite \n'b' Medium fiend (phlegethite), lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 169 (16d8 + 96) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 22 (+6) INT: 18 (+4) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +11, History +11, Insight +13, Investigation +11, Medicine +11, Nature +11, Perception +13, Religion +11 Saving Throws Con +13, Wis +13, Cha +12 Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 23 Languages Common, Infernal Proficiency Bonus +7 Challenge Rating 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If Osiris fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Osiris has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . Osiris\xe2\x80\x99 spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attack ). He can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect magic , detect poison and disease , speak with dead \n'b' 3/day each : animate dead , contagion , dispel magic \n'b'\n'b' Regeneration . Osiris regains 10 hit points at the start of his turn if he has at least 1 hit point. \n'b' Spellcasting . Osiris is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). Osiris has the following cleric spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect evil and good , healing word , protection from evil and good , sanctuary \n'b' 2nd level (3 slots) : aid , continual flame , lesser restoration , prayer of healing , protection from poison , spiritual weapo. \n'b' 3rd level (2 slots) : aura of vitality, beacon of hope , bestow curse , feign death, magic circle , mass healing word , remove curse , revivify , spirit guardian. \n'b' 4th level (3 slots) : aura of life, aura of purity, banishment , death war. \n'b' 5th level (2 slots) : dispel evil and good , flame strike , greater restoration , hallow , mass cure wounds , raise dead \n'b' 6th level (1 slot) : create undead , harm , heal , sunbeam \n'b' 7th level (1 slot) : divine word , fire storm , regenerate , resurrection , symbol \n'b' 8th level (1 slot) : holy aura , sunburst \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Osiris can use his Frightening Gaze and make two melee attacks , one with his flail and one with his crook. \n'b' Flail . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. \n'b' Crook . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, Osiris cannot use his crook on another target. \n'b' Frightening Gaze . Osiris targets one creature he can see within 30 feet of him. If the target can see Osiris, the target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to Osiris\xe2\x80\x99 Frightening Gaze for the next 24 hours. \n'b' Sacred Flame (Cantrip) . Flame-like radiance descends on one creature Osiris can see within 60 feet of him. The target must succeed on a DC 21 Dexterity saving throw or take 13 (3d8) radiant damage, gaining no benefit from cover . \n'b' Flame Strike (5th-Level Spell; Requires a Spell Slot) . Osiris chooses a point he can see within 60 feet. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 21 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If Osiris casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (his choice) increases by 1d6 for each slot level above 5th. \n'b' Harm (6th-Level Spell; Requires a Spell Slot) . Osiris unleash a virulent disease on a creature that he can see within 60 feet. The target must make a DC 21 Constitution saving throw. On a failed save, it takes 49 (14d6) necrotic damage, or half as much damage on a successful save. The damage can\xe2\x80\x99t reduce the target\xe2\x80\x99s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature\xe2\x80\x99s hit point maximum to return to normal before that time passes. \n'b' Sunbeam (6th-Level Spell; Requires a Spell Slot) . A beam of brilliant light flashes out from Osiris\xe2\x80\x99 hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 21 Constitution saving throw. On a failed save, a creature takes 27 (6d8) radiant damage and is blinded until Osiris\xe2\x80\x99 next turn. On a successful save, it takes half as much damage and isn\xe2\x80\x99t blinded by this spell. Undead and oozes have disadvantage on this saving throw. Osiris can create a new line of radiance as his action on any turn until he ends his concentration or 1 minute passes. For the duration, a mote of brilliant radiance shines in Osiris\xe2\x80\x99 hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. \n'b' Divine Word (7th-Level Spell; Requires a Spell Slot) . Osiris utter a divine word , imbued with the power that shaped the world at the dawn of creation . He chooses any number of creatures he can see within 30 feet. Each creature that can hear Osiris must make a DC 21 Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points : 20 hp or lower (killed instantly); 30 hp or lower ( blinded , deafened , stunned for 1 hour); 40 hp or lower ( deafened and blinded for 10 minutes); 50 hp or lower ( deafened for 1 minute). Regardless of its current hit points , a celestial, an elemental , a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn\xe2\x80\x99t there already) and can\xe2\x80\x99t return to Osiris\xe2\x80\x99 current plane for 24 hours by any means short of a wish spell. \n'b' Fire Storm (7th-Level Spell; Requires a Spell Slot) . Osiris fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of Osiris and occupy a space Osiris can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 21 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. If Osiris chooses, plant life in the area is unaffected by the spell. \n'b' Sunburst (8th-Level Spell; Requires a Spell Slot) . Brilliant sunlight flashes in a 60-foot radius centered on a point Osiris chooses within 150 feet. Each creature in that light must make a DC 21 Constitution saving throw. On a failed save, a creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn\xe2\x80\x99t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded . This spell dispels any darkness in its area that was created by a spell. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Spiritual Weapon (2nd-Level Spell; Requires a Spell Slot) . Melee Spell Attack : +13 to hit, reach 5 ft., one creature. Hit : 10 (1d8 + 6) force damage. The spiritual weapon appears within 60 feet of Osiris and lasts for the duration or until Osiris casts this spell again. As a bonus action on his turn, Osiris can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. When Osiris casts this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Osiris 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. Osiris regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . Osiris makes one attack with his flail or crook. \n'b' Mummy Rot (Costs 2 Actions) . Osiris targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Constitution saving throw or be cursed with mummy rot. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and becomes a heated damned. The curse lasts until removed by the remove curse spell or other magic. \n'b' Raise Undead (Costs 3 Actions) . Osiris animates up to two corpses of Medium or Small humanoids within 60 feet of him. The animated corpses become heated damned under Osiris\xe2\x80\x99 control and obey his commands. The damned remain animated for 24 hours or until destroyed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), Osiris can take a lair action to cause one of the following effects. He can\xe2\x80\x99t take the same lair action two rounds in a row. \n'b'\n'b' Sandstorm . A raging sandstorm kicks up within 120 feet of Osiris, causing all creatures within the area to make a DC 21 Strength saving throw or be knocked prone and take 21 (6d6) bludgeoning damage. The sandstorm lasts for 1 minute. \n'b' Flaming Earth . The ground beneath a random creature within 120 feet of Osiris erupts in a burst of fire, causing the creature to make a DC 21 Dexterity saving throw or take 42 (12d6) fire damage, or half as much damage on a successful save. The ground becomes difficult terrain for the rest of the round. \n'b' Scarab Swarm . Osiris summons a swarm of scarab beetles within 120 feet of him. The swarm moves up to its speed in a direction of Osiris\xe2\x80\x99 choice and attacks any creatures in its path. Each creature in the swarm\xe2\x80\x99s area must make a DC 21 Dexterity saving throw or take 21 (6d6) piercing damage and be restrained until the end of its next turn. The swarm lasts for 1 minute or until destroyed. \n'b'\n'b' REGIONAL EFFECTS \n'b' The circle where Thammuz resides is cursed, creating the following effects. If Thammuz is killed, these regional effects end immediately. \n'b'\n'b' Blighted Land . The area surrounding Osiris\xe2\x80\x99s lair becomes barren and lifeless, causing plants and trees to wither and die. Any plant-based spells cast within the region have their effectiveness halved. Additionally, creatures that rely on plants for sustenance or cover may struggle to survive. \n'b' Curse of the Dead . The spirits of the deceased in the region are restless, causing strange occurrences and omens. Any time a creature dies within the region, their spirit is trapped and cannot pass on to the afterlife. This may manifest in strange ways, such as ghostly apparitions or strange whispers on the wind. \n'b' Desert Mirage . The heat and sand create a mirage that can fool even the most perceptive creatures. Creatures attempting to navigate within the region without a guide may become lost, causing them to travel in circles or become disoriented. \n'b'\n'b' ABOUT \n'b' Osiris\xe2\x80\x99 mummified form is wrapped in ancient bandages, and his arms are crossed on his chest, one holding a crook, and the other a flail. His eyes glow with an ominous red light, and his face is twisted into a permanent scowl. \n'b' Like his consort, the Margravine Isis, Osiris rules his half of the Burning Sands with an iron fist. He commands the elements of fire and sand, and can summon great storms of flame and wind to destroy his enemies. His massive pyramid is a vast palace of sandstone and obsidian, filled with traps and hidden chambers that protect his treasures and secrets. \n'b' Osiris knows full well that his power, combined with Isis, is enough to challenge Geryon, but he has little interest in doing so. Mostly, he keeps to his tomb, venturing forth only when a soul who worshipped him in life enters his domain. For Osiris, the cycle of rebirth is paramount. His minions carefully inspect each soul confined to the circle and embrace those whom they detect as being loyal to Osiris. These undergo a brutal, painful process of mummification to be reborn as mummies under Osiris\xe2\x80\x99 control.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phlegethite, Katari (Greater) \n'b' Family: Phlegethite \n'b' Huge plant (phlegethite), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 200 (16d12 + 96) Speed 10 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 23 (+6) INT: 10 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +2 Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., passive Perception 16 Languages Understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +5 Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The katari deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The katari makes one attack with its bite and two Grabbing Claw attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) piercing damage and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained , has total cover against attacks and other effects outside the katari, and takes 10 (3d6) acid damage at the start of each of the katari\xe2\x80\x99s turns. The katari\xe2\x80\x99s gullet can hold up to two creatures at a time. If the katari takes 20 damage or more on a single turn from a creature inside it, the katari must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the katari. If the katari dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone . \n'b' Grabbing Claw . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) necrotic damage. If the target is a creature, the katari can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 10). The katari has two claws. While a claw grapples a target, the claw can attack only that target. \n'b' Animate Lesser Katari (1/Day) . The katari magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a lesser katari. A lesser katari acts as an ally of the greater katari. The lesser katari remains animate for 1 day or until it dies; until the greater katari dies or is more than 120 feet from the lesser katari; or until the greater katari takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b'\n'b' REACTIONS \n'b'\n'b' Deadly Reach . In response to a creature entering a space within 15 feet of it, the katari makes one Grabbing Claw attack against that creature. \n'b' Unnerving Mask . When a creature the katari can see starts its turn within 30 feet of it, the katari can create display the pained faces of those it has consumed or plans to consume. If the creature can see the katari, it must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its turn. \n'b'\n'b' ABOUT \n'b' What you took for a tree suddenly opens its eyes to reveal a menacing, demonic face! Katari are the suicidal souls released from their prisons to wreak havoc on the world above. Lesser katari are created by greater katari, who are summoned with specific incantations from the Woe Wood to attack foes. They are particularly good at reducing buildings to rubble, and greater katari specialize in snatching foes hiding within them. A typical attack involves a greater katari animating lesser katari and then gradually increasing its attacks until it can level a building, eating everything within. It enjoys torturing its foes and will not hesitate to display faces on its surface of the damned souls it has consumed, or even those it hasn\xe2\x80\x99t yet but plans to.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phlegethite, Katari (Lesser) \n'b' Family: Phlegethite \n'b' Large plant (phlegethite), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 126 (12d10 + 60) Speed 10 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 21 (+5) INT: 1 (-5) WIS: 16 (+3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +2 Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., passive Perception 16 Languages Understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +3 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the katari remains motionless, it is indistinguishable from a normal tree. \n'b' Grasping Branches . The katari can have up to six branches at a time. Each branch can be attacked (AC 16; 10 hit points ; resistant to bludgeoning and piercing; immunity to psychic damage). Destroying a branch deals no damage to the katari, which can extrude a replacement branch on its next turn. A branch can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it. \n'b' Siege Monster . The katari deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The katari makes four attacks with its branches, uses Reel, and makes one attack with its bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Branch . Melee Weapon Attack : +8 to hit, reach 50 ft., one creature. Hit : The target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the katari can\xe2\x80\x99t use the same branch on another target. \n'b' Reel . The katari pulls each creature grappled by it up to 25 feet straight toward it. \n'b'\n'b' ABOUT \n'b' What you took for a tree suddenly opens its eyes to reveal a menacing, demonic face! Katari are the suicidal souls released from their prisons to wreak havoc on the world above. Lesser katari are created by greater katari, who are summoned with specific incantations from the Woe Wood to attack foes. They are particularly good at reducing buildings to rubble, and greater katari specialize in snatching foes hiding within them. A typical attack involves a greater katari animating lesser katari and then gradually increasing its attacks until it can level a building, eating everything within. It enjoys torturing its foes and will not hesitate to display faces on its surface of the damned souls it has consumed, or even those it hasn\xe2\x80\x99t yet but plans to.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phlogiston Bush \n'b' Medium plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 0 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Condition Immunities blinded , deafened Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Death Throes . If a phlogiston bush is reduced to 0 or fewer hit points , it explodes in a concussive blast of fire in a 10-foot radius. All creatures within the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Actions \n'b' Multiattack . The phlogiston bush makes two attacks with its tendrils. \n'b' Tendrils . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) slashing damage. \n'b' Fire Bolt . Ranged Weapon Attack : +5 to hit, range 40 ft., one target. Hit : 10 (3d6) fire damage. \n'b' About \n'b' This creature resembles a bush with silvery-green leaves and dark, twisted branches. The sweet smell of cinnamon lingers in the air around it. Four tendrils writhe and slash from its central form. \n'b' The phlogiston bush (known as a fire shrub by some sages) is an immobile plant found only in temperate regions. Phlogiston bushes gain nourishment from the body fluids and organs of living creatures, particularly the bones and muscle tissue of such creatures. Being plants, they do gain sustenance from sunlight and the soil, so they can go long periods of time (reportedly up to two weeks or so) without eating, but given the chance, a phlogiston bush catches and kills any living creature that wanders too close to it. These plants generate a pleasing odor noticeable to a range of about 30 feet. It uses this odor to lure semi-intelligent creatures (such as ordinary animals) into range where it can use its tendrils and fire bolt attack. \n'b' These plants rely on living creatures to spread, so on occasion, when not looking for a meal, a phlogiston bush releases a small blast of seedlings in a 5-foot cone directly in front of it. A creature in the area that fails a DC 15 Wisdom ( Perception ) check fails to observe that tiny seeds of silvery-green hue are clinging to its body. After 1d4 hours, the seedlings drop off and take root in the immediate area, blooming into a new phlogiston bush in just under 2 months. \n'b' A phlogiston bush lies dormant until unsuspecting prey comes within range. It then slashes with its tendrils or releases a single fire bolt at its opponent. In combat, the phlogiston bush attempts to grab its prey with a tendril. Grabbed prey is held until it escapes, dies, or the plant is killed. Creatures slain by a phlogiston bush are entwined in its tendrils and slowly digested over the next 6 to 8 hours until there is nothing left. (Digestive acids secreted from the plant break down the bones of the victim.) Being mindless, a phlogiston bush fights until either it or its prey is slain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoenix Fledgling \n'b' Tiny elemental , neutral \n'b' Armor Class 12 Hit Points 5 (2d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 4 (-3) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Insight +4 Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 14 Challenge ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The phoenix has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Molten Egg . If the phoenix fledgling dies it becomes enveloped in a molten egg. Dealing 5 damage to the egg (AC 10) destroys it. If the egg is not destroyed, after ten minutes the phoenix hatches and is restored to its hit point maximum. \n'b' Phoenix Tear . As a bonus action, the phoenix fledgling can sacrifice itself to heal a creature within 5 feet. The fledgling dies and causes the chosen creature to regain 1d4 hit points . That creature may immediately spend any number of hit dice to recover lost hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Phoenix Dive . When a creature the phoenix can see within 40 feet would take damage from a targeted attack , spell, or ability, the phoenix can use its reaction to move up to 40 feet to a space within 5 feet of that creature\xe2\x80\x99s location and the phoenix becomes the target instead.location and the phoenix becomes the target instead. \n'b'\n'b' ABOUT \n'b' Phoenix fledglings are young elementals that resemble recently-hatched eagles or peacocks, albeit a bit larger. They sport beautiful red and orange down feathers that glow softly like embers and are always warm to the touch. With time, this down will slowly give way to radiant, fiery plumes. Their beaks and talons are crystalline sapphire, hard as diamond, and their eyes are bright and intelligent. Phoenixes are eternal creatures born of pure energy, and this energy radiates from them at all times as a warm aura. \n'b' Grown phoenixes can learn to control this aura, suppressing it to a gentle simmer or expanding it to a spectacular radiance of light and heat intense enough to melt metal. Fledglings have not learned such control, nor do they yet have such power at their disposal. As they learn, they tend to heat up based on emotion rather than will, becoming white-hot with anger or surprise, or cooling to a gentle spark when afraid, though such fear is rare in the noble phoenix. \n'b' Crusade Unending . Phoenix fledglings are bold and intelligent. As beings of energy, phoenixes have no need of food or sleep, and seem to exist purely to champion righteous causes and burn out evil from the world. Fledglings, though confused and a bit shaky in the first years after a fresh rebirth, get to work on this immediately, seeking out good folk to aid. Adult phoenixes rarely have need of help and tend to work alone, but fledglings will sometimes align with particularly noble souls and lend their power and protection, as long as that person continues to follow the righteous path and pursue just causes with courage and conviction. Fledglings are highly intelligent and can comprehend most languages very quickly, regaining their ability to communicate within a year. Fledglings \xe2\x80\x9cspeak\xe2\x80\x9d by resonating their whole being, rather than with vocal cords, and are quick to express their praise for good acts or harshly condemn whatever they see as evil. \n'b' Eternal Flame . Newly hatched phoenixes have no memory of their many past lives, or of falling to ash and finally burning out to become an egg again. \n'b' Despite this amnesia, they are well and truly immortal, and each phoenix has existed since ages beyond reckoning. They are creatures born of flame and radiant energy. Once they reach maturity, a phoenix has enough energy to persist for many hundreds of years, but that process is sometimes cut short when a fledgling unleashes its budding power too quickly, whether in an attempt to heal itself or preserve the life of another. When a fledgling falls to ash they leave behind only their heart, an egg of ruby-crystal that burns with inner light. This crystal recharges until the energy within is strong enough to burst forth in a fiery blaze and become a phoenix once again.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dakmour Wyrm \n'b' Huge beast , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d12+20) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 14 (+2) INT: 8 (-1) 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 Senses darkvision 30 ft., passive Perception 12 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The Dakmour Wyrm has perfect camouflage for its native environment. Any time it is in its own hunting grounds, it has advantage on all Stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creature can make 1 bite attack and up to 4 tendril attacks each round. If 2 tendrils successfully grapple a single target, the Wyrm can also attempt a constriction attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 12 (2d6+5) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit 8 (1d6+5) necrotic damage. The target must make a Strength or Dexterity Save (DC 14, their choice). If they fail the save, they are grappled by the tendril. Someone grappled by a tendril automatically takes damage from the tendril each round. If two or more tendrils grab someone, then the Wyrm can immediately make a Constriction Attack as well. \n'b' Constriction . Melee Weapon Attack : +7 to hit, reach 5 ft., on creature. Hit : 14 (2d8+5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained and the Wyrm cannot constrict another target. \n'b'\n'b' ABOUT \n'b' The dakmour is a strange, snake-like beast that is highly adapted to jungle or forest environments. Ranging up to 36 feet long, with a girth that averages about 5 feet in diameter, this legless dragon-like creature is heavy and not very mobile on the ground. However, four large and long tentacles located several feet behind the head allow the creature to move through a forest canopy with ease. By using its tentacles, tail, and body the creature moves through the lower, heavy branches quite quickly. The green-yellow pattern of its skin makes it well suited for the forest environment, giving it the ability to blend in with the surrounding foliage and stalk its prey. These creatures are possessed of some minor intelligence and are aware enough to understand a lust for killing things. \n'b' Territorial Hunters . These creatures take great pleasure in killing and are always on the hunt. Though they have no dens, they generally have very limited hunting ranges, less than 2 or 3 square miles and they always return to the same place to eat their prey, a spot somewhat removed from where it hunts. It leaves any remains of its victims in piles and heaps where wild dogs or other scavengers pick the bones. \n'b' Ambush Predator . The dakmour generally hunts its prey by laying in ambush in the lower canopy of trees and striking when something passes beneath. They pull the prey/victim into the tree if they can, if not they fall out of the tree and coil about the creature. These heavy beasts fight with absolute wild abandon, lashing about with their torsos, biting, engulfing victims with their tentacles and constricting them. The tentacles attach to their prey, both crushing them and sucking the blood from them. If it gets enough of a hold, the dakmour tries to wrap around the victim, Crushing it with its body, draining its lifeblood with its tentacles and biting it to death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Afu-Abtem \n'b' Medium humanoid ( human ), neutral good \n'b' Armor Class 13 Hit Points 5 (1d8 + 1) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 06 (+3) CON: 32 (+1) INT: 14 (+2) WIS: 26 (+3) CHA: 34 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +4 Skills Insight +7, Perception +7, Stealth +7 Senses passive Perception 17 Languages Common, Khemitian Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sneak Attack . Afu-Abtem 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 Afu-Abtem 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'\n'b' ABOUT \n'b' Afu-abtem, the youngest son of Hept-f-hra, knows of his father\xe2\x80\x99s vile purposes and hates his family for what they do. He speaks out and is beaten, derided, and made to work as their servant. Thus, he and the two servants have become a family. He seeks to aid the party if he can.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azata, Brijidine \n'b' Family: Azata \n'b' Medium celestial (azata), chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 218 (19d8+133) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 24 (+7) INT: 15 (+2) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Damage Immunities fire, lightning Condition Immunities petrified Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Infernal, truespeech Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flaming Body . Creatures that hit the brijidine with a melee attack take 3 (1d6) fire damage. Creatures that grapple or are grappled by the brijidine suffer 21 (6d6) fire damage. \n'b' Heat Stone . Any stone affected by the brijidine\xe2\x80\x99s spells heats up for 1 minute, dealing 3 (1d6) fire damage to any creature ending their turn within 5 ft. \n'b' Innate Spellcasting : The brijidine\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : flaming sphere , heat metal , meld into stone , stone shape \n'b' 5/day each : conjure elemental (fire elemental only), flame strike , wall of stone \n'b' 3/day each : earthquake , firestorm, heal , wall of fire \n'b'\n'b' Magic Resistance . The brijidine has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brijidine makes two longsword attacks. \n'b' Longsword . Melee Weapon Attack : +11 to hit, 5 ft. reach, 1 target. Hit : 14 (2d8 + 5) slashing damage. Targets hit by this attack also take 7 (2d6) fire damage. \n'b' Lava Blast . Ranged Spell Attack : +11 to hit, range 30/120, 1 target. Hit : 56 (16d6) fire damage. \n'b'\n'b' ABOUT \n'b' Brijidines are passionate, powerful azatas attuned to the powers of earth and fire. They love basking in volcanoes, writing poetry, tending to sick creatures, and pursuing spicy recipes. The quickest way to befriend a brijidine is to present her with a fireproof copy of an exotic poem or a bag of rare peppers. Though their power is tied to primal destruction, they are quick-witted and love clever wordplay, whether in a sonnet or a dirty limerick. A brijidine stands 5-1/2 feet tall and weighs 150 pounds. \n'b' Fiery Wrath . The brijidine sees fire as a form of purity, a marked difference from its classical association with devastation and destruction. To a brijidine, the existence of hellfire is the rankest blasphemy, and while many azatas look to the demons of the Abyss as their greatest enemies, it is among the devils of Hell that most brijidines find focus for their anger. The fact that devils are immune to fire, the brijidine\xe2\x80\x99s greatest strength, frustrates and angers these azatas all the more, forcing them to become far more imaginative and creative in their tactics when facing such foes. \n'b' Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. \n'b' Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help . Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race. \n'b' Azatas can speak with almost any creature because of their truespeech special ability. \n'b' Wanderers . Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata \xe2\x80\x9csettlements\xe2\x80\x9d are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. \n'b' Knights Errant . Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long. \n'b' This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light , and without struggle there can be no victory. \n'b' Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves. \n'b' Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoenix, Lesser \n'b' Large monstrosity , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 27 (5d8 + 5) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flaming Fortitude . If damage reduces the lesser phoenix to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the phoenix drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lesser phoenix makes two melee weapon attacks; one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage plus 3 (1d6) fire damage. \n'b'\n'b' ABOUT \n'b' The statistics above are for a wild-shaped druid of the Circle of the Phoenix.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoenixborn \n'b' Family: Phoenixborn \n'b' Medium humanoid (phoenixborn), any \n'b' Armor Class 13 Hit Points 33 (6d8 + 6) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances fire Senses passive Perception 12 Languages Common, Ignan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Feathers . The phoenixborn sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Rebirth (1/Day) . If the phoenixborn is reduced to 0 hp , it erupts in a burst of flame. Each creature within 10 feet of it takes 3 (1d6) fire damage, and the phoenixborn regains hp equal to the total damage taken. \n'b'\n'b' ACTIONS \n'b'\n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Hurl Flame . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 5 (1d6 + 2) fire damage. \n'b'\n'b' ABOUT \n'b' As much flame as bird, this avian humanoid sheds light from its glorious plumage. \n'b' Phoenixborn are birdlike humanoids who hail from the surface of the Elemental Plane of Fire. Their glorious plumage of red, orange, and yellow reflects their incandescent heritage. \n'b' Blessings . Phoenixborn were mundane birds once. The first of them were blessed by phoenixes after they warned about an impending demon invasion. \n'b' Cheating Death . Blows that would kill lesser creatures hardly seem to bother phoenixborn, who cheat death by bursting into balls of flames, just as their namesakes do. Clever foes target phoenixborn from a distance to avoid being caught in the flames.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoenixborn Sorcerer \n'b' Family: Phoenixborn \n'b' Medium humanoid (phoenixborn), any \n'b' Armor Class 13 (16 with mage armor ) Hit Points 60 (11d8 + 11) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Perception +2, Persuasion +5 Damage Resistances fire Senses passive Perception 12 Languages Common, Ignan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Feathers . As the phoenixborn. \n'b' Rebirth (1/Day) . If the phoenixborn sorcerer is reduced to 0 hp , it erupts in a burst of flame. Each creature within 10 feet of it takes 7 (2d6) fire damage, and the phoenixborn sorcerer regains hp equal to the total damage taken. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The phoenixborn sorcerer makes two Talon or Hurl Flame attacks. It can replace one attack with a use of Spellcasting. \n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 3 (1d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 10 (2d6 + 3) fire damage. \n'b' Fire Jet (Recharge 6) . The phoenixborn sorcerer shoots a jet of fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The phoenixborn sorcerer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : mage hand , minor illusion , light , prestidigitation \n'b' 2/day each : charm person , continual flame , mage armor \n'b' 1/day : dispel magic \n'b'\n'b' ABOUT \n'b' As much flame as bird, this avian humanoid sheds light from its glorious plumage. \n'b' Phoenixborn are birdlike humanoids who hail from the surface of the Elemental Plane of Fire. Their glorious plumage of red, orange, and yellow reflects their incandescent heritage. \n'b' Blessings . Phoenixborn were mundane birds once. The first of them were blessed by phoenixes after they warned about an impending demon invasion. \n'b' Cheating Death . Blows that would kill lesser creatures hardly seem to bother phoenixborn, who cheat death by bursting into balls of flames, just as their namesakes do. Clever foes target phoenixborn from a distance to avoid being caught in the flames.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phooka \n'b' Small fey , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Senses passive Perception 16 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' One with Nature . When a phooka is slain through violence, all plants within a 100-foot radius of where it fell die and no new ones grow naturally in that area for 1 year. \n'b' Tree Stride . Once on its turn, the phooka can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' About \n'b' These small hairy creatures resemble a cross between a goblin and a child\xe2\x80\x99s fuzzy play bear. They have wide-set glowing golden eyes and long pointed ears like those of a donkey. They have a mouth to match their ears, complete with buck teeth. \n'b' Phookas are tricksters and jokesters. They revel in playing tricks on unwary travelers, leading them on merry chases or getting them lost deep in the forest. They are not necessarily malicious though some phooka do lean towards evil and murder. \n'b' A phooka\xe2\x80\x99s trickery may include turning itself into an enchanted pony and offer a stranger a ride, only to lead it through brambles and thorns at top speed, or to lead travelers to enchanted springs that cause them to fall into a deep slumber and strip them of all their belongings and clothes, then leave behind clues as to where their possessions are hidden. \n'b' Phooka are deeply attuned to nature and animals and have a bond with their natural surroundings. If slain, all plant matter within one square mile of the phooka withers and dies. \n'b' A phooka stands about 3 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phooka \n'b' Small fey (shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 33 (6d6 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +3, Persuasion +5, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The phooka has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Innate Spellcasting . The phooka\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b' Cantrips (at will) : druidcraft, thorn whip \n'b' 1/day each : dancing lights , invisibility \n'b' Shapechanger . The phooka can use an action to shapechange into a human , goblin , horse, cat, rabbit, raven, fox, wolf, goat , or dog. It usually shapechanges into a horse. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Fey Charm . The phooka targets one humanoid or beast that it can see withing 30 feet of it. If the target can see the phooka, it must succeed on a DC 14 Wisdom saving throw or be magically charmed . The charmed creature regards the phooka as a trusted friend to be heeded and protected. Each time the phooka 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 for 10 minutes or until the phooka dies, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the phooka\xe2\x80\x99s Fey Charm for the next 24 hours. The phooka can have no more than one humanoid and up to 3 beasts charmed at a time. \n'b'\n'b' ABOUT \n'b' The phooka is a michevous fey shapechanger. Its true form is a small black creature, a strange combination of a rabbit, goat, and fox. They aren\xe2\x80\x99t popular in either realm. \n'b' Off the Beaten Path . These fey often surprise travelers on remote forest trails. Phookas move through the trees and spy on their victims before they reveal themselves. However, the form they choose won\xe2\x80\x99t be anything like their true self. \n'b' Terrible Trickster . This creature enjoys playing elaborate jokes on humanoids. They will be patient and draw their victims into difficult situations. \n'b' Rocky Ride . One of the phooka\xe2\x80\x99s favorite trick is talking a humanoid into riding them in horse form. The fey takes the foolish victim on a wild, dangerous ride and then returns them back to the place they started from.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoori Beastmaster \n'b' Medium humanoid (human) , chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 52 (7d8+21) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +3, Survival +3 Senses passive Perception 13 Languages Dhari, Low Atlantean Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Command Beast As a bonus action, the beast master causes one animal or monstrosity of 8 Hit Dice or lower within 15 ft. to make an immediate attack . \n'b' Poison Use Phoori tribesmen prefer poisons that hamper a victim\xe2\x80\x99s ability to move, such as wasp venom. When hit by a weapon coated in wasp venom, the victim must succeed on a Con save (DC 14) or take 2d6 poison damage and have his or her speed reduced by 5 ft. for one minute. Additional doses have a cumulative effect on a victim\xe2\x80\x99s speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d8+2 piercing damage and poison. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, ranged 150/600 ft., one target. Hit : 1d8+3 piercing damage and poison. \n'b'\n'b' REACTIONS \n'b'\n'b' Heeded Warning The severed heads that Phoori tribesmen carry as trophies sometimes whisper glimpses of the future. When the Phoori tribesman would take damage from any source, he can heed a warning as a combat reaction and take only half damage from that source. Once he has used this ability, he cannot use it again for 1 day or until he reduces a creature to 0 hit points . \n'b'\n'b' ABOUT \n'b' This human savage wears light armor and carries a spear, but most notable are the severed heads that stare vacantly from where they are tied at his belt, silent proof of his fighting prowess. \n'b' The beastmaster subjugates some of the less dangerous predators of the swamps, such as crocodiles, dire boars, or even panthers, and trains them to help flush out prey. In return, the beasts get a full meal\xe2\x80\xa6 minus the head, of course.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoori Dark Shaman \n'b' Medium humanoid (human) , chaotic evil \n'b' Armor Class 16 (hide armor) Hit Points 65 (10d8+20) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +6 Senses passive Perception 16 Languages Dhari, Low Atlantean Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Sacrifice Whenever the dark shaman hits a prone enemy, the attack deals 2d8 extra damage and the dark shaman gains the same number of temporary hit points . \n'b' Forced Obesiance (3/Day) . As a bonus action, the dark shaman invokes the names of his twisted and evil gods, forcing his foes to bow down to their terrible power. All non-evil creatures within 30 feet must succeed a Wis save (DC 15) or become incapacitated for 1 round and forced prone . \n'b' Spellcasting . The dark shaman is a 6th-level caster. His spellcasting ability is Wisdom (DC 14, +6 to hit) At will: detect poison, resistance \n'b'\n'b' 1st level (4 slots) : bane , cause fear , command , inflict wounds \n'b' 2nd level (3 slots) : blindness/deafness , spiritual weapon \n'b' 3rd level (3 slots) : contagion , curse \n'b'\n'b' ACTIONS \n'b'\n'b' Skull-Tipped Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d8+1 piercing damage, and if the target is a living creature, it must make a Con save (DC 14) or take 2d8 poison damage and be poisoned until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Heeded Warning The severed heads that Phoori tribesmen carry as trophies sometimes whisper glimpses of the future. When the Phoori tribesman would take damage from any source, he can heed a warning as a combat reaction and take only half damage from that source. Once he has used this ability, he cannot use it again for 1 day or until he reduces a creature to 0 hit points . \n'b'\n'b' ABOUT \n'b' This primitive alchemist uses the venoms of the creatures and vegetation of the swamp to fell his foes. A poisoner is not one to stand toe-to-toe with a mighty warrior, and instead lets his poisons do his dirty work. \n'b' This tall, imposing figure wears a horned skull helm and a great cloak over his bone mail shirt. His fingernails and teeth have been filed to points. He wields a stout club, topped with a skull held in place by wicked spikes, though the skull\xe2\x80\x99s mouth seems to chatter of its own accord. \n'b' The age-old ruins and temples sunken in the swamps still harbor dark and ancient power. This power whispers in the dreams of the dark shaman, setting him on a path to sacrifice enough souls to awaken his dark gods from their slumber. The dark shaman is the spiritual, and sometimes literal, leader of the tribe, and continually reinforces the tribe\xe2\x80\x99s bloodlust to satisfy the voices from the depths.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoori Death Adder \n'b' Medium humanoid (human) , chaotic evil \n'b' Armor Class 14 (leather armor) Hit Points 58 (9d8+18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +3, Stealth +8 Senses passive Perception 13 Languages Dhari, Low Atlantean Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . The death adder takes no damage instead of half damage when it succeeds on a Dex save against an effect that deals half damage on a successful save. \n'b' Blinding Powder A phoori death adder can concoct a mix of minerals and animal secretions into a fine powder that stings the eyes of its enemies. As a bonus action, the death adder can cast the powder in a 15-ft. cone. Creatures within the cone must make Con saves (DC 14) or be blinded for 1d4 rounds. A death adder typically carries 3 handfuls of blinding powder. \n'b' Poison Use Phoori tribesmen prefer poisons that hamper a victim\xe2\x80\x99s ability to move, such as wasp venom. When hit by a weapon coated in wasp venom, the victim must succeed on a Con save (DC 14) or take 2d6 poison damage and have his or her speed reduced by 5 ft. for one minute. Additional doses have a cumulative effect on a victim\xe2\x80\x99s speed. \n'b' Sneak Attack (1/turn) . The death adder deals 2d6 extra damage with its sneak attack , as per the rogue ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1d4+3 piercing damage and poison. \n'b' Blowgun . Ranged Weapon Attack : +5 to hit, ranged 25/100 ft., one target. Hit : 4 piercing damage and poison. \n'b'\n'b' REACTIONS \n'b'\n'b' Heeded Warning The severed heads that Phoori tribesmen carry as trophies sometimes whisper glimpses of the future. When the Phoori tribesman would take damage from any source, he can heed a warning as a combat reaction and take only half damage from that source. Once he has used this ability, he cannot use it again for 1 day or until he reduces a creature to 0 hit points . \n'b'\n'b' ABOUT \n'b' A wicked dagger smeared with ichor and a small blowgun are the only obvious weapons carried by this shifty savage. Vials and pots are tied to his belt, as is the head of his last victim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catfish Shark \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 2 (1d4) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 3 (-4) DEX: 12 (+1) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 90 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Bioluminescent . The catfish shark can cause its body to glow with orange light, providing dim light in a 5-foot radius. \n'b' Water Breathing . The catfish shark can breathe only underwater. \n'b' ACTIONS \n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' ABOUT \n'b' The catfish shark lives in deep water. Most species are less than 1 foot long and range from pale orange to silvery white in color. Some are also bioluminescent. The catfish shark is an ideal familiar for a spellcaster who operates underwater.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dam-thing \n'b' Huge construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d12 + 30) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons not made of adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The dam-thing is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the dam-thing must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While it remains motionless, the dam-thing is indistinguishable from what it is built to resemble, a dam that holds back a small amount of water. \n'b' Immutable Form . The dam-thing is immune to any spell or effect that would alter its form. \n'b' Sleep Vulnerability . Built into the construct is a susceptibility to the sleep spell. If the dam-thing is subjected to the effects of a sleep spell, it is automatically affected by the spell, regardless of the amount of hit points the dam-thing still has. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 18 (4d6 + 4) piercing damage. If the attack hits, the dam-thing can use a bonus action to Constrict the target. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 22 (4d8 + 4) bludgeoning damage, and the target is grappled (escape DC16). Until this grapple ends, the creature is restrained , and the construct can\xe2\x80\x99t constrict another target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phoso \n'b' Large aberration , neutral \n'b' A giant skitters toward you on six clumping hooves, the four arms jutting out of the top of its torso menacingly gripping and unclenching as its beady yellow eyes fix on your arms. \n'b' Armor Class 15 (natural armor) Hit Points 76 (8d10 +40) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 20 (+5) INT: 4 (-3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Resistances piercing, slashing, bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities necrotic Condition Immunities exhaustion , frightened Senses darkvision 120 ft. \n'b' Languages Drow Challenge 6 (2300 XP) \n'b' Special Traits \n'b' Material Prisoner . The phoso can never become ethereal or leave the Material Plane. Any spell or effect that would teleport it or otherwise move it to another plane automatically fails. \n'b' Actions \n'b' Multiattack . The phoso makes four slam attacks. It may use one necrotic ray instead of two of its slam attacks. It can fire up to two necrotic rays instead of making any slam attacks. \n'b' Detaching Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d10+6) bludgeoning damage and if the target is a medium or smaller creature and is hit by two or more slam attacks in one round, the phoso may impose the grappled condition (escape DC 17) on the target. Until the grapple ends, the target is restrained and the phoso can\xe2\x80\x99t execute any other attacks, as it focuses on pulling the limbs from the creature, dealing 49 (4d10+24) bludgeoning damage on any subsequent round. Additionally, a target suffering this damage must succeed on a DC 16 Constitution saving throw or take one level of exhaustion from the painful strain. Creatures without discernible limbs are immune to having their limbs pulled off. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d12+5) bludgeoning damage. \n'b' Necrotic Ray . The phoso may shoot up to two necrotic rays at one or two creatures it can see within 60 feet of it. The target must succeed on a DC 16 Constitution saving throw or it can\xe2\x80\x99t take reactions until the end of its next turn and takes 9 (3d4+2) necrotic damage. A successful save negates the effects of the ray. \n'b' About \n'b' The drow are keen to enslave every sentient (or nonsentient) race that wanders into their lands. A sizable band of witchwyrd made the critical mistake of trusting the drow, failing to realize that the dark elves\xe2\x80\x99 hospitality was a dangerous ruse before it was far too late. Vastly outnumbered and grounded to the spot by mages, the otherworldly creatures entered the custody of the Endless Cave\xe2\x80\x99s enslavers, never to leave this Material Plane again. Once the drow garnered every bit of information they could from their captives, they began to explore other avenues of use. Dark elven alchemists quickly took to the task, using the witchwyrd prisoners for horrifying magical experimentation and forcing them to produce offspring broken by what was being done to their bodies. The resulting children were birthed as phoso, made into personal bodyguards and watch dogs that prowl the underkeeps of their oppressive, powerful Underworld mage masters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Phycomid \n'b' Small plant (fungus), unaligned \n'b' Armor Class 12 (natural armor) Hit Points 27 (6d6 + 6) Speed 10 ft.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Immunities fire, psychic Condition Immunities frightened , prone , stunned, unconscious Senses tremorsense 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' Actions \n'b' Fluid Globule . Ranged Weapon Attack : +2 to hit, range 20 ft., one target. Hit : 7 (2d6) acid damage. \n'b' Debilitating Spores (3/day) . The phycomid ejects spores in a 10-foot radius. All creatures within this area must succeed a DC 13 Constitution saving throw, or take 10 (3d6) necrotic damage and have its hit point maximum reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest . \n'b' About \n'b' A small blob of decomposing matter covers the ground. Several small mushrooms sprout from the patch. \n'b' A patch of phycomids is often found growing in garbage heaps, refuse, and other such places. A typical patch of phycomids covers an area of 2 feet. The actual number of mushroom-growths varies with the actual size of the patch. The mushroom caps are usually white, red, purple, or yellow in color, and the phycomid\xe2\x80\x99s body is milky white. \n'b' The phycomid attacks by extruding a small tube from its body and firing a glob of acid at a foe. The phycomid has a range increment of 5 feet and can fire a globule to a maximum range of 20 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azata, Gancanagh \n'b' Family: Azata \n'b' Medium celestial (azata), chaotic good \n'b' Armor Class 14 Hit Points 60 (8d8+24) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 16 (+3) INT: 15 (+2) WIS: 12 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning Condition Immunities petrified Senses darkvision 60 ft., passive Perception 11 Languages all Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The gancanagh\xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , mirror image , suggestion \n'b'\n'b' Invigorating Passion (1/Day) . The gancanagh can bless a mortal with a kiss, healing them for 1d8 hit points and allowing them to ignore exhaustion . This benefit ends after 1 hour, at which point the creature must make a DC 14 Constitution saving throw or gain a level of exhaustion . \n'b' Smoke Weakness . The gancanagh has disadvantage on all saving throws against smoke or vapors. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gancanagh makes two attacks. \n'b' Rapier . Melee Weapon Attack : +7 to hit, 5 ft. reach, 1 target. Hit : 9 (1d8 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' Male azatas of extraordinary and radiant beauty, gancanaghs are Elysium\xe2\x80\x99s knights-errant, but they are best known as inveterate wooers of mortals and immortals alike. While gancanaghs are incorrigible flirts, a gancanagh\xe2\x80\x99s true attention tends to alight on one man or woman at a time, and he throws himself into wooing and courting his current target, into a brief but earnest fling before his quicksilver passions change yet again. A typical gancanagh stands 6 feet tall but weighs only 130 pounds. \n'b' Demon Hunters . Gancanaghs hate succubi and incubi more than anything else, as they feel that the mere existence of such creatures profanes the spirit of romance with the shadow of the demons\xe2\x80\x98 seduction and violence, leading good people who share the gancanagh\xe2\x80\x99s flirtatious and open nature to be compared to evil creatures. One can give a gancanagh no greater offense than to mistake him for an incubus, and more than one hotheaded gancanagh has challenged a misinformed paladin or other ally of good to a duel over such an insult. \n'b' Trinkets . While many gancanaghs carry whimsical-looking pipes because they like the way they look, they can\xe2\x80\x99t stand smoke, and so rarely make use of them. A gancanagh\xe2\x80\x99s flute, on the other hand, is a cherished possession, as they enjoy both the beauty of the music and its ability to sway the heart. \n'b' Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. \n'b' Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help . Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race. \n'b' Azatas can speak with almost any creature because of their truespeech special ability. \n'b' Wanderers . Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata \xe2\x80\x9csettlements\xe2\x80\x9d are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. \n'b' Knights Errant . Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long. \n'b' This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light , and without struggle there can be no victory. \n'b' Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves. \n'b' Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piasa \n'b' Large dragon , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 144 (17d10 + 51) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +6 Skills Athletics +7, Perception +4, Stealth +3 Damage Vulnerabilities poison Senses blindsight 15 ft., darkvision 120 ft., passive Perception 14 Languages Draconic Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Segmented Tail . The piasa\xe2\x80\x99s spiked tail is segmented and up to three times the length of its body. When the piasa takes 25 or more damage in a single turn, a segment of its tail is severed. When the first segment is severed, the tail attack\xe2\x80\x99s damage type changes from piercing to bludgeoning and deals 1d8 less damage. When the second segment is severed, the tail attack no longer deals damage, but it can still grapple. When the third segment is severed, the piasa can\xe2\x80\x99t make tail attacks. The tail re-grows at a rate of one segment per long rest . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The piasa can use its Frightful Presence. It then makes three attacks: one with its bite or tail and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the piasa can\xe2\x80\x99t make tail attacks against other targets. When the piasa moves, any Medium or smaller creature it is grappling moves with it. \n'b' Frightful Presence . Each creature of the piasa\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 become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the piasa\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Sleep Breath (Recharge 5-6) . The piasa exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b'\n'b' About \n'b' The dragon easily stands out from its draconic cousins with a huge rack of antlers rising from its head, and a well-groomed beard jutting from its tiger-like chin and jaw line. Its incredibly long tail whips to and fro, tipped by a terrible spike. \n'b' Bearded Drake . While the beard of the piasa can be mistaken as hair, it would be more correct to say that it is made of the same chitinous material as its scales. Male piasa are covered with scales that are a shade of green, while female piasa are covered in golden scales. Male beards are often gold in color, while female beards can range from light gold to almost black. \n'b' Ravenous Carnivore . A lower form of dragon, the piasa is well known for its hunger for humanoid flesh. While it will eat any source of meat, it prefers live prey that it has rendered unconscious and has a particular fondness for dwarf flesh. \n'b' Hunters of Snakes . People that live near piasa quickly learn to carry poisoned spears and arrows for protection as the beasts are particularly susceptible to it. These villages often harvest poison from local snakes, driving many piasa to ruthlessly slaughter such creatures on sight. An area clear of snakes is often a sign of a piasa\xe2\x80\x99s presence.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piasa Bird \n'b' Huge beast , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 200 (16d12+96) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 22 (+6) INT: 8 (-1) WIS: 8 (-1) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +10 Skills Athletics +10, Intimidation +5, Survival +7 Damage Immunities poisoned Senses passive Perception 14 Languages Auran, Primordial Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Flyby . The piasa doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The piasa\xe2\x80\x99s spellcasting ability is Strength (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : poison spray, resistance \n'b' 1st level (4 slots) : fog cloud , heroism , hunter\xe2\x80\x99s mark, thunderwave \n'b' 2nd level (3 slots) : blur , gust of wind , shatter \n'b' 3rd level (2 slots) : dispel magic , stinking cloud , wind wall \n'b' 4th level (1 slot) : conjure minor elementals \n'b'\n'b' Keen Hearing and Sight . The piasa has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Nesting . The piasa can build a form of confinement for its saved food in the same manner it builds a nest. By weaving roots, sticks, branches, and vines together, the piasa makes a cocoon-shaped cage with one opening on top just large enough for a Medium creature. It provides a small container (usually stolen) filled with water. While it is dry and vulnerable to fire, the cage (AC 10, 60 hp ) will harm those inside if burned. A creature must succeed on a DC 18 Strength ( Athletics ) check to climb up to the hole on top to escape, or deal at least 30 points of slashing or piercing damage to cut a hole in the side. \n'b' Swoop . If the piasa flies at least 30 feet straight toward a creature of Large size or smaller, it has advantage on an opposed Strength ( Athletics ) check to grapple. The piasa can only carry one creature at a time, and while carrying a creature it can only use its beak or wing attack . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The piasa attacks twice. \n'b' Beak . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 18 Constitution saving throw it is poisoned for 1d4 rounds. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) piercing damage. \n'b' Wing . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 16 (3d6+6) bludgeoning damage. \n'b'\n'b' About \n'b' These massive avians have four-clawed legs of a hawk, a brown scaled body, great green wings, and eerily human eyes of piercing crimson. Piasa birds can build rudimentary cages and sometimes keep excess food in these confines to save for later devouring.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piercer, Large \n'b' Family: Piercer \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 47 (5d10 + 20) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 18 (+4) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' False Appearance . While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. \n'b' Spider Climb . The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Drop . Melee Weapon Attack : +5 to hit, one creature directly underneath the piercer. Hit : 4 (1d8) piercing damage per 10 feet fallen, up to 22 (5d8). Miss: The piercer takes half the normal falling damage for the distance fallen.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piercer, Small \n'b' Family: Piercer \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 10 (+0) DEX: 11 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' False Appearance . While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. \n'b' Spider Climb . The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Drop . Melee Weapon Attack : +2 to hit, one creature directly underneath the piercer. Hit : 2 (1d4) piercing damage per 10 feet fallen, up to 7 (3d4). Miss : The piercer takes half the normal falling damage for the distance fallen.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pierrotfolk \n'b' Family: Pierrotfolk \n'b' Medium fey (pierrotfolk, ozian), chaotic neutral \n'b' Armor Class 12 Hit Points 13 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Performance +4 Damage Immunities psychic Damage Immunities charmed , frightened Senses passive Perception 9 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enthralling Dance . If the pierrotfolk dances for at least 1 minute, it chooses up to four humanoids within 60 feet of it who watched to the entire performance. Each target must succeed on a DC 12 Wisdom saving throw or be charmed . While charmed in this way, the target idolizes the pierrotfolk and will take part in the pierrotfolk\xe2\x80\x99s revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if the pierrotfolk attacks the target, or if the target witnesses the pierrotfolk attacking or damaging any of the target\xe2\x80\x99s allies. \n'b' Irrepressible Dance . When any creature starts its turn within 10 feet of the pierrotfolk, the pierrotfolk can increase or decrease the walking speed of that creature by 10 feet until the end of the turn, provided the pierrotfolk isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Fool\xe2\x80\x99s Scepter . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This cackling, laughing mob consists of Pierrettes and Pierrots, the girls in full skirted frocks with tall saucy caps, the men in pantaloon suits and frills. \n'b' Pierrotfolk build playgrounds and other amusements to suit their never-ending need for fun. They have absolutely no regard for non-pierrots and will forcibly expect anyone to play with them until they die of exhaustion. Pierrots makes a huge amount of noise and create so much confusion with their playing that makes it nearly impossible to concentrate. \n'b' Often known as the King of Play, the pierrotfolk noble looks exactly like a court jester. Nobles lead the charge on the playground and are only too eager to point out new prey to keep them entertained.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pierrotfolk Noble \n'b' Family: Pierrotfolk \n'b' Medium fey (pierrotfolk, ozian), chaotic neutral \n'b' Armor Class 14 Hit Points 68 (8d8 + 32) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Perception +4, Performance +7 Damage Immunities psychic Damage Immunities charmed , frightened Senses passive Perception 14 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enthralling Dance . If the pierrotfolk dances for at least 1 minute, it chooses up to four humanoids within 60 feet of it who watched to the entire performance. Each target must succeed on a DC 15 Wisdom saving throw or be charmed . While charmed in this way, the target idolizes the pierrotfolk and will take part in the pierrotfolk\xe2\x80\x99s revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if the pierrotfolk attacks the target, or if the target witnesses the pierrotfolk attacking or damaging any of the target\xe2\x80\x99s allies. \n'b' Irrepressible Dance . When any creature starts its turn within 10 feet of the pierrotfolk, the pierrotfolk can increase or decrease the walking speed of that creature by 10 feet until the end of the turn, provided the pierrotfolk isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pierrotfolk noble makes two attacks with its scepter. \n'b' Fool\xe2\x80\x99s Scepter . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This cackling, laughing mob consists of Pierrettes and Pierrots, the girls in full skirted frocks with tall saucy caps, the men in pantaloon suits and frills. \n'b' Pierrotfolk build playgrounds and other amusements to suit their never-ending need for fun. They have absolutely no regard for non-pierrots and will forcibly expect anyone to play with them until they die of exhaustion. Pierrots makes a huge amount of noise and create so much confusion with their playing that makes it nearly impossible to concentrate. \n'b' Often known as the King of Play, the pierrotfolk noble looks exactly like a court jester. Nobles lead the charge on the playground and are only too eager to point out new prey to keep them entertained.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anacite Laborer \n'b' Family: Anacite \n'b' Medium construct (robot), lawful neutral \n'b' Armor Class 17 (skymetal frame) Hit Points 152 (16d10 + 64) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common; shortwave 100 ft. Challenge 9 (5,000 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' Nanite Regeneration . The anacite laborer regains 10 hit points at the start of its turn if it has at least 1 hit point. \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' Sunlight Dependency . Anacite laborers are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the poisoned condition (bypassing their normal immunity). \n'b' Reconfigure . Anacite laborers are capable of adapting and improving their designs. An anacite laborer has a number of built-in abilities equal to half its CR (usually 3), chosen from the list below. An anacite laborer can change these abilities by spending 1 uninterrupted hour for each ability it wants to change. The anacite laborer must also have access to an appropriate workspace for the duration. An ability can be gained only once unless stated otherwise. In addition, modifications other than those listed here might exist.\n'b'\n'b'\n'b' Advanced treads that increase its speed to 60 feet. \n'b' A sensor that grants blindsight 120 feet. \n'b' Elongated arms that extend its reach by 5 feet. \n'b' A modified chassis that grants a burrow, climb, or swim speed equal to its 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 granting resistance against a single energy type (acid, cold, lightning, fire, or thunder). This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type. \n'b' Specialized plating that increases its AC by 2. \n'b'\n'b' Toolsy . Anacite laborers are proficient with all tools and vehicles. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anacite laborer makes three attacks. \n'b' Plasma Cutter . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d8) fire damage plus 9 (2d8) lightning damage. \n'b' Electrical Burst (Recharge 6) . The anacite laborer discharges electricity in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one. \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'Pigeon, Homing \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 2 (1d4) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Messenger . When a message tube is attached to its leg, the homing pigeon flies directly to a single specified location. \n'b'\n'b' ACTIONS \n'b'\n'b' Peck . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. This tiny two-tone grey bird has black speckles on its wings, black bands on its body, and a piercingly intelligent look in its eyes. As it moves, the small feathers on its neck take on an almost metallic sheen. \n'b'\n'b' ABOUT \n'b' Military field commanders have used homing pigeons to send messages from the front to their superiors for centuries. The animals are prized for their relative intelligence and their uncanny ability to navigate to message delivery sites. If the homing pigeon has been trained using the rules in Training a Beast for Battle, above, it can deliver messages to its designated people or locations with its Messenger feature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pike, Giant \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (10d8) Speed 30 ft. (swim)\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 120 ft., tremorsense (Water) 60 ft.; passive Perception 12 Challenge 2 (450 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8+3) piercing damage and target must succeed at a DC 13 Dexterity saving throw or is swallowed. Targets swallowed suffer 3 (1d6) damage per round from digestive juices, but can attack with small weapons, automatically hitting for base damage (no strength or Dexterity bonus). \n'b' About \n'b' Massive predators . Giant pike are rare and enormous fish, measuring nearly 20 feet in length. \n'b' Bottom feeders . Giant pike lurk near the bottom of lakes or underground rivers. They occasionally swim close to the surface in search of prey, particularly when that prey seems ripe for the feast. \n'b' Agile hunters . The giant pike\xe2\x80\x99s favored tactic is to swim underneath their target and surprise them. The pike attempts to swallow any medium or smaller target and retreat. They are bold, but are inclined to retreat when their prey puts up too much of a fight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pilfer Pixie \n'b' Tiny fey (titanspawn), neutral evil \n'b' Armor Class 15 Hit Points 5 (2d4) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 4 (-3) DEX: 20 (+5) CON: 10 (+0) INT: 12 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Deception +6, Stealth +7 Senses darkvision 60 ft.; passive Perception 11 Languages Sylvan, Titan Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Inflict Nightmare . Once per day, when the master of a familiar that the pilfer pixie has possessed takes a long rest , the pixie can cause the spellcaster to suffer terrible nightmares. The target must make a DC 12 Wisdom saving throw. On a failed save, the target suffers nightmares that last the duration of the target\xe2\x80\x99s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 10 (3d6) psychic damage. \n'b' Innate Spellcasting . The pilfer pixie\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, or +4 to hit with spell attacks). It can innately cast the following spells, requiring only its pixie dust as a component.\n'b'\n'b' At will : detect magic , druidcraft, invisibility , mage hand , speak with animals \n'b' 3/day each : dancing lights , sleep \n'b' 1/day each : detect thoughts , dispel magic \n'b'\n'b' Magic Resistance . The pixie has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Possess Familiar . The pilfer pixie can attempt to possess the familiar of another creature within 5 feet of the pixie. If the target is not asleep or incapacitated, the pixie must make a successful melee spell attack against it. The target must make a DC 14 Will saving throw. A familiar that saves against this effect is immune to the pilfer pixie\xe2\x80\x99s Possess Familiar for the next 24 hours. If the target fails the save, the pixie possesses the target; the pixie then disappears, and the target is incapacitated and loses control of its body. The pixie now controls the familiar\xe2\x80\x99s body but doesn\xe2\x80\x99t deprive the target of awareness. The pixie\xe2\x80\x99s body actually merges into that of the creature, its presence discernible only by true seeing or similarly powerful magic. While possessing a familiar, the pixie can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that target fey specifically, and it retains its alignment, Intelligence , Wisdom , and Charisma . It otherwise uses the possessed target\xe2\x80\x99s statistics. \n'b' About \n'b' Pilfer pixies attack magicians\xe2\x80\x99 familiars, possessing the creatures to get at their masters. Once the pixie possesses a familiar, it causes terrible nightmares to plague the creature\xe2\x80\x99s master, thus disrupting her spellcasting capacity. Presumably, whatever magic is lost by the spellcaster somehow nourishes the pixie. \n'b' Pilfer pixies resemble other varieties of sprites or pixies, with very angular features. Their gossamer wings produce a small glitter trail about two feet behind them as they fly. \n'b' These wicked, devious little faeries are said to be the brood of the titan who sent them far and wide to steal magic from the world and make those who practiced the arcane arts miserable beyond compare. Pilfer pixies still roam the lands looking to harass arcane spellcasters. \n'b' When a pilfer pixie encounters a warlock\xe2\x80\x99s or wizard\xe2\x80\x99s familiar, it uses any means at its disposal to get close to the creature. It may try to lull the beast into complacency or, in more obstreperous targets, use its pixie dust to reduce the familiar\xe2\x80\x99s resistance and perhaps even render it comatose for a time. If the pixie\xe2\x80\x99s theft is revealed, it flees (with its possessed familiar-host if it can), or abandons the familiar\xe2\x80\x99s body altogether and retreats to find an easier meal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azata, Ghaele \n'b' Family: Azata \n'b' Medium celestial (azata), chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 171 (18d8+90) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 16 (+3) WIS: 19 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning Condition Immunities petrified Senses darkvision 60 ft., passive Perception 14 Languages all Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The ghaele has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The ghaele is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , mending , resistance , sacred flame \n'b' 1st level (4 slots) : bless , command , divine favor , fog cloud , shield of faith \n'b' 2nd level (3 slots) : aid , enhance ability , lesser restoration \n'b' 3rd level (3 slots) : daylight , mass healing word \n'b' 4th level (3 slots) : banishment , death ward \n'b' 5th level (2 slots) : flame strike , raise dead \n'b' 6th level (1 slot) : heal , true seeing \n'b' 7th level (1 slot) : divine word \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghaele makes two longsword or light ray attacks. \n'b' Longsword . Melee Weapon Attack : +11 to hit, 10 ft. reach, 1 target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Light Ray ( Light Form only) . Ranged Spell Attack : +11 to hit, range 100/300, 1 target. Hit : 13 (2d12) radiant damage. \n'b' Light Form . The ghaele assumes a form of pure light . In this form, it retains all of its statistics, is treated as being in gaseous form , but its speed is 150 ft and it can freely use its light ray attacks. \n'b' Wrathful Gaze . One evil creature with 5 Hit Dice or less must succeed on a DC 17 Constitution saving throw or die. \n'b'\n'b' ABOUT \n'b' Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile\xe2\x80\x94and equally quick to strike against those they perceive as wicked. \n'b' Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. \n'b' Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help . Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race. \n'b' Azatas can speak with almost any creature because of their truespeech special ability. \n'b' Wanderers . Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata \xe2\x80\x9csettlements\xe2\x80\x9d are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. \n'b' Knights Errant . Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long. \n'b' This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light , and without struggle there can be no victory. \n'b' Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves. \n'b' Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pillar Guardian \n'b' Medium construct , unaligned \n'b' Armor Class 16 Hit Points 128 (17d8 + 51) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (0) CON: 17 (+3) INT: 7 (-2) WIS: 17 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +1 Skills Athletics +8, Perception +6 Damage Immunities Poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 90 ft., passive Perception 16 Languages none Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The pillar guardian has advantage on all saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pillar guardian makes three sword attacks or one sword attack and one lash attack . \n'b' Sword . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) slashing damage. \n'b' Lash . Ranged Weapon Attack : +8 to hit, range 60 ft., two targets. Hit : 7 (2d6) piercing damage, and the target must make a DC 14 Strength saving throw or be grappled and pulled to a space of the pillar guardian\xe2\x80\x99s choice within 10 feet of it. \n'b' Shockwave (Recharge 6) . Each creature in a 25-foot cube originating from the pillar guardian must make a DC 16 Constitution saving throw or take 21 (6d6) damage and be knocked prone . \n'b'\n'b' ABOUT \n'b' Pillar guardians are ancient automatons created as soldiers, guardians, babysitters, and ornamentation and were intelligent enough to accept and interpret orders from their masters. Unfortunately, the art faded and died entirely when it was destroyed. Now, they simply follow their last given orders. Appearing to the world as wondrous, finely made statues until some offense causes them to murder those responsible. \n'b' Pillar guardians appear to be finely made humanoid statues, painted exquisitely and decorated with gold, silver, and precious gems. Equivalents were once exported, most to cities now lost to time, and often looked far different. A reflection of the recipient or an eccentric artist\xe2\x80\x99s personal flair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pillar of the Lost Magocracy \n'b' This pale gray, angular, stone column dominates the horizon, eldritch sigils decorating its surface. As night descends, these glyphs glow with an unearthly pinkish-white light. \n'b' Huge construct , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d12 + 12) Speed 0 ft. (immobile)\n'b' STATS STR: 9 (-1) DEX: 1 (-5) CON: 13 (+1) INT: 18 (+4) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3, Wisdom +1 Skills Arcana +6, History +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 9 Languages understands Common but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Mental Agility . The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order. \n'b' Shocking Vengeance . A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage. \n'b' Actions \n'b' Anger of the Ancient Mage . The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:\n'b'\n'b' Mutant Plants . Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain , and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained . Treat as an entangle spell, except it only lasts for 2d4 rounds. \n'b' Acid Rain . Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Noxious Cloud . The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured , and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t blinded . The cloud lasts for 1d4 rounds. \n'b' Shrinking Ray . A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds. \n'b'\n'b' About \n'b' Hazards of the Wastes . These strange pillars date back to ancient wizard kingdoms destroyed in ancient arcane wars. Each holds the insane spirit of a wizard slain during the wars. Most of the time, these spirits are half-asleep, and the pillars act as hazards, discharging magical energy at sunset and sunrise. \n'b' Awakened Spirits . When the stars are right, however, the spirit of the ancient mage within the pillar awakens. Sworn to defend its magocracy, the spirit views nearby creatures as agents of a rival magocracy. The pillar\xe2\x80\x99s sigils glow brightly as it unleashes warped magic on nearby creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pinahuitzli \n'b' Tiny fey , unaligned \n'b' Armor Class 15 natural armor \n'b' Hit Points 1 (1d4-4) \n'b' Speed 5 ft., fly 20 ft.\n'b' STATS STR: 1 (-5) DEX: 14 (+2) CON: 3 (-4) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 60 ft., passive Perception 7 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cursed Death . Killing a pinahuitzli causes the creature that killed it great misfortune. They are afflicted by a curse as per the bestow curse spell with no saving throw. This curse cannot be lifted easily. Only a fey can remove this curse. Many fey see the killing of a pinahuitzli as an affront and are likely to demand favors in exchange for the curse being removed. \n'b' Harbinger . The pinahuitzli has a 30-foot-radius aura of doom. Any creature within that aura must subtract 1d4 from all rolls, including ability score, attack , saving throw, damage, and percentile rolls. Any roll of a natural 1 on a d20 automatically results in some misfortune (GM\xe2\x80\x99s discretion). \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in its space. Hit : 1 (1d4 \xe2\x80\x93 5) piercing damage, and the creature\xe2\x80\x99s next d20 roll is automatically considered to be a natural 1. \n'b'\n'b' ABOUT \n'b' The pinahuitzli is a poorly understood creature. These small red and black bugs are quickly identified as the harbingers of misfortune and are often avoided. They can appear as beetles, spiders, or other myriapods, but their red and black markings are well known. Killing a pinahuitzli reproduces by causing misfortune, but it also feeds on misfortune in some strange way. It absorbs the illuck that it creates, growing fungus-like tumors on its surface until eventually new pinahitzli sprout like buds off from their \xe2\x80\x9cparent\xe2\x80\x9d and wander off on their own to begin causing and absorbing bad luck too.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pine Doom \n'b' Huge plant , neutral \n'b' Armor Class 16 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 7 (-2) CON: 21 (+5) INT: 11 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +8, Perception +7 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 17 Languages Druidic, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree. \n'b' Sticky Pine Tar . A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained . In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can\xe2\x80\x99t be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute. \n'b' Siege Monster . The pine doom deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Sap-filled Pinecone . Ranged Weapon Attack : +9 to hit, range 30/120 ft., one target. Hit : 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds. \n'b' Flurry of Pinecones (Recharge 6) . Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A living pine tree festooned with pinecones featuring razor-sharp edges looks balefully at the intrusion upon its solitude. \n'b' Gruff Forest Protector . Pine dooms are typically the largest plants in their groves, towering over ordinary pine trees. They see themselves as responsible for the wellbeing of their forests. They manage the growth of trees under their protection, clear out underbrush, and kill destructive vermin, allowing their groves to prosper. They have an inborn distrust of humanoids, but if a creature entering their forests seems genuinely in trouble, pine dooms allow them to seek shelter. They retaliate strongly, however, if someone takes advantage of their charity. \n'b' Mobile Groves . Similar to treants, pine dooms can animate trees, though they do so only to relocate threatened groves. Unlike treants, pine dooms can animate all trees in a single grove, but the trees can\xe2\x80\x99t attack. \n'b' Powerful Pine Sap . A pine doom reserves its sap until it must attack intruders. The sap adheres to anything, allowing the pine doom to entrap weapons and particularly troublesome foes. Druids on friendly terms with the pine doom can coax the tree into producing sap for the druid to use in defending their own groves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pinefolk \n'b' Tiny construct (ozian), neutral good \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 3 (1d4) \n'b' Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +2 \n'b' Damage Vulnerabilities fire \n'b' Damage Resistances piercing \n'b' Damage Immunities petrified \n'b' Senses passive Perception 12 \n'b' Languages Common \n'b' Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This wooden being is short, only coming up to a child\xe2\x80\x99s waist. It is dressed in a bright blue uniform with big, gold buttons. A red cap is perched at a jaunty angle on its head. \n'b' Its face is round and its cheeks as rosy as two apples. It blue eyes were very bright and friendly. But the oddest thing about it is that its clothes appeared to be a part of it body\xe2\x80\x94as though they were painted on. \n'b' Pinefolk are made of the finest white pine and painted with quick-drying four-hour enamel that flows easily from the brush and is guaranteed not to chip, crack, craze or peel. \n'b' They\xe2\x80\x99re easily washable, too; spots and stains wipe off in a jiffy with a damp cloth or sponge\xe2\x80\x94no rubbing or scrubbing necessary. \n'b' Pineville . Pinefolk live in Pineville, where they are all very happy and contented. There\xe2\x80\x99s not a lonesome pine among them, although there are several trails on the mountain top. Despite their construct-like nature, they eat pine: pine steak with pine-dust pudding, fresh, crisp pineneedle salad with turpentine dressing and a strawberry pine cone for dessert.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pinfin \n'b' Huge undead , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d12+40) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 11 (+0) CON: 19 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces Pinfin 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, it drops to 1 hit point instead. \n'b' Undead Nature . Pinfin doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . Pinfin makes three melee attacks : one with its decaying bite and two with its claws. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) slashing damage. \n'b' Decaying Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (3d12+6) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can\xe2\x80\x99t regain hit points until the curse is lifted by the remove curse spell or similar magic, or until it succeeds on a DC 15 Constitution saving throw at the end of a long rest . In addition, if the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and Pinfin can\xe2\x80\x99t bite another target. \n'b' About \n'b' A young spinosaurus who aspires to grow large and fearsome, Pinfin looks forward to the day when he might lead the pack while lacking the understanding to see that he will never grow. \n'b' Pinfin hunts with ruthless efficiency and relentless enthusiasm, speaking to his prey in the voice of a small and excited child even as he eats them alive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Inspired Dancer \n'b' Family: Dancer \n'b' Tiny fey (enrooted), any \n'b' Armor Class 13 \n'b' Hit Points 35 (10d4 + 10); Wound Threshold 9 \n'b' Speed 0 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Sylvan, Undercommon, and any one language \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The inspired dancer doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The inspired dancer\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The inspired dancer can innately cast the following spells like a 1st-level spellcaster, requiring no material components: \n'b'\n'b' At will : dancing lights , druidcraft, spare the dying \n'b' 3/day each : color spray , lesser restoration , sanctuary \n'b' 1/day each : convergence*, goodberry \n'b'\n'b' Silvery Halo . The inspired dancer reflects any unobstructed source of bright light within 120 feet, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Leg Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cantrip . The inspired dancer casts a cantrip. \n'b'\n'b' ABOUT \n'b' The inspired dancer is an unassuming enrooted fey that can easily pass for an adventurous silvery dancer. It can cast spells from amidst a group of silvery dancers and vanish among them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pipefox \n'b' Tiny monstrosity, neutral \n'b' Armor Class 15 (natural armor) Hit Points 60 (40d4-40) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 9 (-1) INT: 14 (+2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +1, Cha +4 Skills Arcana +4, Religion +4, Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The pipefox\xe2\x80\x99s spell casting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : comprehend languages \n'b' 3/day each : augury , invisibility \n'b' 1/day each : detect thoughts , greater invisibility \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pipefox makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage and 9 (2d8) psychic damage, or half as much on a successful DC 12 Charisma saving throw. \n'b' Startling Fact . The pipefox can speak true, unknown fact about a creature it sees within 30 feet. If the creature can understand the pipefox, it must make a DC 13 Wisdom saving throw or be stunned for 1 round and frightened for 1 round after that. \n'b'\n'b' ABOUT \n'b' A pipefox is a foot-long, furry, magical snake with the head of a fox. Often found either climbing in trees or snaking around pipes, these curious and stealthy creatures prefer to skulk about to observe and learn. Neither malicious nor particularly beneficial, pipefoxes love to gather knowledge and sometimes disseminate what they\xe2\x80\x99ve acquired to those they find worthy. Desirous of knowledge, no matter how obscure, these creatures only see other like-minded creatures worthy of their interaction. Though they might become curious about a tribe of barbarians, take sudden interest in learning the cant of a local group of thieves, or even study the method of distribution for the local brewery, they watch such things from a distance, never interacting with such \xe2\x80\x9clesser minds.\xe2\x80\x9d But if a pipefox finds a creature that loves knowledge as much as it does, it becomes intrigued, and after spending a period of time observing such a creature, will eventually muster up the courage to make the relationship more personal. \n'b' Many pipefoxes are especially intrigued by spellcasters, and sometimes they offer to serve them as either familiars or confidants. \n'b' Magical Secrets . Pipefoxes are secretive by nature, and even when they make themselves known, they can be shy and evasive, both physically and intellectually. They often see knowledge as a type of spiritual currency and are hesitant to give their knowledge away unless they gain something in return. \n'b' Some believe pipefoxes are the spirits of legendary scribes and lore masters given new form. Others believe the creatures are related to kami and serve to preserve the world\xe2\x80\x99s knowledge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piranha School, Medium \n'b' Family: Piranha School - Large \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 12 Hit Points 28 (8d8 \xe2\x80\x93 8) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 9 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Feeding Frenzy . The swarm has advantage on attack rolls against creatures that do not have all their hit points as a result of having taken piercing or slashing damage (including from the swarm itself). \n'b' Swarm . The swarm can occupy one or more other creatures\xe2\x80\x99 spaces and vice versa, and the swarm can move through an opening large enough for a Tiny piranha. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . While the swarm occupies the space of a Medium or larger creature, the swarm has half cover . Weapon attacks directed at the swarm which miss, but which would have hit without the bonus from cover , instead hit the creature sharing the space. \n'b' Water Breathing . The swarm can only breathe underwater. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 12 (4d4 + 2) piercing damage or 7 (2d4 + 2) piercing damage if the swarm has half of its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piranha School, Large \n'b' Variants \n'b' Large swarm of Tiny beasts, unaligned \n'b' Armor Class 12 Hit Points 72 (16d10 \xe2\x80\x93 16) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 9 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Feeding Frenzy . The swarm has advantage on attack rolls against creatures that do not have all their hit points as a result of having taken piercing or slashing damage (including from the swarm itself). \n'b' Swarm . The swarm can occupy one or more other creatures\xe2\x80\x99 spaces and vice versa, and the swarm can move through an opening large enough for a Tiny piranha. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . While the swarm occupies the space of a Large or larger creature, the swarm has from cover . Weapon attacks directed at the swarm which miss, but which would have hit without the bonus from cover , instead hit the creature sharing the space. \n'b' Water Breathing . The swarm can only breathe underwater. \n'b' Actions \n'b' Multiattack . The swarm makes up to three Bite attacks, each on a different target. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 12 (4d4 + 2) piercing damage or 7 (2d4 + 2) piercing damage if the swarm has half of its hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piranha-Man \n'b' Small monstrosity , neutral \n'b' Armor Class 18 (natural) Hit Points 48 (6d6+24) Speed 30ft., swim 40 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +12 Senses blindsight 30 ft., darkvision 60 ft, passive Perception 14 Languages Aquan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Piranha-men can breathe both water and air. \n'b' Bloodscent . Piranha-men have advanced nasal filters capable of detecting minute changes in the temperature and chemical composition of surrounding water. They have blindsight to a range of 30 ft while in water and gain advantage on Wisdom ( Perception ) checks involving scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Bloodfrenzy . A piranha-man may make two bite attacks against any target that does not have full hit points . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d4+5) piercing damage. \n'b'\n'b' ABOUT \n'b' This fish humanoid has shining silver-green scales, and a crimson belly. It wears no clothing or armor, and has no weapons. It snaps its mouth open repeatedly, displaying rows of gleaming white triangular teeth. \n'b' Piranha-men are primitive jungle humanoids with little culture and a violent reputation. They disdain weapons and armor, trusting in their vicious teeth and scales. They wear crude jewelry and belts made of dried strips of flesh to carry their few belongings. \n'b' They have no fixed villages, instead traveling tropical rivers in nomadic swarms. \n'b' Piranha-men rush headlong into combat, straining for the taste of blood. They view their blood frenzy as a religious glory. They have no remorse for members of their own swarm that fall to the teeth of their swarm mates; they believe that those not strong enough to survive don\xe2\x80\x99t deserve to live. Piranha-men feast on the fallen, both enemy and ally, directly after battle. \n'b' Many jungle races, particularly lizardfolk , see piranha-man flesh as a delicacy and actively hunt them. Some river-dwelling sahuagin tribes successfully enslave piranha-men, using them as shock troops and spies. \n'b' Piranha-Man PCs \n'b' Rarely, an unusually intelligent, wise, curious, or fool hearty piranha-man will rise to lead their people or choose to wander the land. \n'b' Traits \n'b'\n'b' Ability Score Increase . Your Dexterity increases by 2, and Constitution increases by 1. \n'b' Age . Piranha-men lead fast and violent lives, reaching maturity by the age of 5 and rarely living longer than 40 years. \n'b' Alignment . Piranha-men tend toward no particular alignment. Many tribes have a balance of lawful and chaotic elements, so are often perceived as neutral. \n'b' Size . Piranha-men range from 3-4 \xc2\xbd ft. in height. Your size is Small. \n'b' Speed . Your base walking speed is 30 ft. You have a swim speed of 40 feet. \n'b' Amphibious . You can breathe both air and water. \n'b' Darkvision . You have darkvision to a range of 60 ft. \n'b' Natural Attack . Your natural attacks deal 1d4 slashing (claw) or 1d4 piercing (bite) damage. Whenever you use an Attack action, you may make a natural attack as a bonus action against a target within 5 ft. that has less than full hit points . \n'b' Bloodscent . You gain advantage on Wisdom ( Perception ) checks involving smell. \n'b' Languages . You speak, read and write Aquan as well as one other language (typically Common) \n'b'\n'b' Class Preferences \n'b' Player character piranha-men are drawn to wild-focused martial classes such as barbarian or ranger , or nature-oriented divine classes such as druids, or clerics with domains that draw on nature, storms, or war. Arcane casters are extremely rare, though sorcerers with oceanic or elemental bloodlines have been seen. \n'b' Background Preferences \n'b' Backgrounds that focus on a piranha-man\xe2\x80\x99s unusual origins are far more common than academic, social, or cosmopolitan backgrounds. Piranha-men that find themselves living in or near large river communities may have criminal, gladiatorial, soldier, sailor, or slave backgrounds, while those that have recently left their wilder cousins may have a background that reflects their outlander status.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azata, Lillend \n'b' Family: Azata \n'b' Large celestial (azata), chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10+50) Speed 30 ft., fly 70 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning, poison Condition Immunities petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages all Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The lillend is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , ray of frost \n'b' 1st level (4 slots) : charm person , detect magic , sleep \n'b' 2nd level (3 slots) : hold person , invisibility \n'b' 3rd level (3 slots) : hypnotic pattern , speak with plants \n'b' 4th level (2 slots) : charm person , hallucinatory terrain \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lillend makes a longsword attack and a tail slap attack . \n'b' Longsword . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +8 to hit, 10 ft. reach, 1 target. Hit : 12 (2d6 + 5) bludgeoning damage. The target is grappled (Escape DC 16). Until this grapple ends, the creature is restrained , and the lillend can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' Among the azatas, lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. A lillend\xe2\x80\x99s lower section is about 20 feet long, and a typical lillend weighs 3,800 pounds. \n'b' Aesthetes . Although they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils. \n'b' Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. \n'b' Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help . Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race. \n'b' Azatas can speak with almost any creature because of their truespeech special ability. \n'b' Wanderers . Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata \xe2\x80\x9csettlements\xe2\x80\x9d are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. \n'b' Knights Errant . Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long. \n'b' This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light , and without struggle there can be no victory. \n'b' Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves. \n'b' Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pirate Chief \n'b' Medium humanoid ( human ), neutral evil \n'b' Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +5, Wis +2 Skills Athletics +4, Deception +4 Senses passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The chief makes three melee attacks : two with its scimitar and one with its dagger. Or the chief makes two ranged attacks with its pistols. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Pistol . Ranged Weapon Attack : +5 to hit, range 30 ft./90 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The chief adds 2 to its AC against one melee attack that would hit it. To do so, the chief must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pisacha \n'b' Medium fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 142 (19d8+57) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 Damage Immunities poison Condition Immunities poisoned Skills Deception +6, Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The pisacha\xe2\x80\x99s spell casting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility \n'b' 1/day : dominate person \n'b'\n'b' Feed on Anguish . When a creature under the effects of the pisacha\xe2\x80\x99s dominate person spell is made to perform an act it considers abominable (a human made to commit cannibalism, for example) the pisacha can feed on its emotional turmoil. As long as the pisacha is within 10 feet of its victim when it commits the act, the pisacha is invigorated, gaining advantage on all attack rolls, saving throws, and ability checks for 1 minute minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pisacha makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (2d10 + 2) piercing damage \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., all targets within reach. Hit : 11 (2d8 + 2) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Sons of Anger . When a humanoid under the effects of the pisacha\xe2\x80\x99s dominate person spell commits an act in front of witnesses that they consider disgusting, heinous, or otherwise taboo, the pisacha can amplify their feelings. All such witnesses must succeed a DC 15 Wisdom saving throw or spend the next 1d4 rounds attacking the creature under the effects of dominate person . A creature attacking the dominated creature can attempt a new saving throw at the end of each of its turns to end this effect. \n'b'\n'b' ABOUT \n'b' Like the rakshasa , a pisacha is an evil spirit made flesh. \n'b' Where the rakshasas are the embodiment of decadence and materialistic evil, pisachas are the reincarnated spirits of taboo-violators, the truly deranged and perverse, those who reveled in evil for evil\xe2\x80\x99s sake. \n'b' Pisacha feast on dead humanoid flesh, and so are often found near charnel houses, fresh battlefields, and other areas where the recently dead are common. They delight in taking control of humanoids and making them engage in terrible acts against their will, especially in front of others of their kind. The emotional trauma this causes is a secondary form of nourishment for them, though the do it just as often for entertainment and invigoration. Strange cases of panic, rioting, hysteria, and mass murder are often the product of several pisachas working together to orchestrate a grand production of mayhem.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pit Terrier \n'b' Small beast , unaligned \n'b' Armor Class 11 Hit Points 27 (5d6 + 10) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The pit terrier has advantage on Wisdom ( Perception ) checks that rely on hearing or smell \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the pit terrier can\xe2\x80\x99t attack another target. \n'b'\n'b' ABOUT \n'b' Pit terriers have been bred as dogs of war. They are fiercely loyal to their masters and will fight to the death to keep their masters from harm. Despite their fierce reputations, in times of peace, pit terriers are as friendly as any other species of dog, making them ideal pets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Piterin \n'b' Medium humanoid (batfolk), any alignment \n'b' Armor Class 13 (leather armor, buckler) Hit Points 11 (2d8 + 2) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Piterin, plus one other common tongue Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Pack Tactics . The piterin has advantage on an attack roll against a creature if at least one of the piterin\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Dart . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' About \n'b' Piterin, commonly referred to as \xe2\x80\x9cbat devils,\xe2\x80\x9d have a relatively simple society due to their lack of reliance on material goods. They tend to gather in roosts, led by the wisest elder. Most groups of warriors or traders have at least one member who has at least conversational fluency in the language of any given type of nearby humanoids. In dire circumstances, a roost may send heavily robed emissaries into settled lands to conduct business of one sort or another. \n'b' Unless given no means of escape, piterin prefer to fly away from combat at the earliest opportunity. If forced to defend their roosts, they wield scavenged weapons with their feet, engaging opponents with hurled darts and flyby attacks while they remain airborne.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pixie \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 17 (5d4 + 5) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 7 (-2) DEX: 20 (+5) CON: 12 (+1) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Nature +5, Perception +6, Stealth +9 Senses passive Perception 16 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The pixie has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The pixie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells, requiring only its pixie dust as a component:\n'b'\n'b'\n'b' At will : druidcraft, greater invisibility (self only) \n'b' 1/day each : confusion , dancing lights , detect evil and good , detect thoughts , dispel magic , entangle , fly , polymorph , sleep \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b'\n'b' About \n'b' Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall-though they typically fly about the eye level of creatures they\xe2\x80\x99re conversing with in order to maintain eye contact-and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silvery Dancer \n'b' Family: Dancer \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 1 (1d4 ? 1); Wound Threshold N/A \n'b' Speed 0 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 8 (-1) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages communicates with flight patterns; can learn languages, but can only speak via flapping \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The silvery dancer doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Silvery Halo . The silvery dancer reflects any unobstructed source of bright light within 120 feet, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Leg Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The silvery dancer is a large lepidopteran typical of Netherworld oases. It usually feeds off mushrooms as a caterpillar. This luminescent can easily be identified by its wingspan, which can reach 20 inches, and owes its name to its graceful, expressive appearance. \n'b' It has very dark eyes and feather-like antennae. \n'b' Its entire body is silver-gray, from the thick fuzz of its thorax and abdomen\xe2\x80\x94which is as soft as fur\xe2\x80\x94to the scales of its wings. \n'b' Evanescent Faces in the Dark \n'b' The wings of a silvery dancer have eye-shaped and crescent-shaped patterns that both reflect and diffract light ; as a result, the silvery dancer appears to be wreathed in a lunar halo. The shapes on its wings seem to change depending on what angle they are viewed from and on the intensity of the ambient light . When a silvery dancer beats its wings in the dark, the movement gives the impression of flickering glowing faces. \n'b' This is actually a defensive strategy of the creature to scare off predators. \n'b' A Cooperative Society \n'b' Whoever watches the lives of silvery dancers will no doubt marvel at their intelligence. They live in large caves and communicate through the flapping of their wings and through their dancing flight patterns. They use light and reflections, down to the most fleeting sliver, to transmit messages. Their society is organized following principles that value cooperation. \n'b' Each individual explores and seeks resources and, once satiated, informs others of its findings. \n'b' Likewise, the presence of danger is dutifully relayed to other silvery dancers. After nightfall, these creatures sometimes venture out on the surface, flying in swarms. Noticeably, the cooperativeness of silvery dancers is not restricted to their kin, so a creature that cultivates a close relationship with a silvery dancer may in return receive help from other silvery dancers. \n'b' Frequently dwelling in maelossas, silvery dancers are said to watch over young sidhes and act as their nurses. Their connection is almost symbiotic, with silvery dancer caterpillars weaving their cocoons against the birthing chrysalises of sidhes. It is not uncommon for a sidhe and \xe2\x80\x9cits\xe2\x80\x9d silvery dancer to become inseparable. \n'b' Certain myths explain this bond, some claiming that the dancer caterpillar acts as a sort of lighthouse for departed souls reborn into sidhes, others suggesting that in its cocoon, the dancer is imbued with the memory of a person dear to the past self of the individual being reborn as a sidhe. The proponents of this supposition see it as an explanation to the dancers\xe2\x80\x99 flapping resulting in face-like shapes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pixie Circle \n'b' Family: Pixie \n'b' Huge plant , neutral \n'b' Armor Class 14 (pixie dust) Hit Points 142 (15d12 + 45) Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 7 (-2) WIS: 15 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Condition Immunities blinded , deafened Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 Languages Sylvan (can\xe2\x80\x99t speak) Challenge 8 (3,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The pixie circle makes three withering vine attacks. \n'b' Withering Vines . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage and become poisoned for 1 minute. While poisoned a creature\xe2\x80\x99s speed is quartered. \n'b' Hostile Teleport . A pixie circle can attempt to teleport a creature within 60 feet that has the poisoned condition. The target creature is instantly transported to the location of another random pixie circle within 1,000 miles. If there is no eligible pixie circle within range, the effect fails. A creature can resist being teleported with a successful DC 14 Wisdom saving throw. \n'b'\n'b' ABOUT \n'b' The pixie circle is an aggressive invasive species that opportunistically drains energy from nearby plant and animal life to fuel its teleporting abilities. It uses these abilities to remove potential threats from its habitat, typically teleporting creatures away when it is threatened or hurt. These sturdy vines are resistant to heat, cold, and drought conditions, and an infestation is notoriously difficult to root out once it has taken hold. A mature pixie circle measures 20 feet in diameter and is always in flower regardless of the season. \n'b' Climbing Vine . While it shares a passing resemblance to wisteria or honeysuckle, pixie circle behaves like mistletoe and parasitically attaches itself to larger plants and trees while it establishes itself. Smaller infestations do not flower and can be difficult to detect, as the pixie circle tends to blend in with its host foliage. Once the plant is mature enough to put out flowers, it is large enough to attack and teleport victims, and continues to grow at an astonishing rate. \n'b' The flowers of a pixie circle resemble the multicolored wings of pixies when seen from a distance, making them a clear signal for people aware of the plant to keep their distance. Its growths can easily dominate large trees and can cover small cottages in a single season. Left unchecked, the plant can overwhelm groves or entire sections of woodlands, burying everything living beneath the pretty green and purple vines and leaving wide patches of dead forest in its wake.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pixie Princess \n'b' Family: Pixie \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 36 (8d4 + 16) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 21 (+5) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses passive Perception 14 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The pixie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The pixie can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect evil and good , druidcraft \n'b' 1/day each : confusion , dancing lights , detect thoughts , dispel magic , entangle , fly , major image , mislead , modify memory , polymorph \n'b' 3/day : sleep \n'b'\n'b' Invisibility . The pixie is invisible . It can choose to become visible or invisible on its turn.\n'b'\n'b'\n'b' Magic Resistance . The pixie has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d4 + 5) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Flying Dust (3/Day) . The pixie sprinkles dust on a creature within 5 feet and grants them a fly speed of 30 feet for 8 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Decoy (1/Day) . The pixie can create a minor illusory duplicate. When the pixie would be hit by a melee or ranged weapon attack by a creature the pixie can see, the attack misses. Creatures with truesight are immune. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The pixie 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 pixie regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The pixie makes a Wisdom ( Perception ) check. \n'b' Move . The pixie moves up to its speed without provoking opportunity attacks. \n'b' Pixie Dust (Costs 2 Actions) . The pixie casts one spell. \n'b'\n'b' ABOUT \n'b' Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall\xe2\x80\x94though they typically fly about the eye level of creatures they\xe2\x80\x99re conversing with in order to maintain eye contact\xe2\x80\x94and weigh about 30 pounds. \n'b' Pixies talk quickly and easily become overexcited. \n'b' Pixie princesses are more mischievous than mighty. \n'b' Still, even the humblest among them aspires to a kind of nobility of style and wit. The greatest possess well-reputed magics and unusual wisdom for their kind. A faerie lady or lord does not hold formal sway over other pixies but is invariably attended by a train of admirers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pixie Prankster \n'b' Tiny fey (pixie), any chaotic \n'b' Armor Class 13 (leather) Hit Points 28 (8d4+8) Speed 30 ft., flying\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +4 Skills Acrobatics +4, Deception +4, Perception +4, Persuasion +4 Condition Immunities charmed Senses passive Perception 13 Languages Thieve\xe2\x80\x99s Cant, Pixie, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Disappear . As a bonus action the pixie may disappear and become invisible . They may reappear at will, and the invisibility ends if they make any overt actions which give away their position. \n'b' Innate Spellcasting . The pixie may use the cantrip mage hand at will. \n'b' Stop Hitting Yourself . As an action the pixie targets someone within 30 ft. The target must make a DC 11 Wisdom saving throw or attack themself with their weapon (or fists if they have no weapon). The pixie may do this once per target, per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Tiny bow . Ranged Weapon Attack : +4 to hit, range 30 ft., one target. Hit : 1 (1d4-2) piercing damage, 4 poison damage. Pixie arrows are no larger than a toothpick, and in order to take down larger opponents they dip them in poison. Enemies hit by the arrows must make a DC 11 Constitution saving throw or fall asleep. Victims who\xe2\x80\x99ve fallen asleep may be woken by allies with the equivalent of a good nudge. Once a person has fallen prey to the poison\xe2\x80\x99s sleep effects, they\xe2\x80\x99re immune, but still take the additional poison damage each time they\xe2\x80\x99re hit. \n'b'\n'b' ABOUT \n'b' Pixies are small fey creatures native to the Enchanted Forest. They love nothing more than to play pranks on hapless adventurers, especially those who do not respect the forest or its inhabitants. Pixie pranks take a deadly turn when a creature is overtly evil or destructive, but these tiny creatures are not above mercy and will negotiate with any intelligent creature. \n'b' Within the Enchanted Forest pixie society is communal. Each pixie contributes to the collective and takes what they need from the shared resources they contribute to. There\xe2\x80\x99s nothing a pixie enjoys more than to laugh at a good story, surrounded by good friends and delicious treats. Anyone overly greedy or selfish finds themself ostracised from pixie society until they find a way to make amends. Making amends can entail anything from bringing something of high value back to the community, to returning home, antenna bowed, with a hilarious story about how you just can\xe2\x80\x99t cut it in the big folk\xe2\x80\x99s world. \n'b' Pixies are born asexual with a small antenna on their head. If a pixie decides on a gender, they grow sex characteristics similar to those of humans and male pixies lose their antenna. Most pixies decide on a gender when they wish to procreate with a partner but may switch during their lifetime. The transition from one gender to another takes roughly a season.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pixie\xe2\x80\x99s Umbrella \n'b' Small plant , unaligned \n'b' Armor Class 7 \n'b' Hit Points 10 (4d4) \n'b' Speed 5 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 5 (\xe2\x80\x933) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 5 (\xe2\x80\x933) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened \n'b' Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the pixie\xe2\x80\x99s umbrella remains motionless, it is indistinguishable from an ordinary fungus. \n'b'\n'b' ACTIONS \n'b'\n'b' Twirl . The pixie\xe2\x80\x99s umbrella twirls, spinning its spores at nearby creatures. Each creature within 5 feet of the pixie\xe2\x80\x99s umbrella must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also poisoned until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Float . When a pixie\xe2\x80\x99s umbrella senses motion within 30 feet of it, it fills its cap with air and flies 20 feet away from the motion without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Dozens of flat, purple-capped mushrooms float and spin through the air. \n'b' Huge colonies of pixie\xe2\x80\x99s umbrellas inhabit the Underworld. \n'b' When they sense danger, they fill their caps to gain height then release the air, using the flattened caps to slow their descent. \n'b' Migrating Fungus . Their ability to float allows pixie\xe2\x80\x99s umbrellas to make homes on hard-to-reach surfaces, frustrating those who enjoy the mushrooms\xe2\x80\x99 bitter flesh. The ground beneath wall- and cliff-dwelling pixie\xe2\x80\x99s umbrellas is sometimes littered with the skeletal remains of starving travelers who fell in their desperate attempts to gather food. \n'b' Dizzying Drifters . Witnessing the migration of a colony of pixie\xe2\x80\x99s umbrellas can be fascinating to those who enjoy watching large numbers of the mushrooms float from cavern to cavern.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pixig \n'b' Small fey , chaotic good \n'b' Armor Class 14 Hit Points 13 (3d6 + 3) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages Common, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Magical Smell . The pixig has advantage on Wisdom ( Perception ) checks that rely on smell. Additionally, the pixig can pinpoint, by scent, the location of magic within 60 feet of it. \n'b' Magic Resistance . The pixig has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The pixig\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights , druidcraft \n'b' 3/day : fly , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Confusing Headbutt . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage and the target must succeed on a DC 12 Wisdom saving throw, or it can\xe2\x80\x99t take reactions until the end of its next turn. On its turn, the target can\xe2\x80\x99t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can\xe2\x80\x99t attack , it does nothing on its turn. \n'b' Invisibility . The pixig magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the pixig wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' Pixigs, also known as pixie pigs, are among the rarest and most elusive fey creatures. Curious and playful, they love to explore and observe the world of mortals, relying on their powerful innate magic to remain unnoticed. \n'b' Dryads, fairies, sprites, and pixies in particular treat pixigs with respect and often seek their counsel for tricky magical problems. As pixigs can innately smell magic, they are often able to sniff out peaceful resolutions to disputes of magical nature. \n'b' Like their pixie friends, pixigs dislike violence and combat. \n'b' If threatened, a pixig will usually try to disorient enemies and put them to sleep long enough for its friends to make their escape. \n'b' Pixig Dust . Even rarer than pixie dust, the glittering dust from a pixig\xe2\x80\x99s wings is a potent magical reagent. Pixigs can use it to empower their innate magic and grant their friends the power of flight. Direct contact with the sparkling dust can cause confusion or even send those careless enough to provoke the pixig into a deep slumber. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a pixig for their familiar.'}