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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Lyrakien \n'b' Family: Azata \n'b' Tiny celestial (azata), chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d4+12) Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 19 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +7 Damage Resistances cold, fire Damage Immunities lightning Condition Immunities petrified Senses darkvision 60 ft., passive Perception 13 Languages all Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The lyrakien\xe2\x80\x99s 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 : dancing lights , detect evil, detect magic , freedom of movement (self only), minor illusion (sound only) \n'b' 1/day each : confusion , cure wounds , minor illusion \n'b' 1/week : commune \n'b'\n'b' Traveler\xe2\x80\x99s Friend (1/Day) . All creatures who hear a lyrakien\xe2\x80\x99s performance for 1 minute ignore the effects of 1 level of exhaustion until their next long rest. This ability does not affect creatures with 6 levels of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Starlight Burst (Recharge 5-6) . All creatures in a 5 foot radius must make a DC 12 Dexterity saving throw or take 1d6 radiant damage. Lawful creatures take an additional 1d6 radiant damage. Evil creatures take an additional 1d6 damage. \n'b'\n'b' ABOUT \n'b' Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. \n'b' Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic. \n'b' Lyrakien are light-hearted creatures, but they are very protective of breathtaking natural locations. Often called \xe2\x80\x9cglistenwings\xe2\x80\x9d by gnomes and halflings, lyrakien are frequently mistaken for fey\xe2\x80\x94while they are generally friendly with true fey, their origin is the plane of Elysium. Like other azatas, they grow restless if they stay in one place too long. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pixiu \n'b' The pair of creatures, like massive lions with strangely draconic faces, gnaw contentedly on a pile of treasure. The female\xe2\x80\x99s spiraling horns sweep back over her skull while her mate\xe2\x80\x99s single horn curves up from between his eyes. \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 14 Languages understands all, but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Consume Treasure . The pixiu has an appetite for gold, silver, and jewels and consumes them whenever possible. If the pixiu attempts to eat a magical coin, gemstone, or piece of jewelry, the object has a 25% chance of breaking, dispelling its magic and rendering it useless. If the object doesn\xe2\x80\x99t break, the pixiu gives up trying to eat it. \n'b' Protector of Qi . The pixiu is immune to disease and to effects that would lower its maximum hp . In addition, each ally within 10 feet of the pixiu has advantage on saving throws against disease and is immune to effects that would lower its maximum hp . \n'b' Treasure Sense . A pixiu can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Actions \n'b' Multiattack . The pixiu makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' About \n'b' Devourers of Wealth . Pixiu feed upon gold, silver, jewels, and magic items. Offering them valuables is an easy way to gain their attention or to pass unmolested when they are guardians of a pass, spring, or shrine. Their love of bells, baubles, and (especially) gold and silver necklaces leads them to work with bandits and wizards, so long as they are well-fed. In particular, they enjoy looting shrines and temples of bronze or silver bells. \n'b' Ambitious and Docile . Female pixiu are often more ambitious and cunning than the males. In some cases, male pixiu are seen as more docile or mistaken for unusual lions or chimeras; a female pixiu always stands out in both her boldness and her aggression. \n'b' Trained Hunters . Wealthy merchants and nobles have been known to raise and train pixiu as loyal companions. A well-trained pixiu is able to hunt for treasure and return the wealth to its master without eating it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague Nomad \n'b' Medium humanoid (extraterrene) , chaotic evil \n'b' Armor Class 11 (none) Hit Points 75 (10d8+30) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 6 (-2) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Condition Immunities charmed , frightened Senses darkvision 60 ft.; passive Perception 15 Languages Dhari, Low Atlantean Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brutal A plague nomad deals one extra die of damage with melee weapons (included below). \n'b' Mad A plague nomad begins an encounter incapacitated until the end of its first turn. It gains tactical advantage on all melee weapon attacks, and all attacks against it gain tactical advantage. \n'b' Disease Any humanoid hit by a plague nomad\xe2\x80\x99s melee attack must make one Con save at the end of the encounter (DC 14) or contract plague of eyes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The plague nomad attacks three times with its club. \n'b' Club . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2d6+3 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A giver of eyes commonly infects hundreds of creatures at once, ranging from small wild animals to unfortunate nomads or explorers who blunder into its territory. Scores of the tribesfolk were infected at once, giving rise to the terrible scourge currently known as the \xe2\x80\x9cplague nomads.\xe2\x80\x9dMost Great Old Ones are unconcerned with humankind, but a giver of eyes has a cruel and calculating curiosity about the world\xe2\x80\x99s higher species, and observes events throughout Thule from its infected minions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague Spirit \n'b' Medium fey , unaligned \n'b' Armor Class 14 Hit Points 150 (20d8 + 60) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 17 (+3) INT: 2 (-4) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , diseased, exhaustion , frightened , poisoned , unconscious Senses darkvision 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Decrepit Mist . A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs. \n'b' Hunter of the Living . The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The plague spirit makes three attacks: one with its enfeebling touch and two with its censer. \n'b' Censer . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b' Enfeebling Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 14 (4d6) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d6. 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' Dance of Death (Recharge 5-6) . The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. \n'b' Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance. \n'b' Plague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead. \n'b' Harbingers of Decay . The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life. \n'b' Drawn to Life . Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Dog \n'b' Family: Plague-Born \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born dog is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Keen Smell . The plague-born dog has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the plague-born dog moves at least 15 feet directly toward a creature, and then hits it with a bite attack on the same turn, the target must succeed on a DC 13 Strength saving throw, or be knocked prone . \n'b' Undead Fortitude . If damage reduces the plague-born dog to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born dog drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. Additionally, living creatures must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dancing Foliage \n'b' Medium plant , chaotic good \n'b' Armor Class 13 Hit Points 66 (12d8 + 12) Speed 40 ft.\n'b' STATS STR: 9 (-1) DEX: 17 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Performance +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned Senses passive Perception 13 Languages Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Evasion . If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' False Appearance . While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree. \n'b' Nimble Dance . The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The dancing foliage makes four attacks with its serrated leaves. \n'b' Serrated Leaves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Flower Dance (Recharge 4-6) . The dancing foliage uses one of the following flower dances:\n'b'\n'b' Alluring Dance . The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage\xe2\x80\x99s choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n'b' Serrated Dance . The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one. \n'b'\n'b' Reactions \n'b' Shower of Petals . When a creature the dancing foliage can see targets it with an attack , it releases a shower of flower petals, giving the attacker disadvantage on that attack roll. \n'b' About \n'b' A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer. \n'b' Jovial Creations . Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world. \n'b' Garden Guardians . Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden\xe2\x80\x99s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing. \n'b' Dancing Gardeners . When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Dwarf \n'b' Family: Plague-Born \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 85 (9d8 + 45) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 0 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Dwarven Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. On a failure it is not immediately destroyed, but falls prone and remains conscious. While it has 0 hit points , the plague-born can\xc2\x92t regain any hit points , automatically fails any saving throws, and dies if it suffers a single hit that deals 5 or more damage. At the end of its next turn, the plague-born dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes a slam attack . If it is grappling a creature, it then makes a bite attack . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the plague-born can\xe2\x80\x99t use its slam against another target. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature the plague-born is grappling. Hit : 6 (1d6 + 3) piercing damage. Additionally, living creatures must succeed on a DC 13 Constitution saving throw, or take 4 (1d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Elf \n'b' Family: Plague-Born \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 35 ft., Climb 15 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is laying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Flexibility . Standing up from prone costs only 5 feet of the plague-born\xc2\x92s movement, rather than half its movement. \n'b' Lesser Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. Additionally, living creatures must succeed on a DC 11 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Goblin \n'b' Family: Plague-Born \n'b' Small undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d6 + 28) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Horde Instincts . The plague-born has advantage on a melee attack roll against a creature if at least two of the plague-born\xc2\x92s allies are within 5 feet of the creature, and the allies are not incapacitated. \n'b' Lesser Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 3) piercing damage. Additionally, living creatures must succeed on a DC 12 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Hobgoblin \n'b' Family: Plague-Born \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 68 (8d8 + 32) Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 18 (+4) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . If it is not grappling a creature, the plague-born can make two bite attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the plague-born can\xe2\x80\x99t use its slam against another target. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one grappled creature. Hit : 10 (2d6 + 3) piercing damage. Additionally, living creatures must succeed on a DC 12 Constitution saving throw, or take 4 (1d8) necrotic damage and contract the zombie necrosis disease.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Human \n'b' Family: Plague-Born \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 68 (8d8 + 32) Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 18 (+4) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Grasping Horde . If a creature is grappled by more than one creature with this ability, it has disadvantage on ability checks to escape the grapple. \n'b' Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw, with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes a slam attack . If it is grappling a creature, the plague-born can also make a bite attack . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the plague-born can\xe2\x80\x99t use its slam attack against another target. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one grappled creature. Hit : 10 (2d6 + 3) piercing damage. Additionally, living creatures must succeed on a DC 11 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Ogre \n'b' Family: Plague-Born \n'b' Large undead , neutral evil \n'b' Armor Class 10 (natural armor) Hit Points 184 (16d10 + 96) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 6 (-2) CON: 22 (+6) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b' Grappler . The plague-born has advantage on attack rolls against creatures it is grappling. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes two attacks, only one of which can be a bite. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled . Until this grapple ends, the plague-born can\xe2\x80\x99t use this hand to make slam attacks against another creature. The plague-born can grapple up to two Medium or smaller creatures. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Prydanu \n'b' Family: Azata \n'b' Large celestial (azata), chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 225 (18d10+126) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 24 (+7) INT: 17 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning Condition Immunities charmed , frightened , petrified Senses darkvision 60 ft., passive Perception 15 Languages all Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clarity\xe2\x80\x99s Grace . All creatures within 30 ft. of the prydanu gain advantage on all saving throws against mind-affecting effects, and intelligence (insight) checks. This aura also functions as an antimagic field with a 30 ft. radius, but only with respect to illusion spells and effects. \n'b' Innate Spellcasting : The prydanu\xe2\x80\x98s innate 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'\n'b' At will : true seeing , water breathing \n'b' 3/day each : dimension door , dispel magic , freedom of movement \n'b'\n'b' Magic Resistance . The prydanu has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The prydanu makes three trident attacks. \n'b' Trident . Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 20/60 ft., 1 target. Hit : 15 (2d8 + 6) piercing damage. If thrown by the prydanu, this trident returns to its grasp at the end of its turn. \n'b' Burst of Restoration . All creatures within 30 feet gain a new saving throw against any transmutation spell or effect which allows a saving throw, or any effect that has changed the creature\xe2\x80\x99s form. \n'b'\n'b' ABOUT \n'b' Prydanus are fierce champions of Elysium who use their talents to undo the work of oppressors by revealing their deception and releasing their victims from bondage. Among the prydanu\xe2\x80\x99s most hated foes are the alghollthus. Prydanus are drawn to civilizations under the thrall of tyrants. They fight for freedom without hesitation, but their lack of restraint sometimes produces shortsighted plans and unintended consequences. A typical prydanu stands 8 feet tall and weighs 400 pounds. \n'b' Radiant and poised, a prydanu appears as an attractive humanoid with small patches of iridescent scales on its glistening skin. \n'b' A graceful pair of translucent finlike wings extends from its back, not only allowing it to soar with ease but also granting it impressive agility underwater. Their striking silver eyes are framed with long, feathery lashes and match their metallic-colored nails and lips. A prydanu\xe2\x80\x99s hair varies from one individual to another but is usually several shades and decorated with jewels, flowers, shells, or other such adornments. \n'b' Prydanus enjoy the company of their kin, finding particular companionship in ghaeles and yamahs. Prydanus are athletic creatures, and their fondness for swimming and flying is well documented; presenting it a gift of artwork depicting seascapes or a collection of feathers and shells is a way to get on its good side. \n'b' Protective Attachments . Prydanus delight in helping the distressed and oppressed, but are also vain, loving praise for their good deeds. Stoking a prydanu\xe2\x80\x99s ego may induce them to return to help again should future troubles arise. They are sentimental and keep and display trinkets to remember places and people they\xe2\x80\x99ve helped, wearing them as charms. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Orc \n'b' Family: Plague-Born \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 68 (8d8 + 32) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 18 (+4) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Mindless Aggression . If the plague-born uses the Dash action, and ends its movement within 5 feet of a creature, it can make a melee weapon attack against that creature as a bonus action. After making this attack , it can\xc2\x92t move any further on that turn. \n'b' Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes two attacks: one with its slam and one with its bite. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the plague-born can\xe2\x80\x99t use its slam against another target. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. Additionally, living creatures must succeed on a DC 12 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Born Troll \n'b' Family: Plague-Born \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 175 (14d10 + 98) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 24 (+7) INT: 2 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Cadaverous Appearance . While the plague-born is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Foul Recovery (1/Turn . Whenever the plague-born would take poison or necrotic damage, it instead takes no damage and regains a number of hit points equal to the total damage, up to 15 hit points . \n'b' Undead Fortitude . If damage reduces the plague-born to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-born drops to 1 hit point instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The plague-born makes three attacks: one with its bite, and two with its claws. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 9 (1d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Touched Rat \n'b' Family: Plague-Touched \n'b' Tiny beast , unaligned \n'b' Armor Class 10 Hit Points 2 (1d4) Speed 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Damage Resistances poison Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Insensitive to Pain . If damage reduces the plague-touched rat to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is from a critical hit. On a success, the plague-touched rat drops to 1 hit point instead. \n'b' Keen Smell . The plague-touched rat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison and Disease Resistance . The plague-touched rat has advantage on saving throws made to resist disease and the poisoned condition. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. Additionally, living creatures must succeed on a DC 4 Constitution saving throw, or take 4 (1d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dank Crawler \n'b'\n'b' Medium undead (revnant), neutral evil \n'b' Armor Class 14 Hit Points 128 (17d8+51) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 16 (+3) INT: 3 (-4) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Damage Immunities fire, poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 120 ft., passive Perception 12 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Sickening . Any living creature with a sense of smell that moves to or starts its turn within 30 feet of the dank crawler must succeed on a DC 16 Constitution save or be poisoned . If the creature fails the saving throw by 5 or more, it is also incapacitated until the end of its next turn. The creature may attempt a new save at the end of each of its turns to end the poisoned condition. On a successful saving throw, the creature is immune to this effect from any dank crawler for 24 hours. \n'b' Splash Damage . Anyone touching a dank crawler with bare skin feels the slimy cold of its fluid and its wriggling, burrowing maggots, taking 1d6 acid and piercing damage with each touch (or for each round contact is maintained). In addition, every time a dank crawler takes damage from any source, all living creatures adjacent to the dank crawler must succeed on a DC 16 Dexterity saving throw or be splashed with corrosive fluid and fast-burrowing maggots, taking 1d6 points of acid and piercing damage. \n'b' Woeful . When a dank crawler causes damage to a living target with an attack , that target must also attempt a DC 10 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular dank crawler for 24 hours. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 18 (3d8+5) acid and piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d4+5) acid and piercing damage. \n'b' Projectile Vomit (Recharge 5-6) . The dank crawler vomits a torrent of vile fluid in a 20-foot cone. Each living creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid and poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Dank crawlers form from the corpses of drowning victims, and always appear to have just dragged themselves from the depths regardless of how long they\xe2\x80\x99ve actually been free of the water. They mindlessly seek to slay any sentient living thing they encounter. \n'b' Disgusting . Crossing paths with a dank crawler is a sickening experience. In addition to their moist, blued, water-bloated flesh, they stink of stagnation and rot, and the water that drips from them is oily and discolored. Their flesh and clothes crawl with maggots and mosquito larvae. \n'b' Viscous, pitch-like fluid dribbles from their mouths, noses, ears, and eyes, as well as any open wounds; it also oozes out beneath their fingernails. \n'b' Corrosive . The cold, slimy fluids oozing from a dank crawler erode anything they touch, as if it had been worn down by years of erosion and rot. The dank crawler\xe2\x80\x99s maggots and mosquito larvae are immune to these effects, and treat the corrosive fluids as ordinary stagnant mud. \n'b' Wet . A dank crawler is always wet, as if channeling fluids from some endless reservoir. It cannot be dried out by any means until it is destroyed. Flames that come near it sizzle and sputter uselessly, and it can\xe2\x80\x99t catch fire or burn. \n'b' Causing its fluids to sizzle changes but does not abate the dank crawler\xe2\x80\x99s nauseating stench. \n'b' Undead Nature . A dank crawler doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plague-Touched Raven \n'b' Family: Plague-Touched \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Skills Perception +3 Damage Resistances poison Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Insensitive to Pain . If damage reduces the plague-touched raven to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is from a critical hit. On a success, the plague-touched raven drops to 1 hit point instead. \n'b' Mimicry . The plague-touched raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \n'b' Poison and Disease Resistance . The plague-touched raven has advantage on saving throws made to resist disease and the poisoned condition. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. Additionally, living creatures must succeed on a DC 4 Constitution saving throw or take 4 (1d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plaguecat \n'b' Medium beast , unaligned\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 13 (3d8) Speed 40 ft. Saving Throws Dexterity +6 Skills Perception +3, Stealth +6, Survival +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ambusher . The plaguecat has advantage on attack rolls against any creature it has surprised. \n'b' Infectious . When the plaguecat deals damage, it can use a bonus action to have the target make a DC 13 Constitution saving throw. On a failure the target contracts 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 4 (1d8) 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' Pack Tactics . The plaguecat has advantage on an attack roll against a creature if at least one of the plaguecat\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The plaguecat makes one attack with its claws and one attack with its bite. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Tactics \n'b' Plaguecats will strike quickly, preferring a night-time raid where they can use their night-vision and pack tactics to gain the upper hand. They retreat as soon as they\xe2\x80\x99ve forced a majority of the group to make saving throws and only attack again if their victims don\xe2\x80\x99t die within the week. \n'b' Description \n'b' Carrion Eaters . Plaguecats are carrion eaters, but they\xe2\x80\x99re more proactive than most. They will attack an animal, only to withdraw quickly once they\xe2\x80\x99ve delivered a deep wound. They know it\xe2\x80\x99s likely that the prey will become sick and die within a matter of days and they will stalk the animal until it drops dead. They then drag it up into a tree to ripen for a day or two, before judging it fit to eat. \n'b' Pack Attack . Plaguecats hunt in small packs, led by an older female. She signals the attack with a roar, then the youngest members of the pack strike while the older members keep potential rescuers at bay. Once the victim is sufficiently injured, the pack retreats to a safe distance and awaits the inevitable.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Planar Assassin \n'b' Medium humanoid ( human ), neutral \n'b' Armor Class 21 (leather armor) Hit Points 299 (26d8+182) Speed 60 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 30 (+10) CON: 25 (+7) INT: 15 (+2) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +14, Wis +8 Skills Athletics +17, History +9, Insight +8, Perception +8, Stealth +24, Survival +15 Damage Resistances acid, cold, lightning; bludgeoning, piercing, slashing Damage Immunities fire Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 18 Languages Common, Undercommon, any 8 other languages Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action (1/Turn) . The assassin can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Evasion . When the assassin makes a Dexterity saving throw to reduce the damage of a spell or attack , on a success he takes no damage and on a failure he takes half damage. \n'b' Innate Spellcasting . The assassin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : hellish rebuke, misty step \n'b' 5/day each : fireball , plane shift \n'b' 3/day each : locate creature , pass without trace \n'b' 2/day each : wall of fire \n'b'\n'b' Legendary Resistance (3/Day) . If the assassin fails a saving throw, he can choose to succeed instead. \n'b' Pain Threshold . Any attacks or spells that deal 7 points of damage or less do not deal any damage to the assassin. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The assassin attacks three times. \n'b' Flaming Blades . Melee o. Ranged Weapon Attack : +17 to hit, reach 5 ft. or range 90/180 ft., one target. Hit : 26 (2d12+13) magical slashing damage plus 18 (4d8) fire damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The assassin 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. He regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . The assassin makes an attack . \n'b' Healing Potion . The assassin drinks a potion and regains 28 (8d4+8) hit points . \n'b' Enflame Armaments . The assassin chooses up to 3 manufactured metal objects, such as a metal weapon or a suit of heavy or medium metal armor, that he can see within 100 feet. The objects glow red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. Until the assassin uses another legendary action, he can use this legendary action on each subsequent round to cause this damage again. If a creature is holding or wearing an enflamed object and takes the damage from it, the creature must succeed on a DC 20 Constitution saving throw or drop the object if it can. If it doesn\xe2\x80\x99t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn. \n'b'\n'b' ABOUT \n'b' In retirement the highest paying jobs for adventurous rogues all end with one thing: a creature\xe2\x80\x99s death. Planar assassins are warriors that have accepted the lordship of a ruler of a plane of existence. Most of these lethal killers reside on the Plane of Fire but each of the elemental planes has coerced or persuaded counterparts to do the same-alter any trait or spell that deals fire damage to deal acid, cold, or lightning damage instead, and change the assassin\xe2\x80\x99s fire immunity to match.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Planashar \n'b' Small construct (magical, technological, robot), lawful evil \n'b' Armor Class 19 (two dimensional) Hit Points 332 (39d6 + 195) Speed 60 ft.\n'b' STATS STR: 9 (-1) DEX: 20 (+5) CON: 20 (+5) INT: 20 (+5) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +11, Wis +7, Cha +6 Skills Arcana +11, Stealth +11 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t skymetal (adamantine) Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., passive Perception 10 Languages Common, up to 11 others Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Weakness . The planashar has disadvantage on saving throws against lightning damage. If the planashar rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Fire Absorption . Whenever the planashar is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The planashar is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The planashar has advantage on saving throws against spells and other magical effects. \n'b' Sudden Severance . If a planashar\xe2\x80\x99s simulacrum is destroyed, the planashar takes 105 (10d20) damage and is stunned until the end of its next turn. This damage cannot reduce the planashar to 0 hit points . \n'b' Two Dimensional . The planashar can occupy squares occupied by other creatures, and its movement doesn\xe2\x80\x99t provoke attacks of opportunity. It gains a +4 bonus to AC against ranged attacks . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The planashar uses Simulacrum and then uses one of its other available actions . \n'b' Destruction Protocol . Ranged Spell Attack : +11 to hit, range 60 ft., one target. Hit : 23 (4d8 + 5) force damage. \n'b' Control Machines (3/day) . As the spell dominate monster , but targets only constructs (spell save DC 19). \n'b' Telekinesis (3/day) . As the spell of the same name. \n'b' Mass Rewire Flesh (1/day) . Each non-construct creature within 30 feet of the planashar must make a DC 19 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Simulacrum . A planashar can construct a simulacrum from the remains of a technological construct (or one it has previously defeated). This simulacrum is a construct of CR 14 or below. The simulacrum takes its own actions , at the planashar\xe2\x80\x99s direction, and acts right after the planashar\xe2\x80\x99s initiative . The planashar can control only one simulacrum at a time and can\xe2\x80\x99t create a new one while a simulacrum is already active. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Rewire Flesh . As the inflict wounds spell (spell attack +11) \n'b' Holographic Image (3/day) . As the project image spell (spell save DC 19). \n'b' Rapid Repair (3/day) . As a 3 rd level cure wounds spell that can repair constructs. \n'b' Discharge (1/day) . The planashar chooses one target it can see within 100 feet. The target must make a DC 19 Constitutions saving throw or all technological items are suppressed, specifically:\n'b'\n'b'\n'b' Any creature with the technological or robot subtype shutdown for 1 minute gaining the stunned condition. The target may repeat the saving throw at the end of its turn to reactivate. \n'b' Any items that use charges, have all remaining charges lost. \n'b' If a technological item does not use charges, it is suppressed for 1 minute instead. \n'b' If a target meets more than one of these conditions, each condition is checked individually. For example, an android carrying technological wonderous items would risk being shutdown and all its wonderous items being suppressed for 1 minute. \n'b'\n'b' REACTIONS \n'b'\n'b' Convergence Protocol . If a non-construct creature is reduced to 0 hit points within 30 feet of the planashar, the planashar can attempt to trap that creature in a telekinetic stasis field. The creature must succeed at a DC 19 Constitution saving throw or be telekinetically flattened into a two-dimensional form that the planashar immediately assimilates, leaving no trace of the creature\xe2\x80\x99s body behind in the three-dimensional world. \n'b'\n'b' ABOUT \n'b' Planashars belong to a militaristic and aggressive civilization of two-dimensional constructs.\xc2\xa0Calling themselves Those Who Converge, planashars have discovered a way to return to the Material Plane. They focus on following through with the First Ones\xe2\x80\x99 alleged plans to \xe2\x80\x9csave\xe2\x80\x9d the galaxy by uniting two- and three-dimensional realities into one and, in the process, destroy anacites once and for all.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Planewatcher \n'b' Medium celestial , lawful neutral \n'b' Armor Class 18 (plate) Hit Points 136 (16d8 + 64) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8, Cha +9 Skills Athletics +8, Insight +8, Perception +8, Survival +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The planewatcher has advantage on saving throws against spells and other magical effects. \n'b' Planar Sense . The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it. \n'b' Plane Bound . The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave. \n'b' Word-Bound . The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the banishment spell as a bonus action (spell save DC 17) on that creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum. \n'b' Radiant Lasso . Melee Weapon Attack : +8 to hit, reach 30 ft., one target. Hit : 22 (4d6 + 4) radiant damage, and the target is grappled (escape DC 16) if the planewatcher isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained , can\xe2\x80\x99t tell a lie, and can\xe2\x80\x99t teleport or be transported to another plane of existence unless the planewatcher wills it. \n'b' Enervating Blast . Melee or Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 23 (4d8 + 5) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn. \n'b' Planar Ultimatum . The planewatcher demands one creature grappled by it to return to the creature\xe2\x80\x99s home plane within 24 hours. If the creature doesn\xe2\x80\x99t swear to do so, it must make a DC 17 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the geas spell for 30 days, which compels the creature to return to its home plane as soon as possible. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reel . The planewatcher pulls a creature grappled by it up to 25 feet straight toward it. \n'b'\n'b' ABOUT \n'b' The brilliant lasso tightened around the eldritch monster as the faceless winged creature dragged it across a hellish landscape. \n'b' A planewatcher is sworn to protect the order of the boundaries between worlds. These angelic creatures fearlessly track down people and monsters who cross the boundaries of the planes and drag them back to where they came from, willingly or otherwise. Each planewatcher is bound to a single plane of existence. \n'b' Friend or Foe . Planewatchers are dedicated to their purpose, regardless of morality. Heroes may find themselves beseeching a planewatcher for help to battle an interplanar foe, or find themselves fighting one while on a planar mission. Planewatchers track down trespassers based on the perceived threat to the multiverse. \n'b' Unlikely Allies . Star drakes protect the Material Plane in much the same way planewatchers protect their respective planes. Because of this, the Material Plane has fewer planewatchers than other planes, and the two beings can work in concert to maintain the natural order of the multiverse.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plant Goblin \n'b' Tiny plant , neutral \n'b' Armor Class 11 Hit Points 10 (4d4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 5 (-3) DEX: 12 (+1) CON: 10 (+0) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Mobile Seeds . When the plant goblin dies, it explodes in a burst of vegetation, sap, and thorns. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 5 (2d4) piercing damage on a failed save, or half as much damage on a successful one. If in a location of ample soil and not burned, the remains meld into the soil within 24 hours and enrich the plant life within 30 feet for 1 month. The plants yield twice the normal amount of food when harvested. \n'b' Pack Tactics . The plant goblin has advantage on an attack roll against a creature if at least one of the goblin\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Thorned Fist . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Spit Thorn . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 1 piercing damage plus 2 (1d4) poison damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plant, Awakened Shrub \n'b' Small plant , unaligned \n'b' Armor Class 9 Hit Points 10 (3d6) Speed 20 ft.\n'b' STATS STR: 3 (-4) DEX: 8 (-1) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances piercing Senses passive Perception 10 Languages one language known by its creator Challenge 0 (10 XP) \n'b' Special Traits \n'b' False Appearance : While the shrub remains motionless, it is indistinguishable from a normal shrub. \n'b' Actions \n'b' Rake : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 1) slashing damage. \n'b' About \n'b' An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Raelis \n'b' Family: Azata \n'b' Large celestial (azata), chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d10+80) Speed 50 ft., fly 120 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 20 (+5) INT: 18 (+4) WIS: 15 (+2) CHA: 19 (+4) \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 all Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The raelis\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 : alter self , freedom of movement , nondetection \n'b' 3/day each : dimension door , glyph of warding , greater invisibility , lightning bolt , symbol \n'b' 1/day each : plane shift , teleport \n'b'\n'b' Rune Mastery . The raelis is immune to all writing-based spells and effects, such as glyph of warding and symbol . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +10 to hit, 10 ft. reach, 1 target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Formed from the souls of authors, artists, and storytellers, raelises travel to the farthest corners of the world and beyond searching for epic stories, poems, and simple tall tales. As they travel and quest for ever more obscure tales, they strive to make the world a brighter place with music, story, and laughter. Newly formed raelises have fair skin, but it slowly darkens over the centuries as they spend long hours exposed to the sun and elements. A raelis stands 9 feet tall and weighs close to 1,000 pounds. \n'b' Intercessors . The lust for new tales and stories drives raelises to the mortal planes than other azatas, coming in disguise to influence events. A raelis might travel from town to town spreading tales and news to encourage rebellion in a poorly run kingdom, or insinuate itself into an invader\xe2\x80\x99s army to sow dissension. Often a raelis\xe2\x80\x99s influence isn\xe2\x80\x99t felt until it is long gone, as raelises use their powers to bend minds in subtle ways to plant the seeds of change. \n'b' Genderfluid . Essentially gender neuter in their natural form, raelises have an androgynous beauty to their lean, sculpted bodies. When altering their physical form via alter self or other magical abilities, they can choose to take on male or female forms. Younger raelises often have a preferred gender, but as they get older, raelises choose their gender based on mood or as the task in front of them demands. \n'b' The Power of Story . Ironically, bards and storytellers are the mortals least likely to receive the aid of a raelis azata. Raelises almost universally believe the best mortal works are born of strife and crisis. Shielding a known storyteller from the trials of life could very well prevent the greatest epics from being written, though those who deliberately abuse or murder a storyteller while a raelis is near discover swift justice after the fact. \n'b' Endless Travels . While they all have favored trails, raelises consider it a bad omen to make the exact same journey twice and they go out of their way to avoid doing so. After eons exploring in this manner, the average raelis becomes a living atlas. They can run for days on end, passing time reciting stories and verse in time with the rhythm of the road. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plant, Awakened Tree \n'b' Huge plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 59 (7d12 + 14) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 10 Languages one language known by its creator Challenge 2 (450 XP) \n'b' Special Traits \n'b' False Appearance : While the tree remains motionless, it is indistinguishable from a normal tree. \n'b' Actions \n'b' Slam : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' About \n'b' An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Planteater \n'b' Huge undead , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d12+30) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces Planteater to 0 hit points , he 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, he drops to 1 hit point instead. \n'b' Undead Nature . Planteater doesn\xe2\x80\x99t require air, food, drink, or sleep . \n'b' Actions \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 24 (4d8+6) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw of be knocked prone . If the target is prone , Planteater can make one bite attack against it as a bonus action. \n'b' Decaying Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (3d6+6) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 14 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 14 Constitution saving throw at the end of a long rest . \n'b' About \n'b' His time as an herbivore long past, undeath has taught the animated dinosaur Planteater the satisfaction of hunting for prey-an act that he has come to excel at just as much as the natural carnivores in the Wake of Maws, his powerful tail usually covered in the gore of his latest victim.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Danse Macabre \n'b' Large undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 262 (15d10+60) Speed fly 40 ft.\n'b' STATS STR: 1 (-5) DEX: 24 (+7) CON: 18 (+4) INT: 8 (-1) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +10, Dex +12 Skills Insight +8, Perception +8 Damage Resistances 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 18 Languages none Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dance of Death . A danse macabre is constantly surrounded by a 40-foot aura known as the dance of death, an endless gala of dancing spectral figures. Any living creature that enters the area of the dance of death must make a DC 18 Wisdom saving throw or join the ghostly dancers. Such a creature gains a level of exhaustion and cannot willingly move from the square they are dancing in unless the danse macabre moves in such a way that the creature is no longer in its aura. A creature can make another saving throw at the end of every hour, gaining another level of exhaustion each time it fails this saving throw. Creatures immune to being charmed are immune to this ability. \n'b' Deathless . If the danse macabre is reduced to 0 hit points , it is not killed outright but disappears. It reappears after 24 hours in the same location it died. Only by reducing a danse macabre to 0 hit points in an area of a hallow spell will it be destroyed completely. \n'b' Lifesense . A danse macabre notices and locates living creatures within 60 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The danse macabre makes 4 scythe attacks. \n'b' Scythe . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 17 (3d6 + 7) piercing damage. If the danse macabre scores a critical hit with the scythe, roll the damage dice a third time to calculate damage. \n'b'\n'b' ABOUT \n'b' Incorporeal and ominous, danse macabres typically manifest as looming, black-cloaked skeletons, although they might appear in other sinister forms depending on personifications of death unique to the cultures near where they manifest, typically a fiery pillar, a pale child, or a man in a white mask. \n'b' The crowd of dancing souls that surround these 10-foot-tall specters typically do little to dispel their ominous aura. \n'b' Inevitability . Danse macabres embody the inevitability of death. They represent the ultimate equalizer of station, revealing in their dance of death the futility of all life. In the end all mortal beings must face the fateful piper and dance to its tune. As undead creatures, danse macabres require nothing from their environments and contribute nothing in return. \n'b' A danse macabre is a solitary creature that seeks only to call others to join its eternal celebration of the inevitable. They only manifest in locations tainted by untimely deaths\xe2\x80\x94the sites of countless violent executions, estates overrun by deadly plagues, or on battlefields where mass slaughters took place. The common thread is that at all of these locations hundreds, if not thousands, of victims met their fate, often in rapid succession. \n'b' Some scholars of the undead suggest that danse macabre harbor no hate for the living, merely a natural drive to bring them to their final state on an accelerated schedule. \n'b' Witnesses of danse macabres, however, tend to disagree, and the manifestation of a danse macabre can quickly depopulate a location through both its depredations and the flight of any survivors. Fortunately, though, these morbid shades rarely move far from the site of their initial manifestation, leading to numerous tales of haunted halls where the dead endlessly dance in their eternal revel.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plantoid Commoner \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 91 (14d8 + 28) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing Condition Immunities blinded , deafened, exhaustion Senses passive Perception 13 Languages telepathy 120 ft. (only with other plantoids) Challenge 2 (450 XP) \n'b' Actions \n'b' Multiattack . The plantoid can use its Control and make up to two attacks with its tendrils. \n'b' Tendrils . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. If the target is a Medium or smaller creature, the target is grappled (escape DC 11). Until this grapple ends the creature is restrained , and the plantoid can\xe2\x80\x99t use this tendrils on another target. The plantoid has two tendrils that it can attack with. \n'b' Control . Melee Weapon Attack : +3 to hit, reach 5 ft., one target grappled by the plantoid, incapacitated or restrained . Hit : 4 (1d6 + 1) piercing damage, and the creature must make a DC 12 Wisdom saving throw or be charmed by the plantoid for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The plantoid can communicate with the controlled creature telepathically to a distance of 30 feet. If the plantoid maintains contact with the creature it can attempt to exert control indefinitely after five successful Control attempts. The indefinitely controlled creature must repeat the Wisdom saving throw every 4 hours, ending the effect on itself after two consecutive successes. Creatures that remain under the control of the plantoid for longer than 5 days become mindless servitors permanently.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plantoid King \n'b' Medium plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d8 + 45) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing Condition Immunities blinded , deafened, exhaustion Senses passive Perception 13 Languages telepathy 120 ft. (only with other plantoids) Challenge 3 (700 XP) \n'b' Special Traits \n'b' Magic Resistance . The plantoid king has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The plantoid king can use its Control and make up to three attacks with its tendrils. \n'b' Tendrils . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage, and the target is grappled (escape DC 13). Until this grapple ends the creature is restrained , and the plantoid can\xe2\x80\x99t use this tendrils on another target. The plantoid has three tendrils that it can attack with. \n'b' Control . Melee Weapon Attack : +5 to hit, reach 5 ft., one target grappled by the plantoid, incapacitated or restrained . Hit : 7 (1d8 + 3) piercing damage, and the creature must make a DC 13 Wisdom saving throw or be charmed by the plantoid for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The king plantoid can communicate with the controlled creature telepathically to a distance of 30 feet. If the plantoid maintains contact with the creature it can attempt to exert control indefinitely after five successful Control attempts. The indefinitely controlled creature must repeat the Wisdom saving throw every 4 hours, ending the effect on itself after two consecutive successes. Creatures that remain under the control of the plantoid for longer than 5 days become mindless servitors permanently.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plantoid Servitor \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened, exhaustion Senses passive Perception 10 Languages telepathy 120 ft. (only with other plantoids) Challenge 1 (200 XP) \n'b' Actions \n'b' Multiattack . The servitor can use its bite and make up to two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends the creature is restrained . The servitor can grapple only one target. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target grappled by the servitor, incapacitated or restrained . Hit : 5 (1d6 + 2) piercing damage. The creature must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A paralyzed creature can be grappled and controlled by the nearest plantoid.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Platybelodon \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 22 (3d10 + 6) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception + 2 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The platybelodon makes one Gore attack and one Trunk attack . \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Trunk . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' We did not discover the lower plateau until our expedition was nearly at its end. The life here was different; instead of great reptiles, we found massive mammals of primitive mien, creatures that looked familiar but only through the lens of scholarly wisdom. One among these stood out, for it was in size and shape much like a pygmy forest elephant, though with a shorter trunk and a long lower jaw armed with sharp teeth. We watched these creatures for some time and discovered that they used the lower jaw to scrape the bark off trees or even to sever a low-hanging limb to be masticated in the beast\xe2\x80\x99s powerful jaws. This trick also worked on human limbs, as two of our porters discovered when they tried their hands at hunting. \n'b' One of the more common large mammals found in regions of the world where creatures from past eons managed to survive, the platybelodon is similar to modern elephants, but of smaller stature. It moves in small herds and feeds on bark and small tree limbs, using their short trunks to grasp and their long shovel-like lower jaws to cut and grind. These jaws jut out some distance from the creature\xe2\x80\x99s face and feature a pair of short, sharp tusks. While not territorial, they can be fearsome when roused to anger.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Platypus \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 3 (-4) DEX: 12 (+1) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 90 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b' Spur . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. A creature struck by the spur must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' ABOUT \n'b' The platypus is a water-dwelling mammal that feeds on worms and other creatures living in the mud of streams and rivers. Because of its odd appearance, the platypus is often taken as a familiar by transmuters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Plu-nar \n'b' Medium aberration , unaligned \n'b' Armor Class 17 (Natural armor) Hit Points 78 (12d8+24 HD) Speed \xe2\x80\x93\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 4 (-3) WIS: 18 (+4) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Immunities necrotic, Poison, Psychic Condition Immunities charmed , Exhaustion , Grappled , Paralyzed , Petrified , poisoned , Prone , Restrained , Unconscious Damage Resistances acid, Cold, fire, Lightning, thunder; bludgeoning, piercing, and slashing from Nonmagical Attacks Senses darkvision 60 ft., passive Perception 15 Languages None Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devouring Fear . Any creature within the same dimension as the plu-nar and within 60 feet of it must succeed at a DC 17 Charisma saving throw. On a failure, the creature is frightened of the plu-nar and the plu-nar gains 1d4 temporary hit points . The creature may repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' Dimensional Trap . Any who attempt to leave the dimension of a plu-nar while in its presence must make a DC 15 Charisma saving throw. Failure means the creature remains trapped. Trapped creatures may repeat the save at the end of each long rest. If the plu-nar is slain, those trapped are automatically returned to their own dimension, expelled from the plu-nar\xe2\x80\x99s at exactly the place where they were originally drawn in. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattacks . The Plu-Nar makes 4 claw attacks \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Multi-Reaction . The Plu-Nar may take a reaction against every creature it faces, each round. \n'b' Dimension Fold . The plu-nar forces another opponent who takes any action or bonus action to make a DC 17 Wisdom saving throw. On a failure, they find themselves yanked into the plu-nar\xe2\x80\x99s dimension, looking out into their world beyond and unable to escape. Affected creatures may not return to their home dimension. The creature may repeat the save at the end of each of its turns, ending the effect with a success; they may then attempt to return to their own dimension so long as the portal is still there. \n'b'\n'b' ABOUT \n'b' Manifestations of fear and doubt . The plu-nar does not exist until doubt, uncertainty, confusion, and fear create it. When it begins to manifest, the ground around those clouded with doubt begins to freeze, as if a sudden frost descended upon them. \n'b' The light, both natural and magical, dims, shadows lengthen and a doorway appears in front of those who inadvertently conjured the plu-nar. Beyond the door lie formless grey shadows that seem to mark a road or path that winds through a darker mass. Next, a figure appears, standing in the door. It has no face nor true form but bears the mark of familiarity to all who see it. It seems to be suffering, stricken with doubt and fear, and calling for aid. \n'b' Madness of chaos . This is the plu-nar, a madness of chaos. It has no form or shape and only materializes in the wake of fear, taking the shape of a nightmarish dream. The plu-nar is mindless and radiates no evil or chaos, intelligence, or will. It simply exists, a sliver of chaos unleashed. Upon manifesting it creates a limitless pocket dimension behind it, like a portal to another realm. Those who cannot overcome it are drawn into the dimensional space and trapped there. The plu nar does not attack any who stand beyond the door, but those drawn within the dimension are immediately subject to its clawed attacks. It attacks aggressively. \n'b' Within the dimensional space the shadow becomes a nightmare blocking the exit to the material world which is plain to see beyond the doorway. But the shadow of a man that seemed somewhat familiar is now a twisted thing, long and lanky with claws that seem to have no end and a wicked empty grin. It is a stain upon the shadows and faces any within the pocket dimension. This is the manifestation of mindless fear and it eats at whoever lies within its realm. \n'b' Lost in the Gray Waste . Once one overcomes the shadow of fear and they slay it, their body, battered but alive, stumbles out of the dimension and it fades into nothingness. For those who flee deeper into the dimension, the path darkens and twists, turning in on itself, cursed to wander the trackless wastes of their own fear until rescued through some outside intervention such as a wish spell. For those who die in the dimension, their souls emerge the Gray Waste of Gehenna, lost and without purpose.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pokefolk \n'b' Medium humanoid (pokefolk, ozian), lawful neutral \n'b' Armor Class 8 \n'b' Hit Points 22 (3d8 + 24) \n'b' Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 10 (+0) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder \n'b' Senses passive Perception 8 \n'b' Languages Common \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Music Aversion . A pokefolk has disadvantage on all attacks against any creature that is singing. \n'b' Sleepy . The pokefolk has disadvantage against effects that put it to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Poker . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Sleep Gaze . The poke gazes at one creature it can see within 10 feet of it. The target must make a DC 8 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 poke\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' Slow (Recharge 5\xe2\x80\x936) . The poke targets one or more creatures it can see within 30 feet of it. Each target must make a DC 8 Wisdom saving throw against this magic. On a failed save, a target can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' These curious people move very slowly. They never lift their feet, but push them along like skates. The women are dressed in gray polka-dot dresses with huge poke bonnets that almost hides their fat, sleepy, wide-mouthed faces. \n'b' Most of them have pet snails on strings, and so slowly do they move that it looked as though the snails are tugging them along. The men are dressed like a party of congressmen, but instead of high hats wear large red nightcaps, and they are all as solemn as owls. It seems impossible for them to keep both eyes open at the same time. \n'b' Pokefolk believe everyone moves too fast and is much too loud. As such, they insist on no running, no singing, now whistling, and that everyone talk slowly. Their most deadly effect however is their ability to slow and knock unconscious all who cross them. \n'b' Pokefolk slowly turn those who cannot escape their grasp into other pokefolk, although creatures of strong will are more resistant than others. \n'b' Pokefolk nobles surprisingly do very little in the way of leading. Instead, they focus on a creature they plan to turn into a pokefolk like themselves, and nominate it as their king. Despite this, the pokefolk noble is still formidable in its own slow way, wielding a poker to prod foes into complacency. \n'b' Endless Sleep \n'b' Up to four pokes can cause a sleeping target to fall deeper into slumber. Participating pokes can\xe2\x80\x99t use their sleep gaze during this time, though they can move about and take actions and reactions as normal. This sleep has no effect on a creature that is immune to the charmed condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of pokes participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren\xe2\x80\x99t incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a poke at full health and under the GM\xe2\x80\x99s control. Only a wish spell or divine intervention can restore a transformed creature to its former state.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pokefolk Noble \n'b' Family: Pokefolk \n'b' Medium humanoid (pokefolk, ozian), lawful neutral \n'b' Armor Class 8 Hit Points 82 (11d8 + 33) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Senses passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Music Aversion . A pokefolk has disadvantage on all attacks against any creature that is singing. \n'b' Sleepy . The pokefolk has disadvantage against effects that put it to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Poker . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Rope . Melee Weapon Attack : +3 to hit, reach 10 ft., Hit : If the target is a Medium or smaller creature, it is grappled (escape DC 11) and restrained until this grapple ends. While grappling the target, the pokefolk noble has advantage on attack rolls against it and can \xe2\x80\x98t use this attack against other targets. When the pokefolk noble moves, any Medium or smaller target it is grappling moves with it. \n'b' Sleep Gaze . The poke gazes at one creature it can see within 10 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 poke\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' Slow (Recharge 5\xe2\x80\x936) . The poke targets one or more creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw against this magic. On a failed save, a target can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' 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' These curious people move very slowly. They never lift their feet, but push them along like skates. The women are dressed in gray polka-dot dresses with huge poke bonnets that almost hides their fat, sleepy, wide-mouthed faces. \n'b' Most of them have pet snails on strings, and so slowly do they move that it looked as though the snails are tugging them along. The men are dressed like a party of congressmen, but instead of high hats wear large red nightcaps, and they are all as solemn as owls. It seems impossible for them to keep both eyes open at the same time. \n'b' Pokefolk believe everyone moves too fast and is much too loud. As such, they insist on no running, no singing, now whistling, and that everyone talk slowly. Their most deadly effect however is their ability to slow and knock unconscious all who cross them. \n'b' Pokefolk slowly turn those who cannot escape their grasp into other pokefolk, although creatures of strong will are more resistant than others. \n'b' Pokefolk nobles surprisingly do very little in the way of leading. Instead, they focus on a creature they plan to turn into a pokefolk like themselves, and nominate it as their king. Despite this, the pokefolk noble is still formidable in its own slow way, wielding a poker to prod foes into complacency. \n'b' Endless Sleep \n'b' Up to four pokes can cause a sleeping target to fall deeper into slumber. Participating pokes can\xe2\x80\x99t use their sleep gaze during this time, though they can move about and take actions and reactions as normal. This sleep has no effect on a creature that is immune to the charmed condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of pokes participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren\xe2\x80\x99t incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a poke at full health and under the GM\xe2\x80\x99s control. Only a wish spell or divine intervention can restore a transformed creature to its former state.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Thyrlien \n'b' Family: Azata \n'b' Small celestial (azata), chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 71 (13d6+26) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+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 all Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The thyrlien\xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : cure wounds , magic missile \n'b' 1/day : blindness/deafness \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The thyrlien makes a bite attack and a wings attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, 5 ft. reach, 1 target. Hit : 4 (1d4 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking 4 (1d6 + 1) poison damage on a failed save, or half as much damage on a successful one. Targets who fail must repeat this save once at the start of each of their turns until they succeed. \n'b' Starlight Blast (Recharges 4-6) . Each creature within 5 ft. takes 7 (3d4) radiant damage, or half on a successful DC 12 Dexterity saving throw. \n'b' Wings . Melee Weapon Attack : +4 to hit, 5 ft. reach, 1 target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A thyrlien is a unique type of azata created by the Goddess of dreams, luck, stars and travelers. Intended as rare warrior counterparts to lyrakien, thyrlien are tasked with watching over nighttime travelers. Specifically hunting the servants of the Goddess of madness, monsters and nightmares and the God of infection, parasites and stagnation, thyrlien wander lonely roads and dark alleys, hoping to confront or counter the dark things that so often hunt such ominous spots. Superficially humanoid, a thyrlien\xe2\x80\x99s attacks reveal its nonhuman origins. Venomous saliva coats mouth and its delicate-looking wings are actually as stiff as wood and have razor sharp edges. A thyrlien is skilled at tracking using conventional and magical methods and is savvy to the ways of its chosen prey. These servants of the goddess of luck stand about 2 feet tall and weigh around 15 pounds. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polar Bear, Armored \n'b' Large beast , neutral \n'b' Armor Class 16 (half-plate) Hit Points 63 (6d10 + 30) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The armored polar bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Animal . Armored polar bears can carry at least 300 pounds of gear. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The armored polar bear makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Iron Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' Some polar bears are more intelligent and wiser than others. These large beasts are chosen as mounts by the Norvans. Once chosen they are fitted with thick half-plate armor. The armored polar bear is a fierce opponent and the epitome of bravery. With metal fitted on their impressive claws the bears become even more lethal. \n'b' Loyal Mount . Once a rider and bear form a bond it can\xe2\x80\x99t be broken. Clever and sage, the armored polar bears are more companions than domesticated animals. In fact, the Norvans honor and respect these creatures in many ways. \n'b' Heavy Burden . Armored polar bears can carry huge loads. The Norvans load up the bears with gear for battle or transport goods from one settlement to another. Convoys of the bears can often be seen traveling across the snowy land. \n'b' Big Bad Bear King . An armored polar bear named Karhu Nan considers himself to be the ruler of his species. This evil creature plots to take control of the bears and rebel against their Norvan masters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Danthienne \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d4 + 60) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 21 (+5) INT: 13 (+1) WIS: 8 (-1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8 Deception +10, Persuasion +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses low-light vision, passive Perception 9 Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Sylvan Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Fool\xe2\x80\x99s Inspiration (1/Day) . A danthienne can designate a single humanoid or monstrous humanoid as her companion. An unwilling or unaware target can resist being made a companion by succeeding on a DC 15 Charisma saving throw, but it is not aware that it was targeted by an effect. The danthienne is constantly aware of her companion\xe2\x80\x99s health, location, and general mood. So long as she remains within 5 feet, the danthienne can also share spells with her companion, as if it were her animal companion or familiar, and the companion can use the danthienne\xe2\x80\x99s Charisma modifier instead of its own on Charisma checks and Bluff, Diplomacy, and Intimidate checks. A creature\xe2\x80\x99s Charisma is reduced by 1 for every 24 hours that it remains a danthienne\xe2\x80\x99s companion. If a creature\xe2\x80\x99s Charisma is reduced to zero in this way, it become permanently incapacitated . A danthienne can dismiss a companion at will and must do so if she wants to select a new companion. A companion who wishes to break the bond can attempt a DC 16 Charisma saving throw once per day to do so. A remove curse spell automatically severs this link. \n'b'\n'b' ABOUT \n'b' Rejected from the courts of the fey realms, danthiennes\xe2\x80\x94sometimes called gossip pixies\xe2\x80\x94nevertheless delight in courtly intrigue. They adore the trappings of wealth and class, but lack a deeper understanding of politics, and focus most of their energy on personal entertainment and accumulating wardrobes of rich fabrics and random jewelry. These tiny fey spend their time skulking around academies, guilds, and noble courts, stealing valuables and influencing mortal minds to create drama. Danthiennes have pointed ears and four-fingered hands. They stand just 10 inches tall and weigh only a few pounds, despite their plump forms. They are most often found wearing elaborate outfits of jewels and silk and sporting mischievous grins. \n'b' False Gifts . When they do reveal their presence, danthiennes portray themselves as wish granters, offering to make a person\xe2\x80\x99s dreams come true in exchange for services and treasures. In reality, they have no special gift to grant wishes and rely on their magic, bluffs, and mundane theft to uphold their end of any bargain. \n'b' Mock Courts . Danthiennes rarely operate alone, usually enticing a desperate courtier into serving them in exchange for popularity. More rarely, they assemble lesser fey into mock courts, drafting unsuspecting mortals into their sometimes-deadly intrigues. As degenerate, urban cousins of nymphs, they have the ability to bond with mortal creatures and invest them with passion and confidence\xe2\x80\x94but the bond is a deadly one, slowly draining the life force from their temporary partners and ultimately leaving them catatonic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polar King \n'b' Large undead , neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 59 (7d10 + 21) \n'b' Speed 40 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing from nonmagical attacks \n'b' Damage Immunities cold, necrotic, poison \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Skills Perception +6 \n'b' Senses passive Perception 16 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ice Walk . The polar king can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Keen Smell . The polar king has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Snow Camouflage . The polar king has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The polar king 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 creature. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' This massive bear-like creature has white and gray feathers instead of fur on its hide . \n'b' Legend has it that the King of Polar Bears was unchallenged until he met man. Brought low by their guns, the men skinned the King but did not realize he was still alive. The polar king, bereft of his fur, was blessed by the gulls with feathers instead. He has been challenged many times, but the polar king has never been defeated. \n'b' They are chiefly found on Isa Poso, one of the few islands where arctic conditions are sufficient to support polar bears. During the winter months, some polar kings roam far enough south on ice floes to haunt the mountains of Thumbumbia. Polar kings spring up as revenants of sorts where polar bears have been skinned. \n'b' Nature fights back, and polar kings are the result.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polevik \n'b' Medium fey , neutral evil \n'b' Armor Class 13 (leather armor) Hit Points 217 (29d8+87) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 13 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Perception +7, Stealth +7 Damage Resistances bludgeoning, piercing, or slashing damage from non-magical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common, Dwarvish, Sylvan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . The polevik has advantage on attack rolls against any creature it has surprised. \n'b' Brute . A melee weapon deals one extra die of its damage when the polevik hits with it (included in the attack ). \n'b' Innate Spellcasting . The polevik\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The polevik can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : invisibility , jump , pass without trace \n'b' 3/day each : entangle , tree stride , wall of thorns \n'b' 1/day : imprisonment (minimus containment only) \n'b'\n'b' Magic Resistance . The polevik has advantage on saving throws against spells and other magical effects. \n'b' Sneak Attack . Once per turn, the polevik deals an extra 14 (4d6) 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 polevik that isn\xe2\x80\x99t incapacitated and the polevik doesn\xe2\x80\x99t have disadvantage on the attack roll. Instead of dealing sneak attack damage, the polevik can instead hit with its constrict attack . \n'b' Soul Thief . Whenever a polevik successfully renders a victim unconscious with its stranglehold attack , it can steal part of the victim\xe2\x80\x99s soul, robbing the unfortunate target of 1d4 points of its highest ability score. In the case of a tie, this is the victim\xe2\x80\x99s casting ability or other important ability. The polevik keeps the stolen ability points stored in a fetish for later use, typically for barter or sale to other powerful creatures (see below). The loss is permanent; however, if the fetish is crushed and destroyed, the points are released and restored to the victim. The polevik can have only one fetish per victim at a time. \n'b' Surprise Slasher . A polevik\xe2\x80\x99s speed is doubled during a surprise round in which it attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The polevik makes four chained sickle attacks. \n'b' Chained Sickle . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (2d6+5) slashing damage, and if the target is Medium or smaller, the target must succeed at Strength ( Athletics ) or Dexterity ( Acrobatics ) check with a DC equal to the attack roll or be knocked prone . \n'b' Constrict . Melee Weapon Attack : +9 to hit, reach 10 ft., one Medium or smaller creature. Hit : 19 (4d6+5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the polevik can\xe2\x80\x99t constrict another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The polevik adds 5 to its AC against one melee attack that would hit it. To do so, the polevik must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Poleviks, sometimes known as gray stranglers, are malicious fey creatures possibly related to grimstalkers. Murderous assassins, they hunt powerful mortals seeking to steal pieces their souls for dark purposes. They believe mortals owe their souls to the fey, and seek to reclaim them in order to use their power to create potent magical effects. They delight in strangling their marks and stealing pieces of their souls, which they then sell off or use to bargain with fiends from the lower planes. Poleviks are similar in appearance to deformed dwarves with excessively wrinkled skin and bulbous eyes with sickly yellowish irises. At all times, they appear filthy and paint themselves with mud, twigs, and leaves to help them blend into their environments. \n'b' Fiendish Bargains . Poleviks maintain many contacts with evil creatures of the lower planes. They frequently bargain with these creatures for artifacts and resources that would otherwise be unavailable to the fey. Their contacts also allow them to keep a sort of nebulous peace between these beings and fey overlords, perhaps a key reason as to their importance to the fey overlords. Despite their occasional usefulness to the fey hierarchy, they hold no allegiances and are not (as some would portray them) fey avengers. Instead, they take great delight in their \xe2\x80\x9cwork\xe2\x80\x9d, a quality trait that most other fey find unsettling. Still, natives of Otherworld seem to view poleviks as a necessary evil and when dealing with non-fey, they often deny their existence, chalking them up as fable, bogeymen used to haunt those of guilty conscience. \n'b' Dirty Fighter . Most poleviks favor fighting with a matching pair of crudely forged, rusty sickles bound together at the handles by a length of slender rope or chain. Whenever possible, they use stealth to slip behind their targets and strangle them. The chain also allows a polevik to swing his sickles to gain a 10-foot reach attack , which he can use to attempt to trip opponents. If possible, a polevik avoids fair fights, preferring to stage ambushes or similar situations where he can catch his opponents by surprise or at a disadvantage. They fight dirty, using stealth, trickery, and feints. If faced with obviously strong opponents, these creatures attack only until they acquire a portion of their opponent\xe2\x80\x99s souls, after which they flee back into the woods. \n'b' While they may plot to return and slay such opponents at a later time, they may just as easily put a contract on their heads and sell it to a more powerful ally from the lower planes. \n'b' Polevik Fetishes \n'b' Created from bits of the stolen souls of its victims, these fetishes can provide their owners with the following magical benefits. While an individual may carry more than one fetish, only a single fetish can be active at one time. The individual must display the fetish to activate it. Each fetish has a number of charges determined by the number of a polevik\xe2\x80\x99s victim\xe2\x80\x99s stolen ability score points. Each time the fetish is used, a point is drained. Calculate the effects based on the stored points before the point is deducted. Unless otherwise noted, once a fetish is activated, its effect remains active for 24 hours, after which the effect ends and one of its charges is expended. Using a polevik fetish is an evil act, inadvertent if the user does not know that it is powered by stolen souls but a deliberate act otherwise. Fetishes provide the following benefits as determined by the stolen ability score: \n'b'\n'b' Strength Fetish : When activated, this fetish grants its user a bonus to all melee attacks and damage equal to the number of Strength points in the fetish. \n'b' Dexterity Fetish : When activated, this fetish grants its user advantage on initiative . \n'b' Constitution Fetish : When activated, this fetish provides its user regeneration equal to the number of Constitution points in the fetish, times 3. The user regains this many hit points at the beginning of their turn if they have at least 1 hit point. \n'b' Intelligence Fetish : When activated, this fetish provides its user with advantage on saving throws against spells and other magical effects. \n'b' Wisdom Fetish : When activated, this fetish allows the user to summon a fiend. This works like the spell conjure celestial except it summons a fiend with a CR equal to or less than the Wisdom points in the fetish. This fetish cannot be used more than once in a 24 hour period. \n'b' Charisma Fetish : When activated, this fetish grants its user the benefits of a ring of spell turning .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polong \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 209 (22d8+110) Speed fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 20 (+5) INT: 13 (+1) WIS: 14 (+2) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +6 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Skills Deception +11, Persuasion +11 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Slick . Whenever the polong moves, it leaves a trail of blood in each space it passes over that lasts for 1 round before drying. Creatures passing over these squares must succeed a DC 16 Dexterity saving throw or be affected as if they stepped in the area of a grease spell. \n'b' Bottle Bound . A polong is bound to a bottle as part of the ritual to create it. A polong must remain within 1 mile of its bottle and regains 18 (4d8) hit points for each hour it spends inside its bottle. If a polong\xe2\x80\x99s bottle (Armor Class 11, 1 hit point) is destroyed, the polong is considered stunned until the bottle reforms in 24 hours. Once per day, a creature that possesses a polong\xe2\x80\x99s bottle can attempt to take control of the polong for 24 hours as if the polong were under the effect of a dominate monster spell. The polong can attempt a DC 15 Wisdom saving throw to negate this effect. A creature that\xe2\x80\x99s controlling the polong is immune to its Murderous Intent trait. \n'b' Murderous Intent . A polong generates a seething aura of unrestrained violence and malicious intent. Any creatures that come within 120 feet of the polong must succeed a DC 16 Wisdom saving throw or become frightened . A frightened creature can attempt a new saving throw at the end of each of its turns. A creature that succeeds its saving throw is immune to the polong\xe2\x80\x99s aura for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Necrotic Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 66 (12d10) necrotic damage. \n'b' Bloody Possession (Recharge 6) . One humanoid that the polong can see within 5 ft. of it, that is not at its maximum hit point value, must succeed on a DC 16 Charisma saving throw or be possessed by the polong; the polong then disappears, and the target is incapacitated and loses control of its body. The polong now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The polong can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the polong ends it as a bonus action, or the polong is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the polong reappears in an unoccupied space within 5 ft. of the body. The target is immune to this polong\xe2\x80\x99s Bloody Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b'\n'b' ABOUT \n'b' Polongs are the spirits of murderers who have been magically bound to a bottle. Whoever possesses a polong\xe2\x80\x99s bottle can command the creature to carry out murderous acts. Necromancers, cultists, and assassins sometimes use polongs to perform assassinations from afar. Commanding polongs is dangerous, however, as their desire to kill makes them turn on their own masters if given the chance. When a polong\xe2\x80\x99s bottle is opened, the creature manifests as a blood-drenched spirit with hands transformed into long claws. Its thirst for violence and murder twists its distorted features into a hateful visage. Polongs remember little of their past lives, their own thoughts turned to committing the heinous acts commanded by their masters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Poludnitsa \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Nature +4, Perception +4 Damage Resistances fire, radiant Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Faerie Blessing . The AC of the poludnitsa includes her Charisma bonus. \n'b' Illumination . The poludnitsa sheds bright light in a 20-foot radius and dim light for an additional 20 feet. She can suppress or resume the radiance with an action. \n'b' Innate Spellcasting . The poludnitsa\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , disguise self (humanoid forms only), druidcraft, light \n'b' 2/day : daylight , ray of enfeeblement \n'b' 1/day : confusion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The poludnitsa makes two scythe attacks or uses sunstroke twice. \n'b' Scythe . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage plus 7 (2d6) radiant damage. \n'b' Sunstroke . Ranged Spell Attack : +5 to hit, range 90 ft., one target. Hit : 15 (4d6) radiant damage. \n'b'\n'b' ABOUT \n'b' The intentions of poludnitsas are hard to predict. Some days, they lure adventurers into ambushes, drive travelers mad, or cause mayhem in villages while changing disguises. On others, they punish the haughty and greedy and dispense helpful advice to wanderers. \n'b' Poludnitsas loathe and despise hags of all types- though they are sometimes every bit as wicked as their adversaries-and usually aid those who seek to slay them. \n'b' The poludnitsa (poh-lood-nit-sah) is based on a capricious trickster that appears in Polish, Russian, and Slovak folklore. \n'b' While most fey creatures lurk in forests and prefer twilight or darkness, poludnitsas (also known as midday maidens) dwell in fields of rye and corn near human settlements, most often appearing on hot summer days at high noon. They usually adopt the guise of peasant girls or women, blending with other field workers to pick off potential targets for their malicious punishments. In their true form, poludnitsas appear as comely, elven women clad in all white and carrying a scythe or shears, their bodies shining with radiant sunlight.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polyphonic Gel \n'b' Small ooze , unaligned \n'b' Armor Class 11 Hit Points 26 (4d6+12) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities thunder Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The gel can move through a space as narrow as 1 inch wide without squeezing. \n'b' Amplify Frequency . Whenever a polyphonic gel would take thunder damage, it absorbs that energy instead. The stored vibrations amplify the creature\xe2\x80\x99s sonic waves, increasing damage dealt by the ooze\xe2\x80\x99s next pseudopod attack before the end of its next turn by 4 (1d6). \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) thunder damage. \n'b'\n'b' ABOUT \n'b' A polyphonic gel resembles smoked glass that pulses with multicolored lights in time to an unpredictable rhythm. \n'b' This ooze is actually an organic, semi-fluid mass of millions of flexible fibers that constantly vibrate to produce audible frequencies, ranging from hauntingly beautiful to shrill and discordant. These captivating displays often lure observers who mistake their performances and languidly extended pseudopods for friendly gestures. Such observers soon discover that the gels\xe2\x80\x99 bodies course with sonic vibrations that can devastate flesh, bone, and steel as well as break prey into edible chunks. \n'b' Although polyphonic gels seem to draw some nutrition out of physical material, they primarily feed on sound. \n'b' When feeding, a gel sends out countless pulses that resonate off their prey\xe2\x80\x99s body, the echoes fueling their metabolism. \n'b' Each absorbed sound also helps the gel form new fibers, like a brain forging fresh neurons while learning, as the sounds create each fiber and shape its texture. In this way, polyphonic gels gradually grow\xe2\x80\x94physically and in their sound vocabulary\xe2\x80\x94when exposed to new sounds. \n'b' Sound Feeder. Polyphonic gels can survive indefinitely if exposed to periodic sound, like a noisy fan or the rush of a waterfall. However, they grow only when supplied a range of sounds and materials to absorb. In practice, the mindless oozes manifest cravings for different sounds that drive them to search for novel prey or specific material types. Polyphonic gels sometimes slither frantically past other food sources in search of a specific type of crystal or pitch of dwarven scream. Previously docile specimens kept in captivity for study often develop these cravings, too. \n'b' Despite their keepers\xe2\x80\x99 best attempts to provide a balanced diet, the oozes\xe2\x80\x99 desires can lead to catastrophic breakouts when they disintegrate their holding cells. When fed a varied diet, polyphonic gels can grow with extraordinary speed, doubling in size in a matter of days. Conversely, those oozes deprived of sound altogether (including any trapped in the vacuum of space) starve and gradually wither. \n'b' Polyphonic gels can serve as a repository of sounds. In practice, they might repeat their prey\xe2\x80\x99s garbled last words, crooning nonsense phrases with the haunting voices of the departed. Theoretically, though, it should be possible to elicit specific sounds from these oozes by isolating the key fibers, agitating them, and recording the output. \n'b' Engineering tests have managed only small successes to date, however, and most consider anything more as impractical. \n'b' Early in life, a polyphonic gel spans about 2\xe2\x80\x933 feet in diameter and weighs a mere 20 pounds. It grows in proportion to its sound absorption and reaches polyphonic plasm status when it spans almost 10 feet across and weighs 400 pounds. Beyond this size, the oozes rarely dedicate nutrients to additional growth, instead focusing on reproduction by budding a new gel that carries away a fraction of its parent\xe2\x80\x99s sonic repertoire. Even when independent, gels tend to shadow their parent plasms until lured away by tempting new stimuli. Gels of all sizes periodically seek each other out, forming concerts of a dozen or more gels that sing to each other for days on end. \n'b' The purpose of these gatherings remains unknown. They rarely result in growth, and since the oozes lack any true nervous tissue (much less minds), it seems unclear if these gatherings hold social value for the creatures, though they appear visibly calmed afterward. However, the gels often turn on anyone who interrupts their songs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polyphonic Plasm \n'b' Large ooze , unaligned \n'b' Armor Class 11 Hit Points 84 (8d10+40) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities thunder Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The gel can move through a space as narrow as 1 inch wide without squeezing. \n'b' Amplify Frequency . Whenever a polyphonic gel would take thunder damage, it absorbs that energy instead. The stored vibrations amplify the creature\xe2\x80\x99s sonic waves, increasing damage dealt by the ooze\xe2\x80\x99s next pseudopod attack before the end of its next turn by 7 (2d6). \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) thunder damage. \n'b'\n'b' ABOUT \n'b' A polyphonic gel resembles smoked glass that pulses with multicolored lights in time to an unpredictable rhythm. \n'b' This ooze is actually an organic, semi-fluid mass of millions of flexible fibers that constantly vibrate to produce audible frequencies, ranging from hauntingly beautiful to shrill and discordant. These captivating displays often lure observers who mistake their performances and languidly extended pseudopods for friendly gestures. Such observers soon discover that the gels\xe2\x80\x99 bodies course with sonic vibrations that can devastate flesh, bone, and steel as well as break prey into edible chunks. \n'b' Although polyphonic gels seem to draw some nutrition out of physical material, they primarily feed on sound. \n'b' When feeding, a gel sends out countless pulses that resonate off their prey\xe2\x80\x99s body, the echoes fueling their metabolism. \n'b' Each absorbed sound also helps the gel form new fibers, like a brain forging fresh neurons while learning, as the sounds create each fiber and shape its texture. In this way, polyphonic gels gradually grow\xe2\x80\x94physically and in their sound vocabulary\xe2\x80\x94when exposed to new sounds. \n'b' Sound Feeder . Polyphonic gels can survive indefinitely if exposed to periodic sound, like a noisy fan or the rush of a waterfall. However, they grow only when supplied a range of sounds and materials to absorb. In practice, the mindless oozes manifest cravings for different sounds that drive them to search for novel prey or specific material types. Polyphonic gels sometimes slither frantically past other food sources in search of a specific type of crystal or pitch of dwarven scream. Previously docile specimens kept in captivity for study often develop these cravings, too. \n'b' Despite their keepers\xe2\x80\x99 best attempts to provide a balanced diet, the oozes\xe2\x80\x99 desires can lead to catastrophic breakouts when they disintegrate their holding cells. When fed a varied diet, polyphonic gels can grow with extraordinary speed, doubling in size in a matter of days. Conversely, those oozes deprived of sound altogether (including any trapped in the vacuum of space) starve and gradually wither. \n'b' Polyphonic gels can serve as a repository of sounds. In practice, they might repeat their prey\xe2\x80\x99s garbled last words, crooning nonsense phrases with the haunting voices of the departed. Theoretically, though, it should be possible to elicit specific sounds from these oozes by isolating the key fibers, agitating them, and recording the output. \n'b' Engineering tests have managed only small successes to date, however, and most consider anything more as impractical. \n'b' Early in life, a polyphonic gel spans about 2\xe2\x80\x933 feet in diameter and weighs a mere 20 pounds. It grows in proportion to its sound absorption and reaches polyphonic plasm status when it spans almost 10 feet across and weighs 400 pounds. Beyond this size, the oozes rarely dedicate nutrients to additional growth, instead focusing on reproduction by budding a new gel that carries away a fraction of its parent\xe2\x80\x99s sonic repertoire. Even when independent, gels tend to shadow their parent plasms until lured away by tempting new stimuli. Gels of all sizes periodically seek each other out, forming concerts of a dozen or more gels that sing to each other for days on end. \n'b' The purpose of these gatherings remains unknown. They rarely result in growth, and since the oozes lack any true nervous tissue (much less minds), it seems unclear if these gatherings hold social value for the creatures, though they appear visibly calmed afterward. However, the gels often turn on anyone who interrupts their songs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Polyphonic Plasm \xe2\x80\x93 Gel \n'b' Small ooze , unaligned \n'b' Armor Class 11 Hit Points 26 (4d6+12) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities thunder Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The gel can move through a space as narrow as 1 inch wide without squeezing. \n'b' Amplify Frequency . Whenever a polyphonic gel would take thunder damage, it absorbs that energy instead. The stored vibrations amplify the creature\xe2\x80\x99s sonic waves, increasing damage dealt by the ooze\xe2\x80\x99s next pseudopod attack before the end of its next turn by 4 (1d6). \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) thunder damage. \n'b'\n'b' ABOUT \n'b' A polyphonic gel resembles smoked glass that pulses with multicolored lights in time to an unpredictable rhythm. This ooze is actually an organic, semi-fluid mass of millions of flexible fibers that constantly vibrate to produce audible frequencies, ranging from hauntingly beautiful to shrill and discordant. These captivating displays often lure observers who mistake their performances and languidly extended pseudopods for friendly gestures. Such observers soon discover that the gels\xe2\x80\x99 bodies course with sonic vibrations that can devastate flesh, bone, and steel as well as break prey into edible chunks. \n'b' Although polyphonic gels seem to draw some nutrition out of physical material, they primarily feed on sound. \n'b' When feeding, a gel sends out countless pulses that resonate off their prey\xe2\x80\x99s body, the echoes fueling their metabolism. Each absorbed sound also helps the gel form new fibers, like a brain forging fresh neurons while learning, as the sounds create each fiber and shape its texture. In this way, polyphonic gels gradually grow\xe2\x80\x94physically and in their sound vocabulary\xe2\x80\x94when exposed to new sounds. \n'b' Sound Feeder . Polyphonic gels can survive indefinitely if exposed to periodic sound, like a noisy fan or the rush of a waterfall. However, they grow only when supplied a range of sounds and materials to absorb. In practice, the mindless oozes manifest cravings for different sounds that drive them to search for novel prey or specific material types. Polyphonic gels sometimes slither frantically past other food sources in search of a specific type of crystal or pitch of dwarven scream. Previously docile specimens kept in captivity for study often develop these cravings, too. Despite their keepers\xe2\x80\x99 best attempts to provide a balanced diet, the oozes\xe2\x80\x99 desires can lead to catastrophic breakouts when they disintegrate their holding cells. \n'b' When fed a varied diet, polyphonic gels can grow with extraordinary speed, doubling in size in a matter of days. \n'b' Conversely, those oozes deprived of sound altogether (including any trapped in the vacuum of space) starve and gradually wither. \n'b' Polyphonic gels can serve as a repository of sounds. \n'b' In practice, they might repeat their prey\xe2\x80\x99s garbled last words, crooning nonsense phrases with the haunting voices of the departed. Theoretically, though, it should be possible to elicit specific sounds from these oozes by isolating the key fibers, agitating them, and recording the output. Engineering tests have managed only small successes to date, however, and most consider anything more as impractical. \n'b' Early in life, a polyphonic gel spans about 2\xe2\x80\x933 feet in diameter and weighs a mere 20 pounds. It grows in proportion to its sound absorption and reaches polyphonic plasm status when it spans almost 10 feet across and weighs 400 pounds. Beyond this size, the oozes rarely dedicate nutrients to additional growth, instead focusing on reproduction by budding a new gel that carries away a fraction of its parent\xe2\x80\x99s sonic repertoire. \n'b' Even when independent, gels tend to shadow their parent plasms until lured away by tempting new stimuli. Gels of all sizes periodically seek each other out, forming concerts of a dozen or more gels that sing to each other for days on end. The purpose of these gatherings remains unknown. They rarely result in growth, and since the oozes lack any true nervous tissue (much less minds), it seems unclear if these gatherings hold social value for the creatures, though they appear visibly calmed afterward. \n'b' However, the gels often turn on anyone who interrupts their songs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pombero \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Contortionist . The pombero can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Tiny creature. The pombero\xe2\x80\x99s destination must still have suitable room to accommodate its volume. \n'b' Forest Camouflage . The pombero has advantage on Dexterity (Stealth) checks made to hide in forested terrain. \n'b' Speak with Beasts . The pombero can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pombero makes two Slam attacks. It can replace one attack with a use of Charming Touch, if available. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Charming Touch (Recharge 5\xe2\x80\x936) . One creature the pombero can see within 5 feet of it must succeed on a DC 12 Wisdom saving throw or be charmed for 10 minutes. If the target suffers any harm , the effect ends. Otherwise, the target can repeat the saving throw at the end of every minute, ending the effect on itself on a success. The pombero can have only one creature charmed at a time. If it charms another, the effect on the previous creature ends. \n'b' Invisibility . The pombero magically turns invisible until it attacks or uses Charming Touch, or until its concentration ends (as if concentrating on a spell). Any equipment the pombero wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' This squat little man has long limbs and skin the color of coal. The backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light. \n'b' Pomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn\xe2\x80\x99t harm them, and seek out shadows and half-light. For this reason, many people call pomberos the Night People. \n'b' Joy of Trespassing . Pomberos take delight from creeping into places where they don\xe2\x80\x99t belong and stealing interesting objects. A pombero\xe2\x80\x99s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is often laid at a pombero\xe2\x80\x99s hairy feet. \n'b' Hatred of Hunters . In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory are careful to treat the animals and trees with respect, and they have a strong taboo against killing birds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Uinuja \n'b' Family: Azata \n'b' Large celestial (azata), chaotic good \n'b' Armor Class 19 (natural armor) Hit Points 253 (22d10+132) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 21 (+5) CON: 22 (+6) INT: 17 (+3) WIS: 22 (+6) 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 , unconscious Senses darkvision 60 ft., passive Perception 16 Languages all Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The uinuja\xe2\x80\x99s innate 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'\n'b' At Will : dream , invisibility , mind blank , planar shift (to dimension of dreams only, self only), see invisibility , sleep (as cast from a 9th level spell slot), spiritual weapon (as cast from an 8th level spell slot, always as a four-bladed dagger called a starknife) \n'b'\n'b' Magic Resistance . The uinuja has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The uinuja\xe2\x80\x99s starknife is a magic weapon . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The uinuja makes three attacks. \n'b' Starknife . Melee or Ranged Weapon Attack : +12 to hit, reach 10 ft. or range 20/60 ft., up to 3 adjacent targets. Hit : 7 (1d4 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' Born in Elysium and formed from planar energies charged by pleasant dreams, these beings watch over and study dreaming mortal minds. Uinujas live in collective mindscapes, which are often moonlit islands where rock spires rise to great heights, topped by large cocoons of night-blue silk. These azatas both hunt and are hunted by the painajai demons. Dreamthief hags and mortal dream travelers who disturb dreamers might also incur the ire of uinujas. Uinujas enjoy stories about the stars and planes, particularly the Material Plane, which they can usually only see through mortals\xe2\x80\x99 dreams. When uinujas are happy, their wings glow iridescently, while at other times their wings take on a calmer blue or a sullen gray hue. An uinuja stands 9 feet tall and weighs 500 pounds. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Darakhul General \n'b' Family: Darakhul \n'b' Medium undead, lawful evil \n'b' Armor Class 19 (half plate, shield) Hit Points 212 (25d8 + 100) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +7, Intimidation +9, Perception +7 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Common, Undercommon Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (1/Day) . If the darakhul fails a saving throw, they can choose to succeed instead. \n'b' Master of Disguise . A darakhul in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, the darakhul loses their Stench. \n'b' Necrotic Weapons . The darakhul\xe2\x80\x99s weapon attacks are magical. When the darakhul hits with any weapon, the weapon deals an extra 5d6 necrotic damage (included in the attack ). \n'b' Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul\xe2\x80\x99s Stench for 24 hours. \n'b' Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The darakhul and any ghouls within 60 feet of the darakhul have advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The darakhul uses Targeting Directive and makes three weapon attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 10 (3d6) necrotic damage. If the target is a humanoid, they must succeed on a DC 18 Constitution saving throw or contract darakhul fever. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever. \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 17 (5d6) necrotic damage. \n'b' Tactical Strike (Recharge 5\xe2\x80\x936) . The darakhul barks out an order. Up to five allied ghouls within 120 feet that can hear the darakhul can use their reactions to each make one weapon attack . \n'b' Targeting Directive . One of the darakhul\xe2\x80\x99s allies within 60 feet that can hear the directive deals an extra 10 (3d6) damage to creatures it hits with a weapon attack until the beginning of the darakhul\xe2\x80\x99s next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The darakhul general can take three 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 darakhul regains spent legendary actions at the start of their turn: \n'b'\n'b' Reposition . The darakhul can take a Dash action. \n'b' Attack (Costs 2 Action) . The darakhul makes one weapon attack . \n'b' Rejuvenation (Costs 3 Actions) . The darakhul drains life energy from one ghoul ally within 60 feet that they can see. The ghoul crumbles to dust and the darakhul regains hit points equal to the target\xe2\x80\x99s remaining hit points , plus 1 for each of the target\xe2\x80\x99s Hit Dice. \n'b'\n'b' ABOUT \n'b' This proud and commanding darakhul meets every threat with a steely gaze and a blade crackling with necrotic power. \n'b' Imperial Authority . All darakhul and ghouls automatically acknowledge the commanding presence of a general but may not automatically obey depending on the relationship between them. \n'b' Hungry Dead Nature . Darakhul generals don\xe2\x80\x99t require air or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pooka \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 11 Hit Points 12 (5d4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan; telepathy (touch only) Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The pooka\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The pooka can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , druidcraft, invisibility (self only), pooka dust (as a sleep spell as the target becomes intoxicated), pooka poison (as an 11th-level poison spray) \n'b' 3/day : silent image \n'b' 1/day : suggestion \n'b'\n'b' Magic Resistance . The pooka has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +2 to hit, reach 0 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Wild Shape . The pooka may use the polymorph spell to turn into a cat, goat , rabbit or raven. \n'b'\n'b' ABOUT \n'b' Capricious in nature, pookas are always in search of fun, though they don\xe2\x80\x99t often care who they inconvenience with their antics\xe2\x80\x94they\xe2\x80\x99re just in it for the whimsy. Always chaotic in nature, some pookas are cruel, some are good-natured, and others are slightly unhinged. There\xe2\x80\x99s no way to tell which kind one is just by looking at it; only by interacting with a pooka does its nature become clear. A pooka measures 1 to 2 feet from eartips to tail and weighs up to 15 pounds. \n'b' Nonsensical . However, having a conversation with a pooka isn\xe2\x80\x99t easy. Though they\xe2\x80\x99re intelligent, pookas speak in choppy, simple sentences filled with obscure metaphors and nonsensical references. Most creatures who converse with a pooka usually misunderstand it the first time and have to ask the creature to repeat itself. Even their telepathy is filled with strange images and references, such as representing the word \xe2\x80\x9c elf \xe2\x80\x9d with the face of an elf it knew long ago, colloquialisms that only make sense to native speakers of Sylvan, and so on. \n'b' Oddly Friendly . Pookas thrive when in the company of others, and they frequently find companionship in a particular individual whether the camaraderie is wanted or not. Pookas prefer creatures of chaotic alignments, don\xe2\x80\x99t trust those with lawful alignments, and find most people with neutral alignments boring. \n'b' Pookas pull pranks to get to know a person and stay near them to observe the results, invisibly perched on a shoulder or clinging to an article of clothing. As they usually communicate with their unlucky target (whom they call \xe2\x80\x9cfriend\xe2\x80\x9d) using telepathy, the person\xe2\x80\x99s erratic reactions to the unseen pooka\xe2\x80\x99s pranks and mental \xe2\x80\x9cvoice\xe2\x80\x9d can make the target appear insane. The pooka doesn\xe2\x80\x99t mind a little rough retaliation, but flees any attempts to kill it. \n'b' Some pookas can be helpful, and farmers often leave a portion of their harvest behind as a tribute for any resident pookas. A pooka who is satisfied with such a gift may leave that farmer alone for an entire year, while a pooka who feels slighted by the offering may relentlessly mock the farmer and cause minor accidents on the farm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Poppet, Small \n'b' Family: Poppet \n'b' Small construct , neutral \n'b' Armor Class 11 Hit Points 16 (3d6+6) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Immunities fire Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Poppets resemble humanoid mannequins, with tiny poppets standing 1 foot tall and weighing 6 pounds while Small poppets are the size of a human toddler, standing about 2 feet tall and weighing 30 pounds. Their faces have only the crudest features, if any at all. Each poppet is connected to a wooden token as a part of its creation , typically shaped into a doll or piece of jewelry. \n'b' The poppet follows orders given by the individual keyed to this token, so long as that individual carries or wears the token. The individual currently keyed to the token can give it to another\xe2\x80\x94transferring control of the poppet\xe2\x80\x94in a 1-minute ritual. This transfer is typical when a poppet is sold to a new owner. \n'b' Poppets have no minds of their own, and so carry out orders explicitly as they are instructed, even if their situation makes the command nonsensical. Poppets can only perform simple manual labor, but they can be commanded to perform simple tasks at certain times, or when certain conditions are met.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Poppet, Tiny \n'b' Family: Poppet \n'b' Tiny construct , neutral \n'b' Armor Class 12 Hit Points 5 (1d6+2) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Immunities fire Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 0 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Poppets resemble humanoid mannequins, with tiny poppets standing 1 foot tall and weighing 6 pounds while Small poppets are the size of a human toddler, standing about 2 feet tall and weighing 30 pounds. Their faces have only the crudest features, if any at all. Each poppet is connected to a wooden token as a part of its creation , typically shaped into a doll or piece of jewelry. \n'b' The poppet follows orders given by the individual keyed to this token, so long as that individual carries or wears the token. The individual currently keyed to the token can give it to another\xe2\x80\x94transferring control of the poppet\xe2\x80\x94in a 1-minute ritual. This transfer is typical when a poppet is sold to a new owner. \n'b' Poppets have no minds of their own, and so carry out orders explicitly as they are instructed, even if their situation makes the command nonsensical. Poppets can only perform simple manual labor, but they can be commanded to perform simple tasks at certain times, or when certain conditions are met.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Poqqoza Warrior \n'b' Medium humanoid (half-elf) , neutral \n'b' Armor Class 14 (shield) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Aztli Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sacrifice . At the start of his turn, the Poqoza warrior can use an action to ritually wound himself to gain advantage on his melee attacks . The warrior runs the edges of his macuahuitl across his chest, taking 1d4 slashing damage and gaining advantage to all melee attacks made with his macuahuitl for a number of rounds equal to the damage. \n'b' Dog Master . Poqozo warriors often raise war dogs as companions. They gain a bond with one dog that they raise from birth. They can communicate with the dog using simple commands such as \xe2\x80\x9cfetch,\xe2\x80\x9d \xe2\x80\x9cheel,\xe2\x80\x9d \xe2\x80\x9c attack ,\xe2\x80\x9d and \xe2\x80\x9ctrack.\xe2\x80\x9d If the situation calls for an ability check when communicating with his dog, the warrior always has advantage on the check. \n'b'\n'b' ACTIONS \n'b'\n'b' Macuahuitl .\xc2\xa0 Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Porcelainfolk Princess \n'b' Family: Porcelainfolk \n'b' Tiny construct (porcelainfolk, ozian), neutral \n'b' Armor Class 15 (Porcelain Majesty) Hit Points 21 (6d4 + 6) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 11 (+0) CON: 13 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Damage Immunities exhaustion , paralyzed , petrified , poisoned Skills History +2, Perception +2, Persuasion +7 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The porcelainfolk is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the porcelainfolk must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the porcelainfolk is motionless, it is indistinguishable from a porcelain figurine. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Fragile . If a critical hit is scored against the porcelainfolk, it shatters and is destroyed. \n'b' Repairable . As long as it has at least 1 hit point remaining, the porcelainfolk regains 1 hit point when a mending spell is cast on it but permanently loses 1 point of Charisma each time the spell is cast on it. \n'b' Porcelain Majesty . The porcelain princess adds her Charisma bonus to her AC (included). \n'b'\n'b' ACTIONS \n'b'\n'b' Porcelain Scepter . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. If a 1 is rolled on an attack roll with a porcelain scepter, it shatters and can no longer be used. \n'b'\n'b' ABOUT \n'b' These porcelain beings come in a wide variety of shapes and sizes, all of them beautiful and jeweled. They come no higher than your knee. \n'b' Porcelainfolk are one of the many wonders of Faerie; beings who couldn\xe2\x80\x99t exist elsewhere, they are adored by many but prefer the freedom that their existence allows. \n'b' Unfortunately, that existence is tenuous indeed. One nick, one slip, and a porcelainfolk faces certain ruin. Fortunately, they can easily be glued back together. Unfortunately, their appearance suffers as a result. \n'b' Porcelainfolk are ruled by a princess who does her best to protect her people from harm. It\xe2\x80\x99s a difficult task that can only be backed up with convincing words, but she does her best.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Porcelainfolk Commoner \n'b' Tiny construct (porcelainfolk, ozian), neutral \n'b' Armor Class 10 Hit Points 7 (2d4 + 2) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 11 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Damage Immunities exhaustion , paralyzed , petrified , poisoned Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The porcelainfolk is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the porcelainfolk must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the porcelainfolk is motionless, it is indistinguishable from a porcelain figurine. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Fragile . If a critical hit is scored against the porcelainfolk, it shatters and is destroyed. \n'b' Repairable . As long as it has at least 1 hit point remaining, the porcelainfolk regains 1 hit point when a mending spell is cast on it but permanently loses 1 point of Charisma each time the spell is cast on it. \n'b'\n'b' ACTIONS \n'b'\n'b' Porcelain Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. If a 1 is rolled on an attack roll with a porcelain longsword, it shatters and can no longer be used. \n'b'\n'b' ABOUT \n'b' These porcelain beings come in a wide variety of shapes and sizes, all of them beautiful and jeweled. They come no higher than your knee. \n'b' Porcelainfolk are one of the many wonders of Faerie; beings who couldn\xe2\x80\x99t exist elsewhere, they are adored by many but prefer the freedom that their existence allows. \n'b' Unfortunately, that existence is tenuous indeed. One nick, one slip, and a porcelainfolk faces certain ruin. Fortunately, they can easily be glued back together. Unfortunately, their appearance suffers as a result. \n'b' Porcelainfolk are ruled by a princess who does her best to protect her people from harm. It\xe2\x80\x99s a difficult task that can only be backed up with convincing words, but she does her best.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Porcupine, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 11 (natural) Hit Points 65 (10d8 + 20) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Survival +3 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Quills . Any creature that makes a melee attack within 5 feet of the giant porcupine must make a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage. Any creature that attempts to grapple the porcupine takes 7 (2d6) piercing damage when they make the attempt and at the start of each of their turns they maintain the grapple. \n'b' Actions \n'b' Multiattack . The giant porcupine makes one attack with either its bite or claws, and makes an attack with its Tail Slap. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Porosi \n'b' size\xe2\x80\x9d> Large construct , unaligned \n'b' Armor Class 22 (natural armor) Hit Points 157 (15d10+75) Speed 60 ft., climb 40 ft., swim 40 ft.\n'b' STATS STR: 24 (+7) DEX: 20 (+5) CON: 20 (+5) INT: 13 (+1) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +7, Cha +4 Skills Athletics +12, Insight +7, Perception +12, Stealth +10 Damage Vulnerabilities lightning Damage Resistances acid, fire, thunder Damage Immunities cold, poison, psychic Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 22 Languages telepathy 200 ft. \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Eyes . The porosi can see magical auras within 60 feet, and learn their school of magic, if any, and can see magical auras through barriers thinner than 5 feet of stone, 1 foot of common metal, 1 inch of lead, or 10 feet of wood or dirt. \n'b' Charge . If the porosi moves at least 20 feet straight toward a target and then hits it with a devastating slash attack on the same turn, the target takes an extra 18 (4d8) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the porosi\xe2\x80\x99s darkvision . \n'b' Incredible Leap . The porosi can high jump 30 feet and long jump up to 45 feet. \n'b' Heightened Wavelength . The porosi emits an ultrasonic (and nearly undetectable) frequency that causes all lesser Trekth creations to operate more efficiently, working in tandem to determine target ranges, weapon trajectories, and tactical movement. Jorezistent within 30 feet of the porosi gain a +1 bonus to Armor Class, attacks, damage rolls , and saving throws. A jorezistent can only benefit from one porosi\xe2\x80\x99s Heightened Wavelength at a time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The porosi attacks twice: once with its blade-arm and once with its claw. \n'b' Blade-Arm . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 16 (2d8+7) magical slashing damage plus 18 (4d8) thunder damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (1d10+7) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it is grappled (escape DC 20). \n'b' Devastating Slash . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 34 (6d8+7) magical slashing damage plus 18 (4d8) thunder damage. \n'b'\n'b' ABOUT \n'b' As enigmatic as their creators, porosi are among the most dangerous servants of the Trekth and capable of killing most creatures with one single, devastating strike. Despite the size of these automatons, they are remarkably agile and have uncanny precision with the humming adamantine blades that extend from their right arms.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Portraitborn \n'b' Tiny construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 2 + your Intelligence modifier + 5 times your artisan level (the nutcracker has a number of Hit Dice [d4s] equal to your artisan level) Speed 25 ft. (soldier) or 30 ft., 60 ft. rolling downhill (captain)\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +0 plus proficiency bonus, Dex +2 plus proficiency bonus Skills Athletics +2 plus proficiency bonus, Perception +0 plus proficiency bonus x 2 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 + (proficiency bonus x 2) Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Combustion Engine . When the nutcracker suffers a critical hit or dies, roll on the Combustion Engine Malfunction table. \n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Faultless Tracker . The nutcracker is given a quarry by its creator. The nutcracker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The nutcracker also knows the location of its creator. \n'b' False Appearance . While the clockwork soldier remains motionless, it is indistinguishable from a normal nutcracker. \n'b' Repairable . The nutcracker host can be repaired using woodcarver\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Musket (Soldier Only) . Ranged Weapon Attack : your spell attack modifier to hit, range 30/60 ft., one target. Hit : 4 (1d8 + proficiency bonus) piercing damage. \n'b' Bayonet (Soldier Only) . Melee Weapon Attack : your spell attack modifier to hit, range 30/60 ft., reach 5 ft., one target. Hit : 4 (1d4 + proficiency bonus) piercing damage. \n'b' Saber (Captain Only) . Melee Weapon Attack : your spell attack modifier to hit, range 30/60 ft., reach 5 ft., one target. Hit : 4 (1d6 + proficiency bonus) piercing damage. \n'b' Bugle (Captain Only) . When a nutcracker captain detects its quarry, it bugles, audible within 300 feet of it. The captain continues to bugle until it can no longer sense the creature and for 1d4 of the nutcracker\xe2\x80\x99s turns afterward. \n'b'\n'b' ABOUT \n'b' The creature in the two-dimensional portrait steps right out into a three-dimensional space before your very eyes! Portraitborn are beings of magic that come to life. They are not mere portraits, but beings that live in an extradimensional space made of paint. To the surprise of those who engage them, portraitborn can leave their portraits. \n'b' When entering the three-dimensional world, portraitborn appear as waxy, solid figures, looking much like they did in their portraits. Portraitborn can return to their portrait and, if there are objects painted there, use them to the fullest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Poseidon: God of the Sea \n'b' Large celestial (divinity), chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 414 (36d10 + 216) Speed 40 ft., swim 80 ft.\n'b' STATS STR: 28 (+9) DEX: 22 (+6) CON: 22 (+6) INT: 16 (+3) WIS: 26 (+8) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +17, Dex +14, Con +14, Wis +16 Skills Athletics +17, History +11, Intimidation +12, Nature +11, Perception +16 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 26 Languages aquan, Celestial, Common, Primordial; telepathy 120 ft. Challenge 26 (90,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Poseidon fails a saving throw, he can choose to succeed instead. \n'b' Amphibious . Poseidon can breathe air and water. \n'b' Primordial Flood (1/day) . Poseidon makes the ground erupt with diluvial geysers, and the sky spurt torrential rain, flooding the area in a 300 ft. radius with 10 feet of water. If the terrain allows water to accumulate, the water level rises by 5 feet at the end of each of Poseidon\xe2\x80\x99s turns, otherwise, the depth remains at 10 feet. \n'b' Godly Weapon . Poseidon\xe2\x80\x99s weapon attacks are magical. \n'b' Ichthyoid Shoal . Poseidon commands a 60 ft. wide shoal of marine creatures who stay centered on him until they receive a command. Any creature other than Poseidon that starts its turn in the area must succeed on a DC 24 Constitution saving throw or take 11 (2d10) piercing damage and 11 (2d10) poison damage (no poison damage on a success). The shoal needs at least 2 feet of water to appear. \n'b' Innate Spellcasting . Poseidon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : control water , dominate monster (must have a swimming speed) \n'b' 3/day each : tidal wave, wall of water, watery sphere \n'b' 1/day each : earthquake , maelstrom, tsunami \n'b'\n'b' Actions \n'b' Basaltic\xc2\xa0Conduit (Recharge 5-6) . Poseidon\xe2\x80\x99s left arm turns into a basaltic conduit, shooting out a stream of acid in a 60 ft. cone. Each creature in the affected area must make a DC 22 Dexterity saving throw, taking 45 (10d8) acid damage and 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Multiattack . Poseidon makes three Trident of Tartaros attacks. \n'b' Trident of Tartaros . Melee or Ranged Weapon Attack : +17 to hit, reach 15 ft. or range 60/120 ft., one target. Hit : 25 (3d10 + 9) piercing damage. Poseidon\xe2\x80\x99s trident can be recalled to his right hand instantly. \n'b' Reactions \n'b' Watery Form . Poseidon momentarily assumes the form of water, reducing the damage of incoming attacks (including area of effect attacks) by half. This does not apply to lightning damage \n'b' Legendary Actions \n'b' Poseidon 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. Poseidon regains spent legendary actions at the start of his turn. \n'b' Attack . Poseidon makes one Trident of Tartaros attack. \n'b' Command the Sea . Poseidon commands his Ichthyoid Shoal to move up to 60 feet. \n'b' Minor Casting . Poseidon casts Control Water or Dominate Monster (must have a swimming speed). \n'b' Major Casting (Costs 2 Actions) . Poseidon casts tidal wave, wall of water, or watery sphere . \n'b' About \n'b' Poseidon is the violent and ill-tempered god of the sea, storms, earthquakes and horses. He is Zeus and Hades\xe2\x80\x99 brother and lives in a palace made out of coral at the bottom of the sea. He grants favour to those he likes on the sea, and is the cause of calamity for others.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dardael Drone \n'b' Family: Dardael \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 149 (14d10 + 84) Speed 25 ft., climb 25 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 22 (+6) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities acid Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Actions \n'b' Multiattack : The dardael drone makes one bite attack and two spine attacks. \n'b' Bite : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 27 (4d10 + 5) piercing damage and 13 (3d8) acid damage. \n'b' Spine : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Veranallia \n'b' Family: Azata \n'b' Large celestial (azata), chaotic good \n'b' Armor Class 19 (natural armor) Hit Points 287 (23d10+161) Speed 50 ft.\n'b' STATS STR: 24 (+7) DEX: 25 (+7) CON: 24 (+7) INT: 18 (+4) WIS: 23 (+6) CHA: 26 (+8) \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 blindsight 60 ft., tremorsense 60 ft., passive Perception 16 Languages all Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The veranallia\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : entangle , plant growth , speak with plants \n'b' 3/day each : animate objects (as from a 9th-level spell slot, plants only), heal , greater restoration \n'b' 1/day each : mass heal , regenerate , reincarnate \n'b'\n'b' Magic Resistance . The veranallia has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The veranallia makes three attacks. \n'b' Winter Sickle . Melee Weapon Attack : +13 to hit, 10 ft. reach, 1 target. Hit : 10 (1d6 + 7). The target must make a DC 15 Dexterity saving throw or gain the grappled condition until the end of the veranallia\xe2\x80\x99s next turn. They may escape the grapple with a DC 15 Strength ( Athletics ) or Dexterity ( Acrobatics ) check. \n'b' Travel Via Plants . The veranallia may travel between any two plants of the same type. She does not need to know or have seen her destination. She need only have some idea of her destination or a direction, and she will exit at the nearest plant of the same type. \n'b'\n'b' ABOUT \n'b' Veranallias are among the most powerful azatas known and embody the changing of the seasons, from blossoming spring to dormant winter. They command the growth and decay of plants, control various aspects of the weather, and enrich soil with the remains of fallen foes. A veranallia appears humanoid from the waist up, but where her thighs and legs should be, sprout countless vines, leaves, and various kinds of plant matter instead. These flora represent the life of plants throughout all stages of the year, continually shifting from blooming, verdant colors and textures to crisp, withered specimens and back in a matter of seconds. A veranallia stands 8 feet tall and weighs about 350 pounds. \n'b' Embodiment of Elysium . Veranallias are creatures of transition, preferring the unpredictable maelstroms of weather at Elysium\xe2\x80\x99s edges to the more temperate or consistent regions of that plane. They also have a particular appreciation for areas where one element transitions into another, such as coastlines, geysers, hot springs, and underground lakes. \n'b' Many dwell in the forests of Elysium, their annual gatherings transforming climate and flora at their whim. \n'b' Azata Allies . Veranallias prefer the company of bralani and ghaels, but lillends are not inspired by the dangerous power of veranallias, and brijidines\xe2\x80\x99 belief in the cleansing power of fire does not make friendship with the verdant veranallias easy. \n'b' Other celestials appreciate a veranallia\xe2\x80\x99s intentions but find their unpredictability frustrating. \n'b' Natural Death . Due to their power and influence, it takes a force of great evil to slay veranallias. When a veranallia does die, however, her body explodes into a fine glittering dust that covers a radius of up to a mile. This area becomes exceedingly fertile and subject to indeterminate weather. Storms, snowfalls, heat waves, and gentle showers come by turns regardless of the region\xe2\x80\x99s usual climate, even on fiendish planes, though such climate cleansing does not last long there. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Possessed Armor \n'b' Medium construct , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 172 (23d8 + 69) Speed 35 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 17 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +6 Damage Vulnerabilities radiant \n'b' Damage Resistances acid, fire, necrotic Damage Immunities cold, lightning, poison Condition Immunities blinded , deafened, exhaustion , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands Abyssal, but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Possession . The possessed armor can be donned like an ordinary suit of armor, functioning as a suit of +1 plate armor. While worn by a creature, the armor can\xe2\x80\x99t take actions and perceives through the senses of its wearer, in addition to its own blindsight . Resistances and immunities only apply to the armor itself, not the wearer. If a creature dons or partially dons the armor, the creature must make a DC 19 Charisma saving throw. The creature is unaware that it is resisting possession. On a failed saving throw, the creature is possessed by the armor until targeted by a dispel evil and good spell, or similar magic. If the creature succeeds on the saving throw, it must make another saving throw each hour until it doffs the armor. While possessed, the creature is completely under the armor\xc2\x91s control. \n'b' Aura of Evil Arcane . The armor, and any creature wearing it, can be detected by a detect evil and good spell, or similar magic, as though it were a fiend . It can also be detected by a detect magic spell, seeming to be a suit of +1 plate armor. \n'b' False Appearance . While the armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b' Fiendish Dismissal . If the armor is targeted by a dispel evil and good spell, or similar effect, it must save as though it were a demon . If it fails its saving throw against the dismissal effect, the possessing demon is sent to its home plane for 1 hour, and the armor becomes a mundane suit of plate armor for that duration. If the armor is destroyed while the demon is banished, the demon is permanently banished. \n'b' Shadow Strikes . Melee weapon attacks made by the armor, or a creature wearing it, deal an extra 7 (2d6) psychic damage (already included in the armor\xe2\x80\x99s attacks). \n'b' Actions \n'b' Multiattack . The armor makes three attacks, two with its halberd and one with its slam. \n'b' Halberd . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage, plus 7 (2d6) psychic damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage, plus 7 (2d6) psychic damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Possessed Graverobber \n'b' Medium humanoid (any), neutral evil (while possessed; otherwise any) \n'b' Armor Class 12 \n'b' Hit Points 21 (6d6) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Intimidation +1, Investigation +2, Perception +4, Stealth +7 Tools thieves\xe2\x80\x99 tools +5 \n'b' Senses blindsight 60 feet, passive Perception 14 \n'b' Languages Common, thieves\xe2\x80\x99 cant \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Possessed . The graverobber is under the control of a possessing spirit. The spirit can see into the Ethereal Plane through the graverobber\xe2\x80\x99s eyes, and it grants the graverobber advantage on Wisdom ( Perception ) checks, on Wisdom saving throws, and on saving throws against being restrained , stunned , or knocked unconscious . If the spirit is forced out by an effect like the dispel evil and good spell, it vanishes, and the graverobber loses this trait and its blindsight. After the possession ends, the graverobber becomes indifferent if it was hostile, and it is immune to the spirit\xe2\x80\x99s possession for 24 hours. \n'b' Stealthy Killer . The graverobber has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn in the combat yet. Wisdom ( Perception ) checks to hear the graverobber\xe2\x80\x99s movements are made at disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The graverobber makes two melee attacks , or one melee attack and uses its Uncanny Excavation. \n'b' Bashing Shovel . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands, and if the target is Large or smaller, the graverobber can move the target up to 5 feet to an unoccupied space and force it to attempt a DC 13 Dexterity saving throw. On a failed save, the target falls prone . \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' Uncanny Excavation . While it has the Possessed trait, the graverobber can choose a portion of dirt or stone within 30 feet of it that fits within a 5-foot cube. It can then turn that area into difficult terrain . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . On each of its turns, the graverobber can use a bonus action to take the Dash , Disengage , or Hide action.\n'b'\n'b' ABOUT \n'b' Few professions are as reviled as the despicable grave robber, a vulture who shows no care or respect for the dead as they rifle through their pockets for trinkets the deceased once loved. Some of these scoundrels, however, meet their end when they become the unwilling vessels of the spirits they wronged. When a grave has been pillaged, the vengeful spirit may return to defend its former body and invade the body of the thief. Once inside its new host, the spirit forces the thief to rebury their body and hide any evidence of the possession. The spirit then forces the grave robber to become a warden to the graveyard, standing vigil night after night until the body dies of starvation, dehydration, or exhaustion . \n'b' Once possessed, the grave robber gains new abilities it did not possess in life. In addition to the living robber\xe2\x80\x99s abilities to skulk in the shadows and attack unseen, when possessed, it has a new-found ability to control the earth itself. The spirit can manipulate the earth around its victims and slowly bury them alive. \n'b' However, the problems only begin with the newly buried bodies. People who die in this way are said to rise on the next full moon as Undead spirits and ghouls, but since this form of death usually takes place in sacred grounds, this more likely to be superstition rather than a grim reality. These possessed thieves frequently bury many people alive in short spaces of time, including any allies they may have had in life or innocent victims who unfortunately stumble into the path of this enraged ghost.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Possessed Pillar \n'b' Large construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d10 + 40) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 19 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The possessed pillar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Divine Fists . The possessed pillar\xe2\x80\x99s weapon attacks are magical. When the pillar hits with a Slam attack , the Slam deals an extra 2d8 necrotic damage or radiant damage (included in the attack ), the pillar\xe2\x80\x99s choice. \n'b' False Appearance . While the pillar remains motionless, it is indistinguishable from a statue or a carved column. \n'b' Immutable Form . The pillar is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The pillar has advantage on saving throws against spells and other magical effects. \n'b' Magnetic Body . The eldritch magic powering the possessed pillar causes the pillar\xe2\x80\x99s body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a DC 15 Strength saving throw or the weapon sticks to the pillar. If the creature can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, it is also stuck to the pillar and restrained . A stuck weapon can\xe2\x80\x99t be used. A creature can take its action to remove one metal object from the pillar by succeeding on a DC 15 Strength check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The possessed pillar makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage or radiant damage (the pillar\xe2\x80\x99s choice). \n'b'\n'b' ABOUT \n'b' This ancient animal-headed pillar is engraved with weathered symbols from ancient empires. \n'b' Animal Headed . Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist. \n'b' Hijacked by Cults . Some such pillars are claimed by various cults and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings. \n'b' Weapon Donations . Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Possessive Consciousness \n'b' Medium undead , any alignment \n'b' Armor Class 12 Hit Points 35 (10d8 \xe2\x80\x93 10) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 9 (-1) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +1 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 it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ethereal Sight . The consciousness can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The consciousness 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' Demented Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) psychic damage. \n'b' Etherealness . The consciousness 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' Reconstitute . The consciousness rolls again to recharge its Possession ability. \n'b' Possession (Recharge 6) . One humanoid , that the consciousness can see within 5 feet of it, must succeed on a DC 13 Charisma saving throw, or be possessed by the consciousness; the consciousness then disappears, and the target is incapacitated and loses control of its body. The consciousness now controls the body, but the target is still aware of its surroundings. The consciousness can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead , and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or takes an amount of radiant damage from a single hit equal to the consciousness\xe2\x80\x99 current hit points . The possession also ends if the consciousness is turned, or forced out, by a dispel evil and good spell or similar effect, or the consciousness ends the effect as a bonus action. When the possession ends, the consciousness reappears in an unoccupied space within 5 feet of the possessed creature. The target is immune to this consciousness\xc2\x92 Possession for 24 hours after succeeding on the saving throw, or after the possession ends.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pox, Wyrmling \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 15 (6d4) Speed 20 ft., burrow 10 ft., climb 20 ft., fly 30 ft.\n'b' STATS STR: 4 (-3) DEX: 13 (+1) CON: 10 (+0) INT: 8 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Con +2, Wis +2, Cha +3 Skills Perception +4, Stealth +5 Senses darkvision 30 ft., passive Perception 14 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The pox wyrmling has advantage on an attack roll against a creature if at least one of the dragon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pox wyrmling makes one bite attack and one claws attack. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage. \n'b'\n'b' Wyrm Pox \n'b' Believed to originally be a parasite on various draconic species, wyrm pox is a plague feared for both what it does to those it afflicts and what comes afterward. Small wyrmlings are born within the flesh of the infected, slowly eating and growing until they create boils on their host\xe2\x80\x99s body that then burst, causing the wyrmlings to move on to the next phase of their life cycle. \n'b' When a creature breathes in a wyrmling egg (each is about the size of a speck of dust), it must make a DC 11 Constitution saving throw or become infected. Celestials, constructs, elementals, fiends, plants, and undead are immune to this disease. \n'b' This disease can be reversed up until a creature reaches infection level 4. After a creature has taken 35 poison damage within 24 hours, when it finishes a long rest it can make a DC 14 Constitution saving throw to reduce its infection level 1, curing itself if it is at infection level 1. \n'b' Table: Wyrm Pox \n'b'\n'b' d6 \n'b' Effect \n'b'\n'b' 1 \n'b' Initial \n'b' There are a number of sand-sized eggs in the infected creature\xe2\x80\x99s solid waste and after 1 week its infection level increases by 1. \n'b'\n'b' 2 \n'b' Hatching \n'b' The sand-sized eggs still in the infected creature\xe2\x80\x99s body hatch and the wyrmlings begin to feed. The infected creature must consume twice as much food as normal and after 1 week its infection level increases by 1. \n'b'\n'b' 3 \n'b' Pupation \n'b' Painful and translucent boils spread across the infected creature\xe2\x80\x99s body, minuscule worm-like shapes writhing inside. Whenever the infected creature regains hit points there is a 50% chance that it regains half as many hit points as normal, and when it takes 10 or more piercing or slashing damage one of the boils is popped, forcing the infected creature to make a DC 15 Constitution saving throw. On a failure, it is poisoned for 1 hour. After a number of boils equal to the creature\xe2\x80\x99s Hit Dice have been popped, its infection level is decreased by 1. Otherwise after 1 week its infection level increases by 1. \n'b'\n'b' 4 \n'b' Emergence \n'b' The boils across the infected creature\xe2\x80\x99s body become fist-sized with wriggling creatures as big as a finger occasionally swimming up to peer out at the wider world. Whenever the infected creature takes damage, it must make a DC 15 Constitution saving throw or 1d6 pox wyrmlings emerge from boils in its body. The Tiny creatures attack the nearest target in a flurry of activity before retreating when damaged. After 15 or more pox wyrmlings have emerged from the infected creature, it is cured of this disease.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Praetorian \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (scale mail, shield) Hit Points 75 (10d8 + 30) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Harrying Shield . While the praetorian has a shield equipped, the area within 5 feet of it is considered difficult terrain . \n'b' Indomitable (1/Day) . The praetorian can reroll a failed save. It must use the new roll. \n'b' Actions \n'b' Multiattack . The praetorian can use its Dreadful Glare and makes two attacks with its Cursed Khopesh. \n'b' Cursed Khopesh . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) slashing damage, plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The praetorian targets one creature it can see within 60 feet of it. If the target can see the praetorian, it must succeed on a DC 11 Wisdom saving throw against this magic, or become frightened until the end of the praetorian\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 5 or less for the next 24 hours.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Prehistoric Honey Badger \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 51 (6d8 + 24) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 7 (-2) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The prehistoric honey badger has advantage on Wisdom ( Perception ) checks based on hearing or smell. \n'b' Relentless (Recharges after a Short or Long Rest) . If the badger takes 14 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The prehistoric honey badger makes one bite attack and one crunch attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage, and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15). \n'b' Crunch . Melee Weapon Attack : +7 to hit, reach 5 ft., one grappled creature. Hit : The target suffers from broken bones and must make a DC 15 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the target cannot take any actions or reactions during that turn. If the target receives magical healing or takes a long rest , the effect ends. \n'b' About \n'b' The prehistoric honey badger is no mere oversized weasel. Its thick skin and powerful jaws makes it a terrifying creature to contend with, and its fearlessness makes it more dangerous than many humanoids. \n'b' The prehistoric honey badger stands two feet at the shoulder and is over five feet long, weighing over 100 pounds. Strictly a carnivore, the fearless prehistoric honey badger will hunt venomous or poisonous creatures, or humanoids, and even chase off larger creatures to steal their kills. Its jaws are capable of tearing through fresh meat like a cleaver and crushing through bone without trouble. \n'b' Prehistoric honey badgers make their homes in dry grasslands and in moist forests. They dig burrows with their strong claws, where they lair alone, only nearing another honey badger to mate during the fall months. \n'b' A honey badger\xe2\x80\x99s cubs are born in late winter, and after 6-8 weeks with the female honey badger, the cubs are left to fend for themselves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Preservefolk \n'b' Medium undead (preservefolk, ozian), neutral \n'b' Armor Class 13 (glass jar) \n'b' Hit Points 19 (2d8 + 10) \n'b' Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 20 (+5) INT: 8 (-1) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Skills Perception +0 \n'b' Senses passive Perception 12 \n'b' Languages Common \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glass Jar . When hit by a weapon attack with a natural 20 or it is reduced to 0 hit points , a preservefolk\xe2\x80\x99s glass jar shatters, reducing its armor class from 13 to 10 and causing the splintered glass to burst in all directions. Each creature within 5 feet of the exploding preservefolk must make a DC 14 Dexterity saving throw, taking 5 (1d10) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Tickled . The preservefolk has disadvantage on Perception checks while within its jar. A preservefolk can remove its lid to speak, see, or hear to remove this penalty. \n'b' Undead Nature . The preservefolk does not need to eat, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' From head to knee these humanoids are enclosed in glass jars. Their arms and legs come through especially cut places, but these are carefully soldered so as not to let in any air. And their heads, somewhat flattened by the glass lids, have a squashed and foolish look. \n'b' Preservefolk communicate with written words, but can take off their tops to speak if needed. They are created by cooky hags. Preservefolk believe that all other living beings should be pickled, which they bring to the cooky hag for pickling. \n'b' Preservatories . Preservefolk live in preservatories, which constitute a series of glass houses that look more like cupboards than ordinary dwellings, each with three stories. \n'b' Preservefolk are led by the Prime Preserve and Preserva. \n'b' These nobles dictate much of the preservefolk actions and act as second-in-command to the cooky hag.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Preservefolk Noble \n'b' Family: Preservefolk \n'b' Medium undead (preservefolk, ozian), neutral \n'b' Armor Class 15 (natural armor) Hit Points 52 (6d8 + 30) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Damage Immunities exhaustion , paralyzed , petrified , poisoned Skills History +3, Perception +4, Persuasion +4 Senses passive Perception 14 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glass Jar . When hit by a weapon attack with a natural 20 or it is reduced to 0 hit points , a preservefolk\xe2\x80\x99s glass jar shatters, reducing its armor class from 13 to 10 and causing the splintered glass to burst in all directions. Each creature within 5 feet of the exploding preservefolk must make a DC 14 Dexterity saving throw, taking 5 (1d10) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Glass Majesty . The preservefolk noble adds her Charisma bonus to her AC (included). \n'b' Pickled . The preservefolk has disadvantage on Perception checks while within its jar. A preservefolk can remove its lid to speak, see, or hear to remove this penalty. \n'b' Undead Nature . The preservefolk does not need to eat, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) 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' From head to knee these humanoids are enclosed in glass jars. Their arms and legs come through especially cut places, but these are carefully soldered so as not to let in any air. And their heads, somewhat flattened by the glass lids, have a squashed and foolish look. \n'b' Preservefolk communicate with written words, but can take off their tops to speak if needed. They are created by cooky hags. Preservefolk believe that all other living beings should be pickled, which they bring to the cooky hag for pickling. \n'b' Preservatories . Preservefolk live in preservatories, which constitute a series of glass houses that look more like cupboards than ordinary dwellings, each with three stories. \n'b' Preservefolk are led by the Prime Preserve and Preserva.\xc2\xa0These nobles dictate much of the preservefolk actions and act as second-in-command to the cooky hag.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Candykin \n'b' Small fey (candykin), lawful neutral \n'b' Armor Class 10 Hit Points 3 (1d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning, fire, radiant Damage Immunities poison Damage Immunities poisoned Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Candyborn . Any creature can make a Perception check (DC 10) to determine if a creature is made of candy. As a reaction , any creature with a mouth can bite the candykin, inflicting 1 point of piercing damage per creature\xe2\x80\x99s size (small inflicts 1 point, medium inflicts 2, etc.) or using its existing bite attack . Bestial creatures with sharp teeth (as per the GM\xe2\x80\x99s discretion) inflict double damage. Creatures who inflict damage on a candykin with a bite are healed an equal amount. \n'b' Regeneration . The candykin regains 3 hit points at the start of its turns if it is near a source of candy, like Candy Valley or the Valley of Mo. If the candykin takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the candykin\xe2\x80\x99s next turn. The candykin dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Sticky Flesh . When a creature misses the candykin with a melee weapon attack , the candykin\xe2\x80\x99s flesh can catch the weapon. The attacker must succeed on a DC 10 Strength saving throw, or the weapon becomes stuck to the candykin. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 10 Strength check and succeeding. \n'b'\n'b' ABOUT \n'b' This candy-being wears a tall hat, swallow-tail coat and tight breeches; but all its garments are fastened to it in some way, as if they were not made to come off, and its bright colors look to have been painted on. The women have a similar appearance, with a big bonnet that is part of their heads. \n'b' Candykin are people made of candy who reside in Candy Valley in Merryland. Their bones are made of stick candy and their flesh is marshmallow, so candykin regularly powder themselves with sugar to keep from sticking to things. \n'b' Candy Cannibals . Although candykin eat candy regularly, they have no teeth, using only their gums. They eat bonbons and sugar-plums in the shapes of apples, pears, oranges, grapes, berries, peaches, rose-leaves, and violets; they drink it all up with pink lemonade. One point of note is that candykin who sufficiently break apart are eaten by the community, a show of great respect.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catfolk, Basti \n'b' Medium humanoid (catfolk), neutral good \n'b' Armor Class 13 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +1, Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages Nurian, Trade Tongue Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agile Climber . When a bast catfolk moves at least 10 feet along the ground, it can use the rest of its movement to scale a wall or other vertical surface as if had a climbing speed. It must end its movement standing on a horizontal surface. \n'b' Bast\xe2\x80\x99s Blessing . A bast catfolk can communicate simple ideas to cats and other feline beasts, but it can\xe2\x80\x99t understand them in return. In addition, it has advantage on Charisma checks when dealing with such creatures. \n'b' Stalker\xe2\x80\x99s Reflex (1/Day) . When it makes a Dexterity check, a bast catfolk can choose to have advantage on the roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bast catfolk makes two attacks: one with its scimitar and one with its claws. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6+ 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The cherished children of the cat goddess Bast, these mischievous humanoids are found throughout Nuria. They live in Per-Bast, the City of Cats, in great numbers. \n'b' Lithe and slender, bast catfolk have a cat\xe2\x80\x99s eyes, long tail, and soft fur coat. Their fur varies in coloration and is often accented with spots, stripes, and other markings. \n'b' Basti like nothing better than having new experiences and meeting interesting strangers so they can share tales of their escapades with their family and friends. Their natural curiosity might get them into trouble, but they often seem to be able to quickly extricate themselves from their misfortunes and land on their feet.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dardael Flyer \n'b' Family: Dardael \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 210 (20d10 + 100) Speed 25 ft., fly 60 ft., climb 25 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities acid Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Actions \n'b' Multiattack : The dardael flyer makes one bite attack and one stinger attack . \n'b' Bite : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 27 (4d10 + 6) piercing damage and 27 (6d8) acid damage. \n'b' Stinger : Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 27 (4d10+6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' Acid Glob : Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 65 (10d12) acid damage. \n'b' Baltigan Natural attack die result: if a creature action has a hit effect that mentions the natural attack die result, refer to the d20 rolled to make the attack and see if it matches the condition. If it does, the condition will state the effects.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Priest of Orcus \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 60 (11d8 + 11) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4, Wisdom +7 Skills History +3, Investigation +3, Medicine +7, Religion +3 Senses truesight 120 ft., passive Perception 14 Languages Abyssal, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Abyssal Blessing of Orcus . The priest of Orcus gains 15 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Deadsight . The most blessed of Orcus are gifted with truesight . \n'b' Unholy Strike . Once on each of the priest\xc2\x92s turns when it hits a creature with a weapon attack , the priest can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Unholy Weapon . Orcus bolsters his follower\xc2\x92s strikes in battle, imbuing their weapons with the ability to paralyze a foe (included in the attack ). In the hands of any but a true follower of Orcus, an unholy weapon loses its power to paralyze a foe. \n'b' Spellcasting . The priest of Orcus is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , cure wounds , detect magic , false life , inflict wounds \n'b' 2nd level (3 slots) : enhance ability , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic \n'b' 4th level (2 slots) : blight , guardian of faith \n'b'\n'b' Actions \n'b'\n'b' +1 Unholy Mace . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) necrotic damage, and the target\xc2\x92s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the priest\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The priest can have no more than four shadows under its control at one time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Afya Archmage \n'b' Medium undead , any alignment \n'b' Armor Class 12 (15 with mage armor ) Hit Points 99 (18d8 + 18) Speed 30 ft. \n'b' s\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 20 (+5) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +10, Wisdom +7 Skills Arcana +15, History +15 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages any six languages Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The afya archmage 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' Magic Resistance . The afya archmage has advantage on saving throws against spells and other magical effects. \n'b' Shadow Sight . Magical darkness doesn\xe2\x80\x99t impede the afya archmage\xe2\x80\x99s darkvision . \n'b' Shadow Stealth . While in dim light or darkness, the afya archmage can take the Hide action as a bonus action. \n'b' Shadow Walk (3/day). As a bonus action while in dim light or darkness, the afya archmage can teleport to an unoccupied space it can see within 30 feet that is also in dim light or darkness. \n'b' Spellcasting . The afya archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The afya archmage can cast disguise self and invisibility at will and has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): fire bolt, light , mage hand , prestidigitation , shocking grasp \n'b' 1st level (4 slots): detect magic , identify , mage armor , magic missile \n'b' 2nd level (3 slots): detect thoughts , mirror image , misty step \n'b' 3rd level (3 slots): counterspell , fly , lightning bolt \n'b' 4th level (3 slots): banishment , fire shield , stoneskin \n'b' 5th level (3 slots): cone of cold , scrying , wall of force \n'b' 6th level (1 slot): globe of invulnerability \n'b' 7th level (1 slot): teleport \n'b' 8th level (1 slot): mind blank \n'b' 9th level (1 slot): time stop \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the afya archmage has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 28 necrotic damage and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azata, Yamah \n'b' Medium celestial (azata), chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8+20) Speed 30 ft., fly 100 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 20 (+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 12 Languages all Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The yamah\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : cure wounds , invisibility \n'b' 1/day each : charm person , lesser restoration \n'b'\n'b' ACTIONS \n'b'\n'b' Starknife . Melee or Ranged Weapon Attack : +8 to hit, range 20/60, 1 target (melee) or 2 adjacent targets (ranged). Hit : 7 (1d4 + 5) piercing damage. The starknife returns after each attack , as a returning weapon. \n'b' Steal Magic . The yamah attempts to dispel a magical effect on a creature, as dispel magic . If successful, the yamah can spend a bonus action to make a ranged spell attack with a range of 30 ft. and damage equal to 1d6 for each level of the slot the dispelled effect was cast from. If a cantrip was dispelled, the attack does 1d6. The yamah\xe2\x80\x99s spellcasting ability is Charisma . \n'b'\n'b' ABOUT \n'b' Yamahs travel the planes promoting the ideals of freedom and fairness, using their unique talents to rob evildoers of their magic and turn it into a weapon for good. Yamahs harbor ill will toward anyone who would use magic for cruel or evil purposes, especially necromancers and creatures that use magic to trap souls and pervert life. Though yamahs often bear a stern countenance, they nonetheless enjoy lighthearted pranks and cheery jokes when appropriate. The white markings that cover yamahs\xe2\x80\x99 bodies may at first appear to be tattoos but are in fact natural sigils that are unique to each individual. The average yamah stands just over 6 feet tall and weighs 140 pounds. \n'b' Eclipse Oracles . Because of the presence of mystery cults and the open worship of empyreal lords, yamahs can often be seen during lunar eclipses and other significant celestial events. Legends among mystery cults claim that yamahs sometimes accompany good spellcasters on crusades against otherworldly fiends, though every story inevitably ends with the yamah mysteriously departing after the deed is done, abandoning its mortal partner without a word. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Priest of Orcus \n'b' Medium aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 19 (+4) WIS: 21 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +9, Charisma +8 Skills Arcana +8, Perception +9, Religion +9 Damage Resistances cold Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Common, Deep Speech, Draconic, Ignan Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Alien Mind . A Priest of Orcus can maintain concentration on 3 simultaneous spell effects. \n'b' Mindsense . A Priest of Orcus is aware of the presence of creatures within 60 feet of it that have an Intelligence of 4 or higher. It knows the relative distance and direction of each creature, as well as the creature\xe2\x80\x99s approximate Intelligence score (within 3 points). Creatures under the effects of magic that protects the mind cannot be detected by the encephalon gorger . \n'b' Mind Screen . The mind of a Priest of Orcus is an alien and dangerous place. Should a creature attempt to scan the mind or read its thoughts (with detect thoughts , telepathy, or the like), it must succeed on a DC 16 Intelligence saving throw or be driven insane, gaining a flaw from the Indefinite Madness table. On a successful save, the creature is confused for 1 minute (as the confusion spell). \n'b' Abyssal Blessing of Orcus . A Priest of Orcus gains 10 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Unholy Strike . Once on each of a Priest of Orcus\xe2\x80\x99s turns when it hits a creature with a melee attack , it can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b' Spellcasting . A Priest of Orcus is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , bless , charm person , cure wounds , detect magic , shield of faith \n'b' 2nd level (3 slots) : darkness enhance ability , hold person , silence \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , prayer \n'b' 4th level (3 slots) : blight , death ward \n'b' 5th level (2 slots) : flame strike , mass cure wounds \n'b' 6th level (1 slots) : create undead \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A Priest of Orcus can use its Mindfeed and make two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and a Priest of Orcus can only use its Mindfeed on the grappled creature and has advantage on attack rolls to do so. \n'b' Mindfeed . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature that is grappled by the encephalon gorger . Hit : 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 16 Intelligence saving throw, taking 33 (6d10) psychic damage on a failed save, and the target\xe2\x80\x99s Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Adrenal Surge (2/day) . A Priest of Orcus surges with adrenaline until the end of its turn. While under this effect, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throw, and it gains an additional action on its turn (as the haste spell).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Priest of Set \n'b' Medium humanoid ( human ) , lawful evil \n'b' Armor Class 14 (breastplate) Hit Points 32 (5d8+10) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 11 (+0) CON: 14 (+2) INT: 13 (+1) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +3 Skills Medicine +6, Religion +3, Persuasion +3, Stealth +2 Damage Resistances poison Senses passive Perception 14 Languages Dhari, Draconic, Low Atlantean Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Channeling Mador Kheb can use divine channeling to turn undead or charm reptiles once per encounter. \n'b' Spellcasting . Mador Kheb is a 5th-level caster. His spellcasting ability is Wisdom (save DC 14, +6 attack ).\n'b'\n'b'\n'b' At Will : guidance , mending , resistance \n'b' 1st level (4 slots) : bless , command , cure wounds \n'b' 2nd level (3 slots) : blindness/deafness , hold person \n'b' 3rd level (2 slots) : bestow curse , dispel magic \n'b'\n'b' ACTIONS \n'b'\n'b' Spiked Mace . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1d6 bludgeoning damage, and if the target is a living creature, it must make a Con save (DC 14) or take 2d4 poison damage. \n'b'\n'b' ABOUT \n'b' Greedy and grasping, Mador Kheb is a priest who generally interprets the greater glory of Set to mean his own self-interest. He is a well-educated and urbane man with a cynical, condescending manner, and delights in wounding rivals with sharp words. He is usually accompanied by a small number of fanatically loyal temple guards, warriors who have been brainwashed to follow the orders of Set\xe2\x80\x99s priests without question. \n'b' Lean and shaven-headed, this sallow-faced man has a cruel cast to his features. He is attired in dark robes emblazoned with the symbol of Set. \n'b' Mador Kheb and his guards are featured in the Cavern of Golden Tears adventure in Chapter 5, but are fairly representative examples of Set\xe2\x80\x99s followers in any corrupt cities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Priest of Tsathogga \n'b' Medium humanoid (any race), chaotic evil \n'b' Armor Class 15 (+1 studded leather, shield) Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 19 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4, Wisdom +7 Skills Insight +7, Medicine +7, Persuasion +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Breath of the Swamp . The blessed of Tsathogga can breathe air and water. \n'b' Fetid Shroud of the Frog God . The priest of Tsathogga is surrounded by a fetid, swirling shroud of foul corruption. At the start of each of the priest\xc2\x92s turns, each creature within 5 feet of it takes 14 (4d6) acid damage. A creature that touches the priest or hits it with a melee attack while within 5 feet of it takes 14 (4d6) acid damage. \n'b' Fetid Strike . Once on each of the priest\xc2\x92s turns when it hits a creature with a weapon attack , the priest can cause the attack to deal an extra 13 (3d8) acid damage to the target. \n'b' Spellcasting . The priest of Tsathogga is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells: \n'b' Cantrips (at will) : acid splash , guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , cure wounds , jump , protection from evil and good \n'b' 2nd level (3 slots) : acid arrow , blindness/deafness , enhance ability , hold person \n'b' 3rd level (3 slots) : animate dead , bestow curse , spirit guardians , water walk \n'b' 4th level (2 slots) : giant insect , guardian of faith \n'b' Actions \n'b' +1 Sickle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 7 (2d6) acid damage. \n'b' Light Crossbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d8) piercing damage plus 7 (2d6) acid damage. \n'b' Plague of Frogs (Recharges after a Short or Long Rest) . The priest magically calls 1d4 + 3 giant frogs, provided that the priest is within 100 feet of a body of water large enough to cover a Medium creature (GM discretion). The called creatures arrive within 1d4 rounds, acting as allies of the priest, and obeying its spoken commands. The beasts remain for 1 hour, until the priest dies, or until the priest dismisses them as a bonus action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Primal Oozer \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., climb 10 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 6 (-2) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Damage Resistances piercing Damage Immunities acid Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic Slime . A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. \n'b' Ooze Plague . The primal oozer\xe2\x80\x99s barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature\xe2\x80\x99s skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly . The jelly isn\xe2\x80\x99t under the primal oozer\xe2\x80\x99s control, but it views the primal oozer as an ally. \n'b' Pack Tactics . The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Slimy Body . The primal oozer has advantage on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn\xe2\x80\x99t contract a disease. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This nightmarish quadruped has many wolf-like features-including its physique, its powerful claws, and its lupine countenance-but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls. \n'b' Natives of the Swamp . Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. \n'b' They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing. \n'b' Kinship with Mydnari . Primal oozers have a natural kinship with mydnari (see page 264). The mydnari admire the oozers for their natural slime, which most other creatures find repugnant. The oozers like the attention and care they receive from the mydnari and value the mydnari settlements as safe havens in the dangerous depths of the world. A pack of primal oozers might gather around and protect a strong mydnari that treats them well, but they might just as easily turn on the oozing humanoid if treated poorly or if their protection isn\xe2\x80\x99t properly respected, usually through frequent meals and praise. \n'b' Ooze-Spreading Tentacles . The barbed tentacles on the primal oozer\xe2\x80\x99s jaw latch on to creatures it bites and inject an oozing disease into the oozer\xe2\x80\x99s victims. This disease slowly liquefies the victim\xe2\x80\x99s skin, turning it oozelike. \n'b' Eventually, the disease melts the creature completely into a new ochre jelly . Mydnari often collect these \xe2\x80\x9cnewborn\xe2\x80\x9d ochre jellies as hosts for their young.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Primal Werewolf Brute \n'b' Medium humanoid (human, shapechanger) , chaotic evil \n'b' Armor Class 16 in humanoid form (studded leather, shield), 13 (natural armor) in wolf or hybrid form Hit Points 180 (24d8 + 72) Speed 30 ft. (40 ft. in wolf form)\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +7, Dex +5, Con +6 Skills Athletics +10, Intimidation +5, Perception +4, Stealth +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 14 Languages Common (can\xe2\x80\x99t speak in wolf form) Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bloodscent . A primal werewolf brute is considered proficient in Wisdom ( Survival ) skill if it can use smell to track the target. Double the proficiency bonus if already proficient in Wisdom ( Survival ). \n'b' Bloodthirsty . When a primal werewolf brute takes damage in combat, it can fly into a rage as a reaction . It gains advantage on attack rolls (but provides advantage to attacker\xe2\x80\x99s attack rolls) and does an extra die of damage (not included). \n'b' Brave . The primal werewolf brute has advantage on saving throws against being frightened . \n'b' Brute . A melee weapon deals one extra die of its damage when the primal werewolf brute hits with it (included in the attack ). \n'b' Keen Hearing and Smell . The primal werewolf brute has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Shapechanger . The primal werewolf brute can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, 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'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The primal werewolf brute makes three attacks: one with its bite and two with its melee weapons or two ranged attacks (if appropriately equipped). \n'b' Bite (Wolf or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 7 (3d4 + 4) slashing damage. \n'b' Spear (Humanoid Form Only) . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit : 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Shield Bash (Humanoid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 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' REACTIONS \n'b'\n'b' Parry . The primal werewolf brute adds 3 to its AC against one melee attack that would hit it. To do so, the primal werewolf brute must see the attacker and be wielding a melee weapon (in humanoid form) or be in hybrid form.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Ape \n'b' Family: Primates \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 19 (3d8 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b' Multiattack : The ape makes two fist attacks. \n'b' Fist : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Rock : Ranged Weapon Attack : +5 to hit, range 25/50 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' About \n'b' Large, deep-set eyes peer from beneath this great ape\xe2\x80\x99s thick brow as it lumbers forward on its legs and knuckles.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dardael Queen \n'b' Family: Dardael \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 390 (20d20 + 180) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 29 (+9) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +16, Wisdom +8 Skills Perception +8 Damage Immunities acid; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) : If the dardael queen fails a saving throw, she can choose to succeed instead. \n'b' Siege Monster : The dardael queen deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack : The dardael queen makes one bite attack and two spine attacks. \n'b' Bite : Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 27 (3d12 + 8) piercing damage and 9 (2d8) acid damage. Natural 16+ hit and the target is a Large or smaller creature: that creature is swallowed. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the dardael queen, and it takes 45 (10d8) acid damage at the start of each of the dardael queen\xe2\x80\x99s turns. If the dardael queen takes 50 damage or more on a single turn from a creature inside it, the dardael queen must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 ft. of the dardael queen. If the dardael queen dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 ft. of movement, exiting prone . \n'b' Spine : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Legendary Actions \n'b' The dardael queen can take three 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 dardael queen regains spent legendary actions at the start of her turn. \n'b' Spine : The dardael queen makes one spine attack . \n'b' Bite (Costs 2 Actions) : The dardael queen makes one bite attack . \n'b' Lair Actions \n'b' Dardael queens make their lairs in isolated areas where they can establish their clutch without being disturbed. Capable of burrowing through soil and rock, the queen digs out subterranean chambers to house her progeny. \n'b' On initiative count 20 (losing initiative ties), the dardael queen takes a lair action to cause one of the following effects. The queen can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' Part of the ceiling collapses above one creature that the queen can see within 120 ft. of her. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. \n'b' Acid fog fills a 20-ft. radius sphere centered on a point the queen can see within 120 ft. of her. The fog spreads around corners, and its area is heavily obscured . Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) acid damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the queen uses this lair action again or until the queen dies. \n'b' A tremor shakes the lair in a 60-ft. radius around the queen. Each creature other than the queen on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone . \n'b' Regional Effects \n'b' The region containing a dardael queen\xe2\x80\x99s lair is warped by the queen\xe2\x80\x99s presence, which creates one or more of the following effects: \n'b' Plants within 1 mile of the lair grow sickly and withered. \n'b' Large game, such as deer, become absent within 1 mile of the lair. \n'b' Insect populations surge within 1 mile of the lair. \n'b' If the queen dies, these effects fade over the course of 1d10 days.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Ape (Giant) \n'b' Family: Primates \n'b' Huge beast , unaligned \n'b' Armor Class 12 Hit Points 157 (15d12 + 60) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 18 (+4) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +4 Senses : passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack : The 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. \n'b' About \n'b' Sharp teeth fill this large, feral ape\xe2\x80\x99s mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Baboon \n'b' Family: Primates \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) \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' Pack Tactics : The baboon has advantage on an attack roll against a creature if at least one of the baboon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 1) piercing damage. \n'b' About \n'b' A hairy, stout animal with opposable thumbs, this creature has a pronounced muzzle and bright red buttocks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Primordial Matriarch \n'b' Family: Primordial \n'b' Gargantuan elemental , neutral \n'b' Armor Class 20 Hit Points 313 (19d20 + 114) Speed 0 ft., fly 120 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 30 (+10) CON: 23 (+6) INT: 10 (+0) WIS: 21 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Wis +12, Cha +11 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages Primordial Challenge 21 (33,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Attacks . The primordial matriarch\xe2\x80\x99s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 5d6 damage of the type determined by Roiling Elements. \n'b' Elemental Aura . At the start of each of the primordial matriarch\xe2\x80\x99s turns, each creature within 5 feet of her takes 10 (3d6) damage of the type determined by Roiling Elements. A creature that touches the primordial matriarch or hits her with a melee attack while within 10 feet of her takes 10 (3d6) damage of the type determined by Roiling Elements. A nonmagical weapon that hits the matriarch is destroyed after dealing damage. \n'b' Elemental Nature . The primordial matriarch doesn\xe2\x80\x99t require air, food, drink or sleep. \n'b' Legendary Resistance (3/Day) . If the primordial matriarch fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The primordial matriarch has advantage on saving throws against spells and other magical effects. \n'b' Roiling Elements . At the start of each of her turns, the primordial matriarch chooses one of the following damage types: acid, cold, fire, lightning, or thunder. The matriarch has immunity to that damage type until the start of her next turn. \n'b' Siege Monster . The primordial matriarch deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental matriarch uses Storm Blast. She then makes two Elemental Lash attacks. \n'b' Elemental Lash . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 32 (4d10 + 10) bludgeoning damage plus 17 (5d6) damage of the type determined by Roiling Elements. \n'b' Storm Blast . The primordial matriarch emits elemental energy in a 90-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 21 (6d6) damage of the type determined by Roiling Elements and suffers one of the following effects, depending on the damage type. On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer an additional effect, unless specified below. \n'b' Acid Blast . On a failed save, the creature is covered in acid. At the start of each of its turns, it takes 7 (2d6) acid damage until it or another creature takes an action to scrape or wash off the acid. \n'b' Cold Blast . On a failed save, the creature is restrained by ice until the end of its next turn, or until it or another creature takes an action to break it free. On a successful save, the creature\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. \n'b' Fire Blast . On a failed save, the creature catches fire. Until it or another creature takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns. \n'b' Lightning Blast . On a failed save, the creature is incapacitated until the end of its next turn. On a successful save, the creature can\xe2\x80\x99t take reactions until the start of its next turn. \n'b' Thunder Blast . On a failed save, the creature is deafened for 1 minute. At the end of each of its turns, a deafened creature can repeat the saving throw, ending the deafness on itself on a success. On a successful save, the creature is deafened until the end of its next turn. \n'b' Create Elementals . The primordial matriarch magically creates up to 3d6 mephits, 2 air, earth, fire, or water elementals, 2 ice elementals, or 1 rockslide elemental. The Elementals arrive at the start of her next turn, acting as allies of the matriarch and obeying her spoken commands. The Elementals remain for 1 hour, until the matriarch dies, or until the matriarch dismisses them as a bonus action. The primordial matriarch can have any number of Elementals under her control at one time, provided the combined total CR of the Elementals is no higher than 10. \n'b'\n'b' REACTIONS \n'b'\n'b' Elemental Adaptation . When the matriarch would take acid, cold, fire, lightning, or thunder damage, she can change the element selected with Roiling Elements to that type of damage, gaining immunity to that damage type, including the triggering damage. \n'b'\n'b' LAIR \n'b' The primordial matriarch\xe2\x80\x99s lair is the mountain peak where it create new elementals. It remains only until she has deemed there are enough new elementals to renew the balance on her current plane\xe2\x80\x94or until the mountain is reduced to nothing. \n'b' On initiative count 20 (losing initiative ties), the primordial matriarch takes a lair action to cause one of the following effects; the primordial matriarch can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Consume . The matriarch chooses a point on the ground she can see within 30 feet of her. The ground partially dissolves into her form, restoring 21 (6d6) hp to the matriarch. The ground within 10 feet of that point then becomes difficult terrain . \n'b' Rock Fall . The matriarch chooses a point on a rockface or the ground within 120 feet of her. Rocks tumble down or roll forward from that point in a 60-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be forced prone . \n'b' Tremor . The terrain within 60 feet of the matriarch rumbles. Each creature standing on the ground in that area must succeed on a DC 20 Dexterity saving throw or be forced prone and incapacitated until the end of its next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' While the presence of a primordial matriarch is already a catastrophe, her surging, elemental power also creates one or more of the following effects: \n'b'\n'b' Cacophony . Within 1 mile of the matriarch\xe2\x80\x99s mountaintop, the thunderous noise of her presence and the resulting destruction is obvious. Animals flee the area in a panic, and do not return until the matriarch is gone. \n'b' Empowered Elementals . Elementals within 5 miles of a primordial matriarch have advantage on up to three saving throws each day. \n'b' Erratic Weather . The area within 10 miles of a primordial matriarch\xe2\x80\x99s mountain suffers from frequent weather changes. These weather events are violent and often unseasonal, but they rarely last more than 1 hour. If the primordial matriarch dies, these effects fade over the course of 1d10 days. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The primordial matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The matriarch regains spent legendary actions at the start of her turn. \n'b'\n'b' Elemental Change . The primordial matriarch changes the damage immunity granted by Roiling Elements. \n'b' Fly . The primordial matriarch flies up to half her flying speed without provoking opportunity attacks. \n'b' Create Elemental (Costs 2 Actions) . The primordial matriarch uses Create Elementals. \n'b' Return to Mother (Costs 3 Actions) . The primordial matriarch absorbs an Elemental within 10 feet of her, gaining a temporary hp equal to 10 times the CR of the Elemental absorbed. \n'b'\n'b' ABOUT \n'b' The massive living storm contorts with writhing, intertwined bands of elemental power. With each crack of thunder, lesser elementals emerge from the maelstrom. \n'b' This primordial contains equal parts of all four classical elements, a roiling mass that shifts quickly from fire to water, crackling storm clouds to roiling dust, equally all of them at once. Though not impervious to them all, the matriarch can choose one dominant element, depending on the circumstances, to protect herself against such attacks. \n'b' Planar Visitors . Primordial matriarchs exist primarily in the Elemental Planes, continuously drifting from one to another. The mass destruction of elementals in a short time span causes an unbalance in the natural world, attracting a matriarch to other planes. \n'b' Prime Elemental . Because a matriarch is a powerful, creative elemental force, lesser elementals follow her commands without question. Even mighty elemental beings like the primordial surge or storm lord defer to a matriarch\xe2\x80\x99s will. \n'b' Mountain Eater . On the Material Plane, a primordial matriarch is most often found in mountainous regions. She settles atop a high peak and devours the entire mountain, over time, to fuel herself as she produces more elementals. Only her destruction or the renewed balance of the plane\xe2\x80\x99s elementals stops a matriarch or convinces her to move on to another plane.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azeban \n'b' This nimble, raccoon-like humanoid has grey-brown fur, a ringed tail, and sharp claws that allow it to scamper up trees with aplomb. Dark markings like a rogue\xe2\x80\x99s domino mask surround a pair of glowing yellow eyes that hint at its otherworldly origins. \n'b' Medium fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 15 (+2) WIS: 8 (-1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +1 Skills Deception +6, Perception +1, Sleight of Hand +5, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Elusive . The azeban can take the Dash , Disengage , or Hide action as a bonus action on each of its turns. \n'b' Magic Resistance . The azeban has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The azeban\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dancing lights , disguise self , faerie fire , minor illusion \n'b' 3/day each : creation , major image , mislead , seeming \n'b' 1/day each : mirage arcane , programmed illusion \n'b'\n'b' Actions \n'b' Multiattack . The azeban makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Ear-Splitting Yawp (Recharge 5-6) . The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn\xe2\x80\x99t deafened . A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\xe2\x80\x99t being worn or carried also takes the damage if it\xe2\x80\x99s in the area. \n'b' About \n'b' Trickster Spirits . Azebans are mischievous fey spirits who enjoy playing tricks and causing trouble for others, particularly dull-witted humans. These pranks are most often trivial-rather than dangerous or malevolent-and frequently involve the azeban tricking its victims out of food or a magical trinket or causing an argument to break out among a group of travelers.\xc2\xa0Azebans like targeting pompous, greedy, or prideful individuals best. Skillful illusionists, they sometimes use powerful magic to create an illusory inn or village to fool their marks. On other occasions, a simple cantrip to make it appear as if someone belched or broke wind in polite company is all that is needed. \n'b' Forest Dwellers . Living primarily in the pine forests of the cold northern lands, azebans get on well with the druids and shamans of barbarian tribes, who often seek out their advice on fey matters in exchange for food and magical baubles. Azebans prefer to make their homes close to water. Good climbers, they sleep among the branches of the pines at night, coming down to the water to eat. They are fussy eaters and always wash their food before consuming it. \n'b' Reckless Souls . Azebans are quite fearless and have a tendency to get in over their heads. The shamans of the north tell a story that the first azeban wandered through the forest until he came to a great waterfall. Being somewhat foolish, he decided to get into a shouting match with the roaring torrent. Yelling louder and louder in an attempt to defeat his foe, he stepped too close to the edge and plunged headfirst into the rushing waters. \n'b' Fortunately, the azeban did not drown, and to this day his descendants are able to emit an ear-splitting yawp as a last-ditch defense against aggressors.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Primordial Surge \n'b' Family: Primordial \n'b' Gargantuan elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 232 (15d20 + 75) Speed 40 ft., fly 90 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 22 (+6) CON: 20 (+5) INT: 7 (\xe2\x80\x933) WIS: 14 (+2) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 120 ft., passive Perception 12 Languages Primordial Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The primordial surge doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Life From Death . When the surge dies, it explodes in a burst of raw creation. The area in a 50-foot radius centered on the primordial surge is blanketed in lush flora native to the region, providing enough food to feed a dozen Large or smaller creatures for 6 (1d12) days. Creatures in the area that have been dead no longer than 1 day are returned to life with 4 (1d8) hp . \n'b' Primordial Form . The primordial surge can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the primordial surge or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid, cold, fire, lightning, or thunder damage (the primordial surge\xe2\x80\x99s choice). In addition, the primordial surge 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 creature takes 7 (2d6) acid, cold, fire, lightning, or thunder damage (the surge\xe2\x80\x99s choice). A creature that starts its turn in the primordial surge\xe2\x80\x99s space must succeed on a DC 18 Constitution saving throw or be blinded and deafened until it starts its turn outside the surge\xe2\x80\x99s space. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The primordial surge makes three Elemental Strike attacks. \n'b' Elemental Strike . Melee or Ranged Weapon Attack : +11 to hit, reach 15 ft. or range 60 ft., one target. Hit : 28 (4d10 + 6) acid, cold, fire, lightning, or thunder damage (the primordial surge\xe2\x80\x99s choice). \n'b' Primordial Storm (Recharge 6) . A rain of elemental energies falls around the primordial surge, producing one of the following effects:\n'b'\n'b'\n'b' Restorative Rain . Each creature within 30 feet of the surge that isn\xe2\x80\x99t a Construct or Undead regains 27 (5d10) hp . The area becomes difficult terrain as nonmagical plants in the area become thick and overgrown. \n'b' Ruinous Rain . Each creature within 30 feet of the surge must make a DC 18 Dexterity saving throw. On a failure, a creature takes 27 (5d10) acid damage and 27 (5d10) fire damage and is coated in burning acid. On a success, a creature takes half the damage and isn\xe2\x80\x99t coated in acid. A creature coated in acid takes 5 (1d10) acid damage and 5 (1d10) fire damage at the start of each of its turns until it or another creature takes an action to scrape or wash off the acid. \n'b'\n'b' ABOUT \n'b' A storm front rolls over the village, making the daylit sky appear as black as night. Brilliant energy crackles around the roiling gray and black clouds, while thunderous booms and the sound of raging wind make it difficult to hear anything else. \n'b' Primordial surges were created when the universe and all its planes of existence sprang into being. They contain all four elements bound together by eldritch force and celestial radiance. \n'b' Ruin and Renewal . A primordial surge is a harbinger of creation and destruction. While the surge rages, raining acid and liquid flame over a wide area. It then spends an equal amount of time saturating the area with the waters of creation to restore it. Onlookers present at the destruction of a primordial surge struggle to describe the explosion of growth and life that results.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Primordial Agent \n'b' Medium elemental , unaligned \n'b' Armor Class 14 + proficiency bonus Hit Points 5 + (5 x warlock Level) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, cold, lightning or poison (based on type). Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 9 Languages Primordial, understands summoner but doesn\xe2\x80\x99t speak \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Agent . The primordial agent\xe2\x80\x99s body can move through any space that is as small as 1 inch wide. The primordial agent and its master can occupy the same space. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The primordial agent makes a number of attacks based on its summoner\xe2\x80\x99s Warlock level. \n'b' Slam . Melee Weapon Attack : +3 (+ proficiency bonus) to hit, reach 5 ft., 1 target. Hit : 1d8 + 3 damage. Damage type is based on elemental type. Damage becomes 2d8 when summoner is a 6th level warlock, then 3d8 when they are a 14th level Warlock. \n'b' Ranged Strike (Warlock Level 14) . The primordial agent can make its slam attack as a ranged weapon attack with a range of 40 feet. \n'b' Elemental Vortex (Warlock level 6) . As an action, the primordial agent swirls in a vortex that envelopes everything within 20 feet of it. All creatures within range must make a Dexterity saving throw (using its summoner\xe2\x80\x99s Warlock spell save DC), taking Xd6 damage on a failed save, or half as much damage on a successful one. Once used, it cannot use this feature again until the next time it is summoned, or when its summoner expends a pact spell slot to have it do so again.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Prince Flippityflop \n'b' Medium humanoid (clownfolk), chaotic good \n'b' Armor Class 16 Hit Points 68 (8d8+32) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 23 (+6) CON: 18 (+4) INT: 14 (+2) WIS: 11 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Damage Vulnerabilities psychic Damage Immunities poisoned Skills Acrobatics +9, Athletics +2, Insight +4, Performance +5, Stealth +8 Senses passive Perception 10 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adulation . As a bonus action, Flippityflop can target one living humanoid within 30 feet who is experiencing laughter, joy, or similar emotions (this includes emotions evoked by magic, such as hideous laughter ). The target must make a DC 14 Constitution saving throw or Flippityflop regains 3 (3d6) hit points . \n'b' Innate Spellcasting . Flippityflop\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). Flippityflop can innately cast the following spells with only somatic components:\n'b'\n'b'\n'b' At will : minor illusion , prestidigitation \n'b' 1/day : hideous laughter \n'b'\n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, Flippityflop can utter a special command or warning whenever a non-hostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Flippityflop. A creature can benefit from only one Leadership die at a time. This effect ends if Flippityflop is incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Flippityflop makes three melee or ranged attacks . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) bludgeoning damage. \n'b' Juggling Pin . Ranged Weapon Attack : +8 to hit, range 30/100 ft., one target. Hit : 9 (1d6+6) bludgeoning damage. \n'b'\n'b' 3d6 \n'b' Clown Specialty \n'b' Skills or Abilities \n'b'\n'b' 3 \n'b' Acrobat Acrobatics +5 \n'b'\n'b' 4 \n'b' Animal Act Animal Handling +1 \n'b'\n'b' 5 \n'b' Cannonball Cannon Charge. If the clownfolk is fired at a target within 20 feet and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced prone . Change Challenge Rating to 3. \n'b'\n'b' 6 \n'b' Contortionist Sleight of Hand +5 \n'b'\n'b' 7 \n'b' Fire Swallower Fire Breath (Recharge 6) . The clownfolk exhales a 15-foot cone of fire. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Change Challenge Rating to 3. \n'b'\n'b' 8 \n'b' Fortune Teller Insight +2 \n'b'\n'b' 9 \n'b' Freak Show Intimidation +5 \n'b'\n'b' 10 \n'b' Juggler Juggling Pin . Ranged Weapon Attack : +5 to hit, range 30/100 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'\n'b' 11 \n'b' Knife Thrower Throwing Knife . Ranged Weapon Attack : +5 to hit, range 30/100 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b'\n'b' 12 \n'b' Musician Tool Proficiency : Musical Instrument +5 \n'b'\n'b' 13 \n'b' Plate Spinner Plate . Ranged Weapon Attack : +5 to hit, range 30/100 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b'\n'b' 14 \n'b' Stage Magician Arcana +2 \n'b'\n'b' 15 \n'b' Stagehand Stealth +5 \n'b'\n'b' 16 \n'b' Stilt Walker Stilt . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage; Speed 15, unaffected by difficult terrain \n'b'\n'b' 17 \n'b' Trapeze Artist Athletics +2 \n'b'\n'b' 18 \n'b' Unicyclist Tool Proficiency: Unicycle +5, Speed 40 \n'b'\n'b' ABOUT \n'b' Clownfolk dress in wide, baggy trousers, puffy jackets and soft, pointed caps. Their costumes have an endless variety of colorings and combinations of colors, making the groups look remarkably bright and pleasing. The faces of the clowns are painted in a fanciful way, with rings of red and blue and yellow on their cheeks, and spots and streaks of the same gorgeous colors over their eyes and around their chins. \n'b' Clownfolk are never still, leaping and tumbling and turning somersaults while others juggle with balls, or balancing long feathers and sticks upon their noses and chins. \n'b' Clownfolk have unique abilities and specialize in a variety of entertaining skills, some of which have application in combat. \n'b' Prince Flippityflop appears in a red and white striped puffy shirt and pants, with striped socks to match. His eyes and lips are painted orange, and he wears a pointed white cap.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Prism Spider \n'b' Small monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d6 + 33) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9, Stealth +11, Survival +9 Damage Immunities varies Condition Immunities varies Senses blindsight 10 ft., darkvision 60 ft., passive Perception 19 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Shifting Power . As the prism spider shifts color, its immunities and attacks change. Roll a d6 at the start of the spider\xe2\x80\x99s turn and consult the table below. Use the result in place of one of the spider\xe2\x80\x99s attacks. \n'b'\n'b' d6 \n'b' Color/Immunity \n'b' Other \n'b' 1 \n'b' Green/Acid \n'b' Spit Acid . The spider spits a 30-foot line of acid that is 5 feet wide. Each creature in the line 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' 2 \n'b' Orange/Fire \n'b' Inferno Shield . The spider is wreathed in intense, thick flames, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Whenever a creature within 5 feet of the spider hits it with a melee attack before the end of the prism spider\xe2\x80\x99s next turn, the shield erupts, dealing 27 (6d8) fire damage to the creature. \n'b' 3 \n'b' Grey/Disease \n'b' Fetid Bite . When the prism spider makes a bite attack , the target must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 16 (3d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' 4 \n'b' Blue/Lightning \n'b' Shocking Aura . Until the end of the spider\xe2\x80\x99s next turn, creatures who enter or begin their turns within 15 feet of the prism spider must make a DC 16 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed saving throw, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on this saving throw. \n'b' 5 \n'b' White/Cold \n'b' Hoarfrost . Until the beginning of the spider\xe2\x80\x99s next turn, creatures who enter or begin their turns within 15 feet of the prism spider must make a DC 16 Constitution saving throw. On a failed saving throw, the target takes 28 (8d6) cold damage. A creature who takes cold damage from this effect has their movement speed halved, cannot take reactions , and can only take one action or one bonus action on their turn. They can only make one melee or ranged attack on their turn, regardless of other class features or magic items. \n'b' 6 \n'b' Purple/- \n'b' Heal . The spider magically heals itself for 36 (8d8) damage, and it has advantage on saving throws against spells and other magical effects until the end of its next turn. \n'b' Spider Climb . The prism 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' Actions \n'b' Multiattack . The spider uses one of its shifting power abilities and makes a bite attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +7 to hit, range 30/60 ft., 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 10; hp 10; the same resistances that the prism spider is benefiting from at that time; immunity to bludgeoning, poison, and psychic damage). \n'b' About \n'b' Alarmed and posturing aggressively, the great spider changes from a mottled brown to a shifting array of colorful patterns pulsing across its surface as it attacks. \n'b' Prism spiders are exceedingly rare giant spiders of mysterious origin. \n'b' Like most spiders, they are predatory, and though most are reclusive hunters of wild game, some have learned to see humanoids as a food source. When this happens, it is often sadly the case that these beautiful animals must be put down. Sadder still, despite their rarity, prism spiders are sometimes poached for their carapaces. In death, a prism spider\xe2\x80\x99s carapace retains the color and immunity it had in the moment it died, and the carapace of a prism spider who died fighting may be crafted into a set of full plate, offering the wearer resistance to whatever immunity the carapace holds. Carapaces sell for 1,000 gp, and finished prism spider armor for twice as much. (It is otherwise identical to regular full plate, but able to be additionally enchanted at regular price, if desired.) \n'b' A prism spider is hardly helpless prey for the harvesting. With its bite and spined legs alone, prism spiders are formidable foes. Add to that their prismatic powers and few would-be poachers escape with their lives. Failed poaching, however, can be what leads a prism spider to see humanoids as food, and thus need to be dealt with for the safety of surrounding communities. \n'b' When calm, a prism spider is a mottled black and brown in color and looks like an ordinary giant spider. Once the spider is alarmed or aggressive, however, it begins to change colors in brilliant and beautiful patterns, some speckled, striped, diamond-patterned, or even swirled. No one knows if the prism spider changes color deliberately, due to some incomprehensible spider logic, or whether the changes are merely random.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anacite Legate \n'b' Family: Anacite \n'b' Medium construct (robot), lawful neutral \n'b' Armor Class 21 (reinforced skymetal frame) Hit Points 120 (16d8 + 48) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +6, Insight +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages Common, up to four others; shortwave 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Weakness . The anacite has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Language Assimilation . An anacite legate can spend 1 minute accessing a planet\xe2\x80\x99s infosphere to learn any language commonly spoken on that planet. Alternatively, the anacite can learn a language by spending 1 day listening to it and reading it. An anacite legate can store knowledge of up to four languages at a time in this way, and it can choose which language to replace when it wants to learn a new one. \n'b' Retractable Laser . When not in use, this weapon is folded inside the anacite\xe2\x80\x99s arm and hidden from sight. A creature unaware of the anacite\xe2\x80\x99s hidden weapon must succeed at a DC 24 Wisdom ( Perception ) check to find its compartment. The anacite can deploy or retract this weapon as a free action or as part of making an attack . The weapon is mounted and leaves the anacite\xe2\x80\x99s hands free, and the anacite can\xe2\x80\x99t be disarmed of it. \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 legates 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'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anacite legate makes two attacks. \n'b' Iron Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) lightning damage. \n'b' Retractable Laser . Ranged Weapon Attack : +6 to hit, range 90 ft., one target. Hit : 10 (3d6) radiant damage. On a critical hit the target takes an additional 2 (1d4) fire damage at the start of its turn unless it spends an action putting the fire out. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Profane Lich Adept \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 17 (+3) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Int +8, Wis +9 Skills Nature +8, Perception +9, Survival +9 Damage Vulnerabilities radiant \n'b' Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Common, Infernal, plus up to three other languages Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the adept fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed adept gains a new body in 1d10 days, regaining half its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The adept is a 13th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The adept has the following cleric spells prepared: \n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic \n'b' 4th level (3 slots) : banishment , guardian of faith \n'b' 5th level (2 slots) : geas , insect plague \n'b' 6th level (1 slot) : create undead , harm \n'b' 7th level (1 slot) : plane shift , regenerate \n'b' Turn Resistance . The adept has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Commanding Warhammer . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw, or be charmed by the adept 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. \n'b' Restore Undeath . The adept touches a willing undead creature, within 5 feet of it, and expends a spell slot to channel negative energy. The target regains 8 (1d8 + 4) hit points , plus an additional 4 (1d8) hit points for each slot level above 1st of the expended spell slot. \n'b' Bane of Life (2/Day) . The adept presents its holy symbol and speaks a baleful command chastising the living. Each creature within 30 feet of the adept, other than constructs , fiends , and undead , must succeed on a DC 17 Wisdom saving throw, or be frightened for 1 minute, or until it takes any damage. If a creature with a challenge rating of 3 or lower fails its saving throw against this effect, it immediately drops to 0 hit points . A frightened creature must spend its turns moving as far away from the adept as it can. As its action, the creature can only use Dash actions , or to try to escape an effect that prevents it from moving. If it has nowhere to move, the creature can use the Dodge action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Profane Lich Initiate \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 9 (-1) CON: 15 (+2) INT: 16 (+3) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +7, Wis +8 Skills Nature +7, Perception +8, Survival +8 Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Common, Infernal, plus up to three other languages Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Legendary Resistance (2/Day) . If the initiate fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed initiate gains a new body in 2d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The initiate is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The initiate has the following cleric spells prepared: \n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , inflict wounds , shield of faith \n'b' 2nd level (4 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic \n'b' 4th level (3 slots) : banishment , guardian of faith \n'b' 5th level (2 slots) : geas , insect plague \n'b' Turn Resistance . The initiate has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Commanding Warhammer . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, plus 4 (1d8) necrotic damage, and the target must succeed on a DC 15 Wisdom saving throw, or be charmed by the initiate 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. \n'b' Bane of Life (1/Day) . The initiate presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the initiate, other than constructs , fiends , and undead , must succeed on a DC 16 Wisdom saving throw, or be frightened for 1 minute, or until it takes any damage. If a creature with a challenge rating of 2 or lower fails its saving throw against this effect, it immediately drops to 0 hit points . A frightened creature must spend its turns moving as far away from the initiate as it can. As its action, the creature can only use Dash actions , or to try to escape an effect that prevents it from moving. If it has nowhere to move, the creature can use the Dodge action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Profane Lich Magus \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 153 (18d8 + 72) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +10, Wis +11 Skills Nature +10, Perception +11, Survival +11 Damage Vulnerabilities radiant \n'b' Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 21 Languages Abyssal, Common, Infernal, plus up to three other languages Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the magus fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed magus gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The magus is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The magus has the following cleric spells prepared: \n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic \n'b' 4th level (3 slots) : banishment , divination , guardian of faith \n'b' 5th level (3 slots) : geas , insect plague , scrying \n'b' 6th level (1 slot) : create undead , harm \n'b' 7th level (1 slot) : plane shift , regenerate \n'b' 8th level (1 slot) : control weather , earthquake \n'b' 9th level (1 slot) : astral projection , gate \n'b' Turn Resistance . The magus has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Commanding Warhammer . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must succeed on a DC 18 Wisdom saving throw, or be charmed by the magus 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. \n'b' Restore Undeath . The magus touches a willing undead creature, within 5 feet of it, and expends a spell slot to channel negative energy. The target regains 9 (1d8 + 5) hit points , plus an additional 4 (1d8) hit points for each slot level above 1st of the expended spell slot. \n'b' Bane of Life (3/Day) . The magus presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the magus, other than constructs , fiends , and undead , must succeed on a DC 19 Wisdom saving throw, or be frightened for 1 minute, or until it takes any damage. If a creature with a challenge rating of 4 or lower fails its saving throw against this effect, it immediately drops to 0 hit points . While frightened , a creature must spend its turn moving as far away from the magus as it can. It can only use Dash actions , or actions to try to escape an effect that prevents it from moving away. If it has nowhere to move, the creature can use the dodge action. \n'b' Legendary Actions \n'b' The magus 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 magus regains spent legendary actions at the start of its turn. \n'b' Cantrip . The magus casts a cantrip. \n'b' Commanding Warhammer (Costs 2 Actions) . The magus attacks with its Commanding Warhammer. \n'b' Unholy Healing (Costs 2 Actions) . The magus uses its Restore Undeath ability. \n'b' Profane Sermon (Costs 3 Actions) . The magus speaks a portion of an unholy sermon. Creatures within 30 feet that can hear the magus, other than undead , must make a DC 21 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, undead creatures within 30 feet, that can hear the magus, regain 4 (1d8) hit points .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Profane Lich Master \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 19 (+4) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +8, Con +12, Int +11, Wis +13 Skills Nature +11, Perception +13, Survival +13 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 23 Languages Abyssal, Common, Infernal, plus up to four other languages Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Harbinger of the Grave . Creatures within 40 feet of the master regain only half as many hit points from spells, potions, and magic items. \n'b' Legendary Resistance (3/Day) . If the master fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed master gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The master is a 20th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The master has the following cleric spells prepared: \n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , detect magic , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon , zone of truth \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , protection from energy \n'b' 4th level (3 slots) : banishment , divination , guardian of faith \n'b' 5th level (3 slots) : geas , insect plague , scrying \n'b' 6th level (2 slots) : create undead , harm \n'b' 7th level (2 slots) : plane shift , regenerate \n'b' 8th level (1 slot) : control weather , earthquake \n'b' 9th level (1 slot) : astral projection , gate \n'b' Turn Resistance . The master has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Commanding Warhammer . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must succeed on a DC 20 Wisdom saving throw, or be charmed by the master 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. \n'b' Restore Undeath . The master touches a willing undead creature, within 5 feet of it, and expends a spell slot to channel negative energy. The target regains 10 (1d8 + 6) hit points plus an additional 4 (1d8) hit points for each slot level above 1st of the expended spell slot. \n'b' Bane of Life (3/Day) . The master presents its holy symbol and speaks a baleful command, chastising the living. Each creature within 30 feet of the master, other than constructs , fiends , and undead , must succeed on a DC 21 Wisdom saving throw, or be frightened for 1 minute, or until it takes any damage. If a creature with a challenge rating of 4 or lower fails its saving throw against this effect, it immediately drops to 0 hit points . A frightened creature must spend its turns moving as far away from the master as it can. As its action, the creature can only use Dash actions , or to try to escape an effect that prevents it from moving. If it has nowhere to move, the creature can use the Dodge action. \n'b' Legendary Actions \n'b' The master 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 master regains spent legendary actions at the start of its turn. \n'b' Cantrip . The master casts a cantrip. \n'b' Commanding Warhammer (Costs 2 Actions) . The master attacks with its Commanding Warhammer. \n'b' Unholy Healing (Costs 2 Actions) . The master uses its Restore Undeath ability. \n'b' Profane Sermon (Costs 3 Actions) . The master speaks a portion of an unholy sermon. Creatures within 30 feet that can hear the master, other than undead , must make a DC 21 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, undead creatures within 30 feet, that can hear the master, regain 9 (2d8) hit points .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Azer Blacksmith \n'b' Family: Azer \n'b' Medium elemental , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 11 Languages Common, Ignan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Craft Armor and Weapons . Given 2d4 days the azer can craft any kind of armor or weapon. However, it sells it for twice the price. \n'b' Heated Body . A creature that touches that azer or hits it with a melee attack while within 5 feet of it takes 6 (1d12) fire damage. \n'b' Heated Weapons . When the azer hits with a metal melee weapon, it deals an extra 4 (1d8) fire damage (included in the attack). \n'b' Illumination . The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Actions \n'b' Warhammer . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 4 (1d8) fire damage. \n'b' About \n'b' Appearing as a male dwarf with metallic skin, this creature also has fiery hair and a flaming beard. Unlike other azers, these individuals create metal items like armor and weapons. They don\xe2\x80\x99t usually work with gemstones. \n'b' Fiery Nature . Although it is a responsible merchant, this azer has quite the temper. Its regular customers know it likes to do things its way. Everyone must line up quietly and enter its workplace respectfully. \n'b' Generous Merchant . Its shop is open to anyone and is usually quite busy. Many citizens will relax and chat quietly as the blacksmith works. It is known to be honest and reliable. The azer blacksmith has even intervened in fights in the market square to protect the locals. \n'b' Living Fire . An azer doesn\xe2\x80\x99t require food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Profane Lich Neophyte \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 9 (-1) CON: 14 (+2) INT: 15 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +5, Wis +6 Skills Religion +5, Perception +6, Survival +6 Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, plus up to three other languages Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Legendary Resistance (1/Day) . If the neophyte fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed neophyte gains a new body in 4d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The neophyte is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The neophyte has the following cleric spells prepared: \n'b' Cantrips (at will) : guidance , poison spray, thorn whip \n'b' 1st level (4 slots) : detect magic , fog cloud , thunderwave \n'b' 2nd level (3 slots) : gust of wind , hold person , moonbeam \n'b' 3rd level (3 slots) : dispel magic , protection from energy , sleet storm \n'b' Turn Resistance . The neophyte has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Commanding Warhammer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Wisdom saving throw, or be charmed by the neophyte 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Protocite Reclaimer \n'b' Family: Protocite \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not adamantine Damage Immunities necrotic, poison, psychic Condition Immunities poisoned Skills Athletics +6, Stealth +4 Senses darkvision , low-light vision, passive Perception 10 Languages understands one language determined by its creator, but cannot speak, shortwave Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mechanical Nature . The robot does not require air, food, drink, or sleep. \n'b' Shortwave . A protocite can communicate wirelessly with other constructs within 100 feet. They may speak telepathically to any construct within range, regardless of if that construct knows a language. This does not allow those creatures to respond unless they have a similar ability. \n'b' Sunlight Dependency . Protocites are solar-powered constructs, thought they can function at reduced capacity away from light. In areas of darkness protocites act as though affected by the spell slow . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The protocite reclaimer makes two attacks with its claws. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 +2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13). \n'b' Pollyfluid Extruder . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 5 (1d10 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength save or be restrained for one round. \n'b' Grinding Jaw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target grappled by the protocite reclaimer. Hit : 30 (5d10 +2) slashing damage and the target must succeed at a DC 13 Constitution saving throw or have its maximum hit points reduced by the amount of damage dealt until it completes a long rest or is the target of a regenerate spell. \n'b'\n'b' ABOUT \n'b' Protocite reclaimers are scorpion-like constructs that serve as the backbone of their home\xe2\x80\x99s ceaseless creativity. The intelligence that control the protocites maintains a constant cycle of creation and reclamation of fantastical inventions. The material resource required for this is polyfluid, a mysterious liquid that can form any number of molecule chains, allowing the creation of any substance. Reclaimers provide a vital service as mobile recycling centers, capable of scaling any structure and gradually devouring it. They turn what they consume back into polyfluid via a complex internal system of enzymatic machinery and filters. Reclaimers then use their extruders to deposit the polyfluid in receptacles so the material can be reused. \n'b' Most of the time, reclaimers keep busy recycling materials from completed experiments. However, they also serve as a frontline immune system, attacking and recycling protocites that operate outside acceptable parameters. With recent incursions, reclaimers have adapted to recognize and process hostile visitors.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Protocite Speaker \n'b' Family: Protocite \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 38 (11d6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 14 (+2) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not adamantine Damage Immunities necrotic, poison, psychic Condition Immunities poisoned Skills Acrobatics +3, History +4, Insight +2, Persuasion +6 Senses darkvision , low-light vision, passive Perception 12 Languages one language determined by its creator, parse, shortwave Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Congenial . Protocite speakers relish the opportunity to learn and respond well to positive interactions. Their attitude toward creatures that are not obviously hostile is always initially friendly. \n'b' Mechanical Nature . The robot does not require air, food, drink, or sleep. \n'b' Parse . By spending 10 minutes conversing with a willing creature a protocite speaker can approximate that creature\xe2\x80\x99s spoken or signed language. \n'b' Shortwave . A protocite can communicate wirelessly with other constructs within 100 feet. They may speak telepathically to any construct within range, regardless of if that construct knows a language. This does not allow those creatures to respond unless they have a similar ability. \n'b' Sunlight Dependency . Protocites are solar-powered constructs, thought they can function at reduced capacity away from light. In areas of darkness protocites act as though affected by the spell slow . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 10 (3d6) bludgeoning damage. \n'b' Integrated Laser . Ranged Weapon Attack : +3 to hit, range 40/120 ft., one target. Hit : 15 (3d8 + 1) radiant damage. \n'b' Sensory Overload (Recharges 5-6) . The protocite speaker spins in place, emitting a cacophony of shrieking alarms and strobing lights. Each non-protocite creature within 30 feet is must succeed at a DC 13 Dexterity saving throw or be blinded and deafened until the end of the protocite speaker\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' A radioactive wind is an undead creature made up of the foul air and fallout dust sloughed off by the innumerable creatures wiped out in atomic holocausts or exposed to lethal doses of cosmic radiation. A radioactive wind carries the foul stench of death upon it, drifting mindlessly across postapocalyptic wastelands, blighting all life it comes across and leaving only famine and death in its wake. A protocite speaker is roughly humanoid in shape but vary widely in specific appearance. Its limbs and head can be reconfigured to best meet the needs of the task it is assigned to, allowing it to recreate a wide variety of physical features and mannerisms. \n'b' The \xe2\x80\x9clife\xe2\x80\x9d of a protocite speaker begins with its extrusion from a manufactory, where the speaker carries out preprogrammed tasks. Most speakers exist in a state of quiet determination, moving to and fro in an approximation of a sapient creature\xe2\x80\x99s daily life. Speakers also interact with one another, and sometimes with other protocites, as a way of testing and evaluating various social simulations. \n'b' Usually, after a speaker performs its assigned tasks, it powers down. A reclaimer then comes and grinds the speaker back into polyfluid. However, in every generation of speakers, several individuals are constructed with expanded data drives, insatiable curiosity, and no predetermined tasks to allow more autonomy than most. These \xe2\x80\x9cobserver\xe2\x80\x9d speakers roam, watch, and guide other experiments. \n'b' Protocite speakers relish the opportunity to learn and respond well to positive interactions. Their attitude toward creatures that are not obviously hostile is always \n'b' The robot does not require air, food, By spending 10 minutes conversing with a willing creature a protocite speaker can approximate that creature\xe2\x80\x99s spoken or signed language. \n'b' A protocite can communicate wirelessly with other constructs within 100 feet. They may speak telepathically to any construct within range, regardless of if that construct knows a language. This does not allow those creatures to respond unless they have'}
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