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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seadrake \n'b' Family: Protodragon \n'b' Tiny dragon (protodragon), neutral good \n'b' Armor Class 14 (natural armor) Hit Points 10 (3d4 + 3) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Resistances cold Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The seadrake can breathe air and water. \n'b' Underwater Camouflage . The seadrake has advantage on Dexterity ( Stealth ) checks made to hide underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Seawater Breath (Recharge 5-6) . The seadrake exhales seawater at one creature it can see within 15 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The seawater also extinguishes exposed nonmagical flames in the area. \n'b'\n'b' ABOUT \n'b' Clever and agile, seadrakes are tiny protodragons with a potent seawater breath and a temperament to match that of gargantuan wyrms. \n'b' As protodragons, seadrakes have existed long before flying dragons, swimming in primordial seas when the world was still young. Many sages believe that the seadrake is in fact the ancestor of most contemporary dragons. Seadrakes, of course, support this belief, while many flying dragons vehemently deny that they can be possibly descended from this tiny amphibious creature. \n'b' Intelligent and creative, seadrakes have a long and elaborate oral tradition and they love storytelling as much as they love receiving compliments. Many of their stories talk about great adventures in unexplored continents and showdowns with ancient evils. \n'b' Though most seadrakes believe they are the forefathers of all dragons, they are generally easygoing and amiable towards members of the younger races. A seadrake will be usually friendly towards adventurers, especially if they take care to shower it with frequent compliments and avoid ordering it about. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a seadrake for their familiar. \n'b' Variant \n'b' Some seadrakes might develop magic that allows their friends to breathe underwater, gaining the following action: \n'b'\n'b' Gift of the Seadrake (3/day) . The seadrake touches a willing creature and grants it the ability to magically breathe underwater for the next 24 hours. The creature also retains its normal mode of respiration.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Darg \n'b' Medium monstrosity , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 17 (3d8+3) Speed 60 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 12 (+2) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision \xc2\xa040 ft., passive Perception 13 Languages none Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . Dargs possess a sharp olfactory sense that gives them blindsight 30ft when they can rely on their sense of smell. Dargs can track as rangers (5th Level). \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d4+6) piercing damage. The target must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). Until this grappled ends the darg automatically hits the target with its bite attack . The darg can\xe2\x80\x99t make bite attacks against other targets while it has grappled an opponent. \n'b'\n'b' ABOUT \n'b' Dargs are a subterranean species of lizard-like canines domesticated and bred for war by the duergar. Dargs are largely hairless and appear emaciated. They have a ridged back and tail. The males of the species can grow as large as 90 pounds in weight and 26 inches in height at the shoulder. Females are smaller by 20 pounds and 4 inches. \n'b' Dargs have extraordinarily strong jaws. The duergar train dargs to attack sword arms and are sometimes outfitted with chainmail barding (AC 16). \n'b' Dargs possess a sharp olfactory sense that allows them to detect invisibility and track as rangers (5th Level).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Proud \n'b' Large monstrosity (titanspawn), chaotic evil\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 9 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft. Skills Athletics +5, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Leonid, Titan Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The proud\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : druidcraft \n'b' 1/day each : animal friendship, speak with animals \n'b'\n'b' Overbearing Charge . If the proud moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The proud makes three attacks: one with its bite and two with its claws, or one with its spear and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in two hands. \n'b'\n'b' Tactics \n'b' The proud usually hunt in prides during the earliest and latest hours of the day as lions do, although nocturnal attacks are not uncommon. When attacking traveling targets, the proud pick off stragglers and scouts, harrying the main group at regular intervals until the targets\xe2\x80\x99 nerves are ragged. This repetitive hounding can cause prey to develop a kind of defensive rhythm \xe2\x80\x93 which allows the proud to attack in full force when the enemy least expects it. They often recruit prides of lions to bolster their numbers during larger raids. The proud are savage warriors, giving no quarter and expecting none. Still, they may retreat if they find themselves significantly outmatched. \n'b' Description \n'b' The proud are a race of centaur-like creatures with the upper body of a human and the torso of a lion. Their faces are generally feline, with males sporting manes and women having slightly larger eyes. Not much is known about proud life expectancy or their complex tribal interactions since few proud are willing to explain such things to outsiders, and especially not to the divine races or the Redeemed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pseudodragon \n'b' Tiny dragon , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d4 + 2) Speed 15 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Senses : The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. \n'b' Magic Resistance : The pseudodragon has advantage on saving throws against spells and other magical effects. \n'b' Limited Telepathy : The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Sting : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. \n'b'\n'b' About \n'b' This housecat-sized miniature dragon has fine scales, sharp horns, wicked little teeth, and a tail tipped with a barbed stinger. \n'b' Familiar . This creature is an option for spellcasters using the find familiar spell. \n'b' Protective Familiar \n'b' Source TCR:FF \n'b' Some pseudodragons grow fond of individuals they consider to be particularly benevolent and heroic, happily participating in their adventures and contributing to their exploits. \n'b' This is an important decision that creates a protective bond between the pseudodragon and its companion (pseudodragons are naturally prideful and loathe the idea of having a \xe2\x80\x9cmaster\xe2\x80\x9d). \n'b' As long as they remain within 30 ft. of each other, they both gain a +2 bonus to their Intelligence , Wisdom , and Charisma saving throws against magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Psicrystal \n'b' Tiny construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 15 (6d4) Speed 20 ft., climb 20 ft., fly 20 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 (or any other) Skills Perception +3, Stealth +4 (or any two other) Damage Resistances psychic Damage Immunities poison Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak; telepathy 120 ft. \n'b' Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the psicrystal remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal crystal. \n'b' Magic Resistance . The psicrystal has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The psicrystal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Zap . Ranged Spell Attack : +2 to hit, range 20 ft., one creature. Hit : 5 (2d4) psychic damage. \n'b'\n'b' ABOUT \n'b' Psicrystals in the wild are very likely once bonded to another creature, and even if the psicrystal has grown much since their departure, they might have interesting quirks or specific knowledge that they inherited from their creator. \n'b' By what is generally considered as little more than a remarkable coincidence, the thoughts of sentient creatures are able to be embedded within certain crystal matrices. (Also remarkable is that so few scholars seek to probe the ramifications of this, the why of it all: is this simply the realities of evolutionary theory in inorganic life forms, or is there a deeper mystery to be considered. Our task here though is to present the state of research in the field and not to descend into either religion or pseudoscience.) What follows is a brief summary of the realities of crystalline evolution. \n'b' The intricacies of embedding one\xe2\x80\x99s thoughts into a crystal are not to be minimized but are only discussed here in broad strokes. It is sufficient to understand that only certain crystalline lattices are suitable for holding the patterns of complex thought, especially when considering long-term storage. Thought corruption within the lattice is a nontrivial concern and many investigators have paid dearly for their lack of proper precautions. \n'b' Many a crystalline matrix can be imprinted with a copy of some fragment of thought from another creature. This creates a recording of said thought (to be clear, this is a nonmobile object and capable of no action on its own) that gifted researchers can then access independently. An actual psicrystal is formed, however, only when a sufficient amount of thought is embedded within a given crystal, thus giving it a semblance of life. (The threshold for sentience in psicrystals is a hotly debated topic, but the standard at present is that these psicrystals are little more than automatons and not to be considered sentient. It is still considered inappropriate by some to even consider the idea of an \xe2\x80\x9cinorganic life form,\xe2\x80\x9d though this archaic sentiment seems to be fast fading, and the designation now sees common usage.) \n'b' At their simplest, such psicrystals mimic those patterns recorded within their matrix. You can see how this might cloud the issue of whether they are a unique life form or merely a constructed copy, an object that merely acts upon those processes written within its form. When imprinted with the more instinctual thoughts of beasts, the new entity will display \xe2\x80\x9cpersonalities\xe2\x80\x9d that mimic the model creature. \n'b' Psicrystal familiars are more advanced specimens, imprinted with the more complex thoughts of intelligent creatures, and they can exhibit some truly fascinating abilities. They begin to raise the question of actual sentience in the life forms. A typical such psicrystal appears indistinguishable from a sample of the type of crystal it was formed from. \n'b' It can, however, quickly grow spiderlike, crystalline appendages to move around and manipulate objects, and it can display other remarkable abilities, such as levitation and psychic manipulation of energy and matter. \n'b' As the entities grow, accumulating more imprinted thoughts, building more and increasingly complex patterns within their matrices, who can say what they might become. and then there is the crystlid. No other creature could have tested our notions of crystalline evolution more. Crystlids have only recently surfaced, self-evolving from other crystalline constructs. \n'b' These organisms are self-aware and highly intelligent. They have much to teach us. (It is a sad reality that there are still many researchers that argue that a mere collection of processes, no matter how complex, when copied from another organism, can\xe2\x80\x99t be considered intelligent. Crystlids will have to deal with much \\fear and hatred in their lifetimes.) \n'b' Elemental Intelligence \n'b' Lest one begins to believe that crystalline intelligence is beholden, even marginally, to flesh and blood, consider the elemental. Just as with other elemental lifeforms, the occurrence of those composed solely of crystal should not come as a surprise. Crysmals , for example, are elemental creatures composed entirely of crystal and that can take on various forms, often mimicking other nearby lifeforms. These fascinating creatures have evolved unique life cycles, developing an intelligence all their own and not contingent upon the imprinting of the thoughts of others. \n'b' The breadth and diversity of elemental crystalline intelligence is its own rich and wonderful area of study. Their forms and abilities are tremendously varied and increasingly strange: the capabilities of some discovered species include aggregation (that is, colonial specimens), the transduction of various types of energy into other forms, and varied innate psychic abilities. and all crystalline creatures, whether construct or elemental, appear susceptible to pattern corruption, in which their mental patterning becomes altered in such a way as to change their behavior, often making them unpredictable and prone to lashing out.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Psychic, Weak \n'b' Medium humanoid , any alignment \n'b' Armor Class 16 \n'b' Hit Points Henchman \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +4 \n'b' Skills Persuasion +4 \n'b' Senses passive Perception 14 \n'b' Languages Terran \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Powers . The psychic\xe2\x80\x99s power ability is Charisma (power save DC 12). The psychic can use the following powers. \n'b' At-will : minor telekinesis 1/day each: command , detect thoughts \n'b'\n'b' ACTIONS \n'b'\n'b' Psionic Punch . Melee or Ranged Power Attack : +4 to hit, reach 5 ft. or range 30/60, one target. Hit : 7 (1d10 + 2) psychic damage. \n'b' Psionic Disorientation (Recharge 5-6) . The psychic releases psionic energy or verbal command to disorient up to three creatures of its choice that it can see within 60 feet. Each creature must make a DC 12 Charisma saving throw. On a failure, when the creature makes an attack roll or a saving throw before the end of the psychics next turn, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. \n'b'\n'b' ABOUT \n'b' Weak psychics are just discovering their mental prowess. They have yet to develop them into a reliable and powerful tool. They are limited to moving small objects with their mind and disorienting their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pteranodon \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Dive . If the pteranodon dives at least 30 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an additional 7 (2d6) piercing damage. \n'b' Flyby . The pteranodon doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' About \n'b' The pteranodon is not itself a dinosaur but rather a large flying reptile that is often found in areas dinosaurs are common. Its flight lacks grace, so it lands on the ground to fight foes it can\xe2\x80\x99t carry away. \n'b' A pteranodon has a wingspan of 30 feet but only weighs 40 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azer Cleric \n'b' Family: Azer \n'b' Medium elemental (azer), lawful neutral \n'b' Armor Class 20 (natural armor) Hit Points 114 (12d8 + 60) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 12 (+1) WIS: 20 (+5) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +9, Wisdom +9 Skills Arcana +5, Athletics +10, Insight +9, Perception +9, Religion +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 19 Languages Ignan Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Elemental Nature . The azer cleric doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Forge Master . Once per turn, the azer cleric has advantage on one attack roll if the target is wearing armor made of metal. \n'b' Heated Body . A creature that touches the azer cleric or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the azer cleric adds its Wisdom modifier to its AC (included above). \n'b' Heated Weapons . When the azer cleric hits with a metal melee weapon, it deals an extra 10 (3d6) fire damage (included in the attack). \n'b' Illumination . The azer cleric sheds bright light in a 20-foot radius and dim light for an additional 20 feet. \n'b' Legendary Resistance (3/day). If the azer cleric fails a saving throw, it can choose to succeed instead. \n'b' Spellcasting . The azer cleric is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The azer cleric has the cleric following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): guidance , mending , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots): bless , command , cure wounds , inflict wounds , sanctuary \n'b' 2nd level (3 slots): calm emotions , hold person , lesser restoration , spiritual weapon \n'b' 3rd level (3 slots): dispel magic , bestow curse , spirit guardians \n'b' 4th level (3 slots): freedom of movement , guardian of faith , stone shape \n'b' 5th level (2 slots): flame strike , planar binding \n'b' 6th level (1 slot): blade barrier \n'b' 7th level (1 slot): fire storm \n'b' 8th level (1 slot): earthquake \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The azer cleric makes two Maul attacks or two Hurl Flame attacks. \n'b' Maul . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage plus 10 (3d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +9 to hit, range 150 ft., one target. Hit : 14 (4d6) fire damage. If the target is a flammable object that isn\xe2\x80\x99t being worn or carried, it also catches fire. \n'b' Fire\xe2\x80\x99s Blessing (recharge 6). The azer cleric targets one ally that is immune to fire damage within 30 feet. The target regains 21 (6d6) hit points and has advantage on its next attack roll, saving throw, or ability check. \n'b'\n'b' Legendary Actions \n'b' The azer cleric 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 azer cleric regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The azer cleric casts one cantrip. \n'b' Hurl Flame . The azer cleric makes one Hurl Flame attack . \n'b' Move . The azer cleric moves up to its speed without provoking opportunity attacks. \n'b' Beard Flare (costs 3 actions ). The flames in the azer cleric\xe2\x80\x99s beard flare brightly. Each creature within 20 feet of the azer cleric must make a DC 17 Constitution saving throw. On a failure, a creature takes 21 (6d6) fire damage and is blinded until the end of its next turn. On a success a creature takes half the damage and isn\xe2\x80\x99t blinded . Creatures immune to fire damage have advantage on this saving throw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puala Beast \n'b' Huge aberration , neutral \n'b' Armor Class 17 (natural armor) Hit Points 380 (40d12+120) Speed 30 ft. Swim 60 ft.\n'b' STATS STR: 26 (+8) DEX: 11 (+0) CON: 17 (+3) INT: 18 (+4) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +10 Saving Throws Str +14, Con +9, Wis +8 Damage Immunities cold, poison Condition Immunities poisoned Damage Resistances fire Senses darkvision 120 ft., passive Perception 10 Languages Primordial, Aquan, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Capsize . A puala beast can rise out of the water with such force that a vessel with a beam of 25 feet or less is automatically capsized. A vessel with a wider beam has a chance of capsizing equal to the hit dice of the puala divided by the vessel\xe2\x80\x99s beamwidth expressed as a percentage; thus a galleon with a 30-foot beam will have an 83% chance of being capsized. \n'b' Water Mastery . The puala beast gains a +2 bonus on attack and damage rolls if it is touching the water. (Already figured in) \n'b' Innate Spellcasting . The puala beast\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At Will : water walk \n'b' 5/day each : shape wood (as shape stone, but works on wood) \n'b' 3/day each : astral projection, control weather \n'b' 1/day each : antilife shell, storm of vengeance \n'b'\n'b' Transmutation . Three times per day, the puala can transmute up to 500 pounds of inanimate stone or wood into water of equal weight. \n'b' Regeneration . The puala beast regenerates 20 hit points at the beginning of its turn as long as it has at least 1 hit point and is in contact with water. \n'b' Whirpool . A puala beast can create a whirlpool once every 5 minutes, provided it is underwater. The whirlpool is 10 feet wide at the base, up to 50 feet wide at the top, and 20 feet or taller. The puala beast controls the height of the vortex. It lasts 1 minute or until the puala beast breaks it apart. Any creature half the height of the vortex or less must succeed on a Dexterity save (DC 18) when it comes into contact with the vortex or be pulled into the vortex. A swimming creature may use an action and attempt a Strength save (DC 18) each round to escape the vortex. Any creature caught in the vortex takes 22 (5d8) bludgeoning damage upon being pulled in and then at the beginning of each of its turns. The creature is considered restrained until it escapes and is trapped underwater. Further, any attempt to cast a spell that has a somatic component or requires concentration requires the caster to succeed at a Constitution save (DC 18) to successfully cast the spell. If the save is failed, the spell slot is lost and the spell fails to go off. If a trapped creature is concentrating on a spell, they have to make a concentration check (DC 18) at the end of their turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The puala can strike twice with its fists each round or cast a spell . \n'b' Fists . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 23 (3d8+10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The puala is a huge aquatic beast, ranging up to 20 feet long, over 30 with its tail. It has legs like a man\xe2\x80\x99s, but its torso is long, shaped more like a fish. It has a long tail that tapers toward the \n'b' Elemental Wrath . When roused in anger, the puala uses its powers over the weather and water to react. It usually changes the weather patterns to suit its nature, the stormier the better, followed by a whirlpool. It then uses its spell-like abilities to the greatest benefit. It does not have the capacity to forgive, but neither does it have the capacity to hold a grudge. \n'b' Alien Nature . The puala beast does not need air to breathe, nor food or drink. It is a magical creature that is most at home in the deep waters. Its skin is ice cold, holding the Void within it, and when it comes into contact with warm water it also creates a mist. When the beast lingers in one area for too long the mist grows, encompassing vast stretches of the ocean. \n'b' Force of Nature . The puala beast is very intelligent and able to communicate telepathically with almost any species. Its origins are beyond those of mortal men and it is not able to understand their drives or reactions. It does not believe in fate, or anything other than the natural unfolding of the universe. Much like a storm, the puala passes over the world, through the deeps, with little thought to what it might harm or aid. They can be reasoned with, but only the cleverest are able to do so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'P\xc3\xbaca \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 31 (7d6 + 7) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +5, Stealth +6, Survival +4 Senses Darkvision 120 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 2 (450 XP) \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. \n'b' Change Shape . The P\xc3\xbaca magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the P\xc3\xbaca\xe2\x80\x99s choice). In a new form, the P\xc3\xbaca retains its game statistics and ability to speak, but its AC, Strength , Dexterity , and movement modes are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Though going for a midnight ride at the mercy of a P\xc3\xbaca can hardly be recommended, local tales abound of brave souls succeeding in saddling these creatures for limited periods with the aid of iron spurs. Longer arrangements could theoretically be made with the right encouragement but, as with most creatures of their ilk, a bargain made with a P\xc3\xbaca might have its own repercussions\xe2\x80\xa6 \n'b' Wild Ride When polymorphed into a rideable creature such as a horse, the P\xc3\xbaca functions much the same as a mount of that type, but lacks a saddle unless one is provided. As a reaction while being ridden, the P\xc3\xbaca may immediately move up to twice their movement speed. After the P\xc3\xbaca moves in this way, the rider can no longer safely dismount until the P\xc3\xbaca chooses to stop. Attempting to dismount while in motion requires a DC 18 Acrobatics Check, with a failure dealing 31 (8d6+3) bludgeoning damage and knocking the rider prone as they are trampled underfoot. On a success, the rider takes half damage and lands in a space of their choosing adjacent to the P\xc3\xbaca. \n'b'\n'b' ABOUT \n'b' The P\xc3\xbacai are an elusive race of mischievous tricksters native to Hibernia, but they have been known to travel great distances in search of new targets of their sometimes playful, sometimes pernicious schemes. Capable of taking the form of man or beast, a P\xc3\xbaca will most often choose to appear before a lone traveler in the shape of a dark horse with glowing, golden eyes. Telepathic by nature, the P\xc3\xbaca will promise to bring their intended victim swiftly to their destination, imploring them to climb onto their back before galloping away into the night. Those who survive such encounters are often left miles off course, abandoned by the P\xc3\xbaca as its mocking laughter echoes in their heads. \n'b' Though going for a midnight ride at the mercy of a P\xc3\xbaca can hardly be recommended, local tales abound of brave souls succeeding in saddling these creatures for limited periods with the aid of iron spurs. Longer arrangements could theoretically be made with the right encouragement but, as with most creatures of their ilk, a bargain made with a P\xc3\xbaca might have its own repercussions\xe2\x80\xa6'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'P\xc3\xbaca \n'b' Large fey , neutral evil \n'b' Armor Class 12 Hit Points 142 (19d10 + 38) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +7, Str +7 Skills Athletics +6, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Senses darkvision 30 ft., passive Perception 13 Languages Sylvan, Umbral Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Beguiling Aura . The mere sight of the p\xc3\xbaca is a temptation for road-weary travelers. Whenever a creature that can see the p\xc3\xbaca starts its turn within 30 feet of the p\xc3\xbaca, that creature succeed on make a DC 15 Wisdom saving throw or be charmed for 1 minute. A charmed creature must take the Dash action and move toward the p\xc3\xbaca by the safest available route on each of its turns, trying to get within 5 feet of the fey horse to mount it. Each time the creature takes damage and at the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the p\xc3\xbaca\xe2\x80\x99s Beguiling Aura for the next 24 hours. \n'b' Nightmarish Ride . If a creature mounts the p\xc3\xbaca, the creature must succeed on a DC 15 Charisma saving throw or become paralyzed and restrained by chains on the p\xc3\xbaca\xe2\x80\x99s back until the next dawn. While it has a rider captured in this way, the p\xc3\xbaca takes the Dash or Disengage actions on each of its turns to flee with the rider. After it moves 100 feet, it disappears with the captured rider, magically racing along a nightmarish landscape. At the next dawn, it returns to the space where it disappeared or the nearest unoccupied space, the rider lands in an unoccupied space within 5 feet of the p\xc3\xbaca, and the p\xc3\xbaca flees. At the end of the ride, the rider suffers one level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The p\xc3\xbaca makes two Chain Whip attacks and one Hooves attack . \n'b' Chain Whip . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature and the p\xc3\xbaca doesn\xe2\x80\x99t have two other creatures grappled . Until this grapple ends, the target is restrained . \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' A dark horse draped in thick silver chains emerges from the shadows between the trees, its eyes glowing with an eerie light. \n'b' This mysterious equine fey appears at night beside lonely forest roads and tempts weary travelers to ride it. Once upon its back, however, the p\xc3\xbaca takes the foolish individual on a nightmarish ride through the dark woods before returning them to where they started at dawn, exhausted. Those who have ridden a p\xc3\xbaca report seeing twisted, otherworldly forests and strange creatures. \n'b' Redeemable . The p\xc3\xbaca is a fey creature corrupted by shadow. If a rider who is pure of heart willingly climbs astride the p\xc3\xbaca, enjoys the ride, and thanks the p\xc3\xbaca when they return at dawn, the p\xc3\xbaca is cleansed of the shadow taint, and the chains fall away from its body. The p\xc3\xbaca is then free to aid lost travelers instead of terrorizing them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puckwudgie \n'b' Small fey (shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 55 (10d6+20) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 60 feet, passive Perception 14 Languages Common, Sylvan Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Invisibility . The puckwudgie magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the puckwudgie wears or carries is invisible with it. \n'b' Shapechanger . The puckwudgie can use its action to polymorph into a porcupine-humanoid hybrid or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Innate Spellcasting . The puckwudgie\xe2\x80\x99s 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' At will : dancing lights , produce flame \n'b' 1/day : blindness/deafness , confusion \n'b'\n'b' ACTIONS \n'b'\n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage and the target must make a DC 13 Constitution save. On a failure, the target becomes poisoned . The target may make a new save at the end of each round. A success removes the condition. \n'b' Spear . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Quills (Hybrid form only) . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 10 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' A gathering of short, grey-skinned creatures welcomes you. They have long, spiky hair, with noses and ears seemingly made for someone of a much greater stature. Their long, fat fingers reach out towards you, and they ask, \xe2\x80\x9cWhat can we do for you?\xe2\x80\x9d \n'b' A puckwudgie stands two to three feet tall. Their features resemble those of a human, but with enlarged noses, fingers and ears. Their skin is described as being a smooth grey, and at times has been known to glow. Puckwudgies have a sweet smell. What clothing they do wear is made from grasses, leaves and flowers, which serves as a natural camouflage. \n'b' Puckwudgies are capable of both good and evil. \n'b' At first they can be good natured and helpful beings who inhabit forests on the edges of civilization. If treated kindly and given treats and trinkets, they will continue to be a blessing on a community and live in harmony. If they are wronged in any way they turn into mischievous trouble-makers. A slighted puckwudgie is capable of terrible, even deadly deeds. They will sabotage, start fires, and use their magic to sow confusion and kidnap the children of those that have wronged them. \n'b' Puckwudgies forests often inhabited by will o\xe2\x80\x99- wisps. Stories claim that these are the spirits of those slain by puckwudgies, and that they can control the will-o\xe2\x80\x99-wisps. \n'b' A troupe of puckwudgies from the nearby forest seek to aid the PCs in the day to day workings of their new stronghold. If the PCs accept their help, will-o\xe2\x80\x99-wisps soon start filling the keep and causing chaos.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Creeper \n'b' Small humanoid , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 22 (4d6 + 8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 9 (?1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses passive Perception 14 Languages Undercommon (dark folk dialect) Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The dark creeper\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 9). The dark creeper can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : deeper darkness, detect magic \n'b'\n'b' Death Throes . When a dark creeper dies, it combusts in a flash of bright white light, and each creature within 10 feet of it must make a DC 13 Constitution saving throw or be blinded for one minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Other dark creepers within 10 feet of the flash of light are automatically blinded until the end of their next turn. A dark creeper\xe2\x80\x99s gear and treasure are unaffected by this explosion. \n'b' Envenomed Attacks . The dark creeper coats its weapons with black smear, a foul-smelling black paste distilled from fungi found deep underground. \n'b' Exceptional Darkvision . Dark creepers can see perfectly in darkness of any kind, including magical darkness . \n'b' Light Sensitivity . While in bright light, the dark creeper 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 Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' While they are the leaders of dark creeper communities ranging from small village outpost to the mighty cities of the dark folk said to exist deep within the earth, the dark stalkers are a people apart. Although of the same race as the dark creepers, dark stalkers are taller, more courageous, and possibly more intelligent. They share many of the same cultural attitudes, an unwillingness to be nude, an acceptance of murder and cannibalism, and general unhygienic ways of their diminutive brethren. A group of dark creepers led by a dark stalker is a deadly force of assassins, marauders, and raiders made bolder by the presence of their taller kin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puffinfolk \n'b' Small humanoid (puffinfolk), neutral \n'b' Armor Class 15 (leather armor) Hit Points 22 (4d6 + 8) Speed 20 ft., swim 30 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Nature +3, Stealth +6, Survival +4 Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blessings of the Sea Gods . The puffinfolk has advantage on saving throws while flying over or swimming in ocean waters. \n'b' Hardy Ocean Explorers . The puffinfolk is considered a Medium creature when determining its carrying capacity. In addition, it can hold its breath for 30 minutes. \n'b' Oceanic Recall . The puffinfolk can perfectly recall any path it has traveled above or within an ocean. \n'b'\n'b' ACTIONS \n'b'\n'b' Peck . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Quick and Nimble . When a creature the puffinfolk can see targets it with a melee or ranged weapon attack, the puffinfolk darts out of the way, and the attacker has disadvantage on the attack roll. \n'b'\n'b' ABOUT \n'b' A small, but stocky bird-like person looks up along its bright orange bill. It wears a simple leather vest over the short, black and white feathers that cover its body. Its wings end in clawed hands, one of which holds a smoking pipe. \n'b' Family Birds . Puffinfolk live in small colonies on rocky coastlines and on small islands that are inhospitable to most other creatures. They make their homes high in the sides of cliffs or in the sides of small hills on islands. Puffinfolk have close-knit communities that work together on most tasks and help provide for each other. \n'b' Renowned Fishers and Ocean Explorers. Puffinfolk eat a steady diet of fish that they capture by diving into the water from the air. They never use boats and rarely use nets. \n'b' Though small, they have surprising endurance and can go on prolonged hunting flights, returning with heavy loads of fish. No matter how far out they fly or swim or what path they take, they can always find their way back home or to a favored fishing spot. When puffinfolk trade with outsiders, it is usually for their reserves of fish or the strange objects or locations they discover while swimming in remote areas. \n'b' Worshipers of Sea Gods . Puffinfolk worship and give tribute to all gods and powerful creatures of note that live in the sea. They don\xe2\x80\x99t choose sides when it comes to gods of the sea, and they pay their respects to all these gods in hopes of gaining favor for their communities. This worship sometimes includes sacrificing goods or performing blood rituals, but they never sacrifice sentient creatures for such worship. \n'b' Puffinfolk Nets \n'b' Puffinfolk spend hours each day exploring the ocean\xe2\x80\x99s shores and depths for treasures they can trade to travelers. They developed special nets to aid them in this endeavor, allowing them to haul more treasures back to their village. \n'b' Net of Lightening \n'b' Weapon (net), common \n'b' Woven from strands of seagrass, this net is lightweight and easy to throw. You have a +1 bonus to attack rolls with this magic net. In addition to the normal effects of a net, this net halves the weight of any creature restrained by it or objects inside of it. This doesn\xe2\x80\x99t allow the net to hold a creature larger than Large. The net has AC 10 and 10 hit points , and if it is reduced to 0 hit points , it is destroyed. The net repairs itself daily at dawn, regaining all of its hit points , provided it wasn\xe2\x80\x99t destroyed and was submerged in saltwater for at least 10 minutes since the previous dawn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puffle \n'b' Tiny elemental , neutral good \n'b' Armor Class 11 \n'b' Hit Points 2 (1d4) \n'b' Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 2 (-4) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Senses passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 0 (0 or 10 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Unique Anatomy . The puffle doesn\xe2\x80\x99t require food. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Detect Emotions . The puffle attempts to detect the emotions of a creature within 60 feet of it. The target must make a DC 13 Wisdom saving throw. If it fails, the puffle gains insight into its emotional state until the start of the puffle\xe2\x80\x99s next turn. The target knows that the puffle is probing its mind. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cloudy Escape . If within 10 feet of clouds, smoke, or fog, the puffle can take the Dodge , Disengage , or Hide action as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Intangibility . When the puffle takes damage, it can use its Reaction to become intangible until the end of its next turn. While intangible, the puffle is immune to bludgeoning, slashing, and piercing damage from nonmagical attacks. The puffle 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. The intangibility ends early if the puffle makes an attack . Although other creatures and objects can pass through the puffle, it is still visible while intangible. \n'b'\n'b' TACTICS \n'b' Puffles prefer open spaces with room to move and can be found in any environment except underground. They have been observed on the Material Plane, the Elemental Plane of Air, and other planes such as the Fey Realm. They are diurnal and are not active at night unless operating as a familiar. Those who keep them as familiars often catch them dozing during nighttime activities. When located in the wild, puffles may be playing, resting, exploring, or traveling toward a source of emotion. While all puffles are empathetic and respond to strongly expressed emotions, they are more likely to take direct action when in the safety of a group. Use the Puffle Responses to Emotions table to determine a puffle\xe2\x80\x99s behavior when faced with a particular emotion. The table does not include every possible emotion. The GM may add emotions or adjust the behaviors as desired and has the final say on puffle responses to emotions. \n'b' ABOUT \n'b' Thought to originate on the Elemental Plane of Air, puffles are playful creatures that are drawn to strong emotions. \n'b' Happiness, fear , sadness, and anger are just a few of the emotional states that attract these rare creatures. Most notably, their behavior differs based on the emotion encountered. \n'b' Bafflingly Bird-like . Although they are not birds, puffles resemble them with their beaks, talons, and feathers. They do not have wings but can fly . Despite their elemental nature, a puffle is often referred to as a \xe2\x80\x9cball of feathers.\xe2\x80\x9d \n'b' Cloud Cover . Puffles are often encountered in fog, smoke, and clouds. Not only do these cloudy conditions offer camouflage, but they present opportunities for play. Puffles like to chase each other into and through the cloudy air. \n'b' Distinct Sound . Sound is one of the puffle\xe2\x80\x99s most powerful tools to interact with the emotions around it. Puffles make the sound \xe2\x80\x9cooh-uh\xe2\x80\x9d, but they use tone and repetition to express different things. If a puffle is confronted with fear , the \xe2\x80\x9cooh-uh\xe2\x80\x9d is repeated many times quickly in a sharp tone. If it experiences happiness, it makes the sound more slowly and repeats it only a few times periodically. \n'b' Fading Feathers . Puffles rarely lose feathers. If they do, it is most likely from combat. In any case, once removed, puffle feathers fade into nothing after 24 hours, making them an expensive magical ingredient. \n'b' Familiar Friends . Puffles make great familiars, but those that are not spirits summoned by the find familiar spell may struggle to avoid responding to nearby emotions. With training, a familiar puffle may resist the emotions around it. \n'b' Wobbly Moves . Puffles are not the most graceful fliers. As they hover about, periodically they seem to wobble for no discernable reason. When flying in a direction, they sometimes swerve as if encountering a hidden obstacle. Other times it is as if they forget that they are hovering and must stabilize themselves before falling. \n'b' Puffle Responses to Emotions \n'b' Emotion/Puffle Response \n'b' Anger Puffles do not like anger. If the anger comes from two or more creatures in an altercation, a swarm of puffles my try to charm one or more participants to temporarily cease the hostilities. Alternatively, they may make disapproving sounds from a safe distance. \n'b' Fear Puffles may attempt to soothe an unaligned, neutral, or good creature that is experiencing fear . They do this by moving near the creature and making soothing sounds. The puffles may defend the frightened creature from harm . Alternatively, they might try to lead the creature to safety. \n'b' Happiness Puffles want to be near happiness. They will approach and sway in unison while making delightful sounds when they encounter it. \n'b' Love When puffles spot love, they make catcalling sounds or do fly -bys making happy sounds. They may even couple up in a hover in front of two lovers momentarily. \n'b' Sadness When confronted with sadness, puffles make mournful sounds to show solidarity with sad creatures or exhibit playful antics to try and distract them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pumpkin Jack \n'b' Small plant , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 66 (12d6 + 24) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +4 \n'b' Skills Perception +4, Survival +2 \n'b' Damage Resistances acid \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Sylvan \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The pumpkin jack regains 5 hit points at the start of its turn. If the pumpkin jack takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the pumpkin jack\xe2\x80\x99s next turn. The jack 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' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) poison damage. \n'b' Cackle (Recharge 5-6) . The pumpkin jack unleashes a chilling laugh. Each creature of the pumpkin jack\xe2\x80\x99s choice within 60 feet of it that can hear it must make a DC 12 Charisma saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t frightened . \n'b'\n'b' ABOUT \n'b' The mixture of blood and soil where pumpkins grow can create something truly terrifying. If the mix is just right and the moon is clear, a pumpkin jack might emerge. Seen from afar, these creatures seem to be lights dancing in the breeze. But when a jack gets closer, their horrific visage becomes clear. \n'b' Pumpkin jacks look like bipedal creatures sewn together from vines. They are most likely to grow in soil beneath where murders have occurred. The more gruesome the murder, the more likely a pumpkin jack will appear. \n'b' Many believe that these creatures require pumpkin seeds to be created, but the truth is that the pumpkin color of its head mostly comes from the gore of a murder mixing with the soil to create its orange hue. \n'b' Fatal Instinct . The emotion behind the death that spawns a pumpkin jack fuels a murderous drive within it. \n'b' Pumpkin jacks born on other planes take on aspects of those environments in the most aggressive way possible. \n'b' Poisoned by Hate . The deeds that give rise to a pumpkin jack are heinous, committed by those with poisoned souls. \n'b' The poison of these acts courses through the veins of a pumpkin jack, making their strikes even more painful. Some wicked souls have harvested this bile from the jacks to use as a potent poison.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pumpkin King \n'b' Huge fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 21 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Wis +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made with cold iron weapons Condition Immunities blinded , charmed , deafened , exhaustion , frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the Pumpkin King fails a saving throw, they can choose to succeed instead. \n'b' Magic Resistance . The Pumpkin King has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The Pumpkin King\xe2\x80\x99s innate spellcasting ability score is Charisma (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' At will : entangle \n'b' 3/day each : plant growth , spike growth \n'b' 1/day each : blight , insect plague \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Pumpkin King makes two vine attacks. \n'b' Vine . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). \n'b' Harvest Dance (1/Day) . A 15-foot-radius swirling vortex of gourds and vegetables extends out from the Pumpkin King, moves with they, and spreads around corners. The vortex lasts for 1 minute. Until the vortex ends, the area is difficult terrain for creatures other than the Pumpkin King, and when a creature enters the area for the first time on a turn or starts its turn in the area, it must make a DC 16 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Pumpkin King 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 Pumpkin King regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The Pumpkin King moves up to their speed without provoking opportunity attacks. \n'b' Vine Attack . The Pumpkin King makes one vine attack . \n'b' Fire-Fallow (Costs 2 Actions) . Magical fire ignites from within the Pumpkin King\xe2\x80\x99s pumpkin head, flickering out from their eyes and twisted mouth. Each creature within 10 feet of the Pumpkin King that can see them must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. The fire remains until the start of the Pumpkin King\xe2\x80\x99s next turn. While this fire lasts, a creature that touches or hits the Pumpkin King with a melee weapon while within 5 feet of the Pumpkin King takes 5 (1d10) fire damage. \n'b' Cast a Spell (Costs 3 Actions) . The Pumpkin King casts a spell from their list of innate spells, consuming a use of the spell as normal. \n'b'\n'b' ABOUT \n'b' Wooden roots twist together to create a towering spindle draped in a cloak of verdant leaves. An impossibly large pumpkin carved with a twisted smile crowns the figure. \n'b' Lord of Harvest . The Pumpkin King is a minor fey lord who rules over bountiful harvest, particularly in the autumnal seasons before snow blankets the world. The Pumpkin King can make a region flourish, changing barren farms and struggling villages into fruitful locales with a single blessing. \n'b' Unknown Deal . The Pumpkin King listens from their hidden patch in the lands of the fey, waiting to hear the desperate pleas of struggling farmers and starving villagers. Once the Pumpkin King hears such a request, they place their blessing upon the land, bringing ten years of prosperity. What the farmers do not know is that upon the moonrise of the tenth year, the Pumpkin King returns to collect the promised share of the harvest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pumpkin Terror \n'b' Large plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances Cold Damage Immunities lightning Condition Immunities blinded , deafened , exhaustion Senses blindsight 60 ft, passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lightning Absorption . Whenever this creature is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pumpkin terror makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pumpkinhead \n'b' Medium plant , chaotic evil \n'b' Armor Class 14 Hit Points 95 (10d8 + 50) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 60 ft, passive Perception 10 Languages Common, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Pumpkinhead has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Pumpkinhead makes two slam attacks, or a slam attack and a grasping arm attack . He may also hurl a pumpkin while above ground. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Grasping Arm . Melee Weapon Attack : +5 to hit, reach 25 ft., one target. Hit : The target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Pumpkinhead can only have one creature grappled at a time. \n'b' Hurl Pumpkin (Above Ground Only) . Pumpkinhead telekinetically hurls a pumpkin within 60 feet of him that he can see. Ranged Weapon Attack : +4 to hit, range 60/120 ft., one creature. Hit : 7 (1d10 + 2) bludgeoning damage. \n'b' Reel . Pumpkinhead pulls each creature grappled by him up to 25 feet straight toward him. \n'b' Squash Bugs . Targeting one grappled creature within 5 feet of him, Pumpkinhead exhales a swarm of squash bugs which infest the creature, entering orifices and biting skin. The creature must make a DC 14 Constitution saving throw, suffering 6d8 necrotic damage on a failed saving throw, or half as much damage on a successful save. \n'b'\n'b' LAIR ACTIONS \n'b' While in his pumpkin patch or his underground lair, Pumpkinhead can take lair actions. On initiative count 20 (losing initiative ties), Pumpkinhead can take a lair action to cause one of the following magical effects. Pumpkinhead can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' Create Shambling Mound (Above Ground Only) . Pumpkinhead creates a shambling mound, appearing in an empty space within 60 feet of Pumpkinhead that he can see. \n'b' Flailing Vines . Thick, flailing vines sprout in a 15-foot radius centered on a point within 60 feet that Pumpkinhead can see. These vines wither away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature in that area when the vines appear must succeed on a DC 14 Dexterity saving throw or fall prone . \n'b' Take Root . Pete\xe2\x80\x99s viny feet dig into the soil. Until start of his next turn, Pumpkinhead\xe2\x80\x99s movement is reduced to 0 and he cannot take the dash , dodge , or disengage actions . In addition, Pumpkinhead has advantage on Strength savings throws and cannot be knocked prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' Pumpkinhead 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. Pumpkinhead regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . Pumpkinhead uses either his Slam, Grasping Arm, Reel, or Squash Bugs action. \n'b' Maneuver . Pumpkinhead takes the dash , dodge , or disengage action. \n'b' Feed the Tree (Cost 2 Actions) . Pumpkinhead draws life from his lair, regaining 20 hit points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azer Elite \n'b' Family: Azer \n'b' Medium elemental , lawful neutral \n'b' Armor Class 18 (plate) Hit Points 85 (10d8 + 40) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 19 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +7 Skills Athletics +9, Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 15 Languages Ignan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the azer hits with it (included in the attack ). \n'b' Elemental Nature . An azer doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Forge Master . Once per turn, the azer has advantage on one attack roll if the target is wearing armor made of metal. \n'b' Heated Body . A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Heated Weapons . When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack ). \n'b' Illumination . The azer sheds bright light in a 20-foot radius and dim light for an additional 20 feet. \n'b' Actions \n'b' Multiattack . The elite azer makes two Maul attacks. \n'b' Maul . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Heat Burst (recharge 6). The azer expels excess heat from its body. Each creature within 20 feet of the azer must make a DC 15 Constitution saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puppet Fanatic \n'b' Medium aberration (brute), unaligned \n'b' Armor Class 14 (leather armor) \n'b' Hit points 67 (9d8 + 27); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +0, Persuasion +0, Religion +3 Damage Resistances poison Condition Immunities charmed , exhausted, frightened , possessed Senses passive Perception 8 Languages Common, Deep Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The puppet fanatic has advantage on attack rolls against a creature if at least one of the puppet\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Psionic Spells . The puppet fanatic is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The puppet fanatic\xe2\x80\x99s brain acts as an arcane focus. She can ignore the verbal and somatic components of spells, as well as any material components that lack a cost. The puppet fanatic knows the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , psychic weapon* \n'b' 1st level (4 slots) : command , shield , thunderwave \n'b' 2nd level (3 slots) : hold person , misty step \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The puppet fanatic makes two melee attacks . \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Gift of Life (Recharge 4-6) . The puppet fanatic can use a bonus action to grant some or all of its hit points to an aberration it can see within 60 ft. \n'b'\n'b' ABOUT \n'b' Having joined a minor cult, this individual may have had no idea what they were getting themselves into\xe2\x80\xa6 Unless they fervently wished to join with a higher consciousness by osmosis. Now, their possessed body is no more than a sentient tool used in service of a cause beyond them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puppet Guard \n'b' Medium aberration (brute), unaligned \n'b' Armor Class 16 (chainmail, shield) Hit Points 37 (5d8 + 15); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0 Damage Resistances poison Condition Immunities charmed , exhausted, frightened , possessed Senses passive Perception 10 Languages Common, Deep Speech Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The puppet guard has advantage on attack rolls against a creature if at least one of the puppet\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' Spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Gift of Life (Recharge 4-6) . The puppet guard can use a bonus action to grant some or all of its hit points to an aberration it can see within 60 ft. \n'b'\n'b' ABOUT \n'b' Puppet guards form the basic troops of an aberration-dominated territory. Captured inhabitants are transformed and appropriately equipped, becoming sentinels and expendable soldiers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puppeteer \n'b' Medium aberration (greater), neutral or unaligned \n'b' Armor Class 16 (natural armor) Hit Points 99 (18d8 + 18); Wound Threshold 25 Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 22 (+6) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +10, Wis +7, Cha +7 Skills Deception +7, Investigation +10, Perception +7 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses true seeing 60 ft., passive Perception 17 Languages Deep Speech, telepathy (120 ft. and throughout its lair) Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Anticipation . The puppeteer has advantage on initiative rolls and adds its proficiency bonus to them. \n'b' Deep Concentration . The puppeteer can maintain concentration on two spells at once. \n'b' Chessboard . The puppeteer can use an action to place one of the 16 magic symbols of its Chessboard within 10 feet (see The Chessboard). Once placed, the chess piece lasts for 24 hours or until activation. After 24 hours have passed or the piece is activated, the puppeteer must finish a long rest to use it again. \n'b' Innate Psionic Spellcasting . The spellcasting ability of the puppeteer is Charisma (spell save DC 15). The puppeteer can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights , detect thoughts (usable on any target that can be contacted with telepathy), mage hand \n'b' 3/day each : dominate person , misty step , suggestion \n'b' 1/day each : greater invisibility , hypnotic pattern , slow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The puppeteer makes two attacks with crystal blade or detain in thread. \n'b' Crystal Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Detain in Thread . The puppeteer chooses a creature in a 60-foot radius that it can see. The creature must succeed a DC 18 Dexterity saving throw, or be grappled within interlacing threads (escape DC 18). As long as it struggles, it is restrained . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Activate/Deactivate a chess piece . The puppeteer can activate or deactivate placed chess pieces at will. It can choose to target a single piece or all pieces within 20 feet of it. \n'b' Free From the Void . The puppeteer can end the stunned condition on a creature it can telepathically communicate with. \n'b' Grand Rook (Recharge 5-6) . The puppeteer targets a creature (including itself) it can see within 60 feet. The creature rerolls initiative and uses the new initiative rank at the beginning of the next round. If the target is not willing, it can resist by succeeding on a DC 18 Charisma saving throw. \n'b'\n'b' ABOUT \n'b' Puppeteers are humanoid creatures that may, at first glance, look like animated, idealized human sculptures. \n'b' Each of these beings is unique, whether in its appearance, the mission it was given, or the manner in which it perceives the world. \n'b' Puppeteer\xe2\x80\x99s Mode of Operation \n'b' The puppeteers\xe2\x80\x99 personalities are marked with the prime directive to serve Blackwater\xe2\x80\x99s cause, but at the same time, these intelligent creatures are given complete autonomy and may develop tastes and sensibilities that conflict with their initial mission. These dissonances sometimes prompt puppeteers to end up in strange situations, where it seems to be setting itself up for a splendid failure. \n'b' A puppeteer may have thoroughly prepared an attack on a town. It contaminated the drinking water and transformed part of the population into aberration subtypes. It surveilled the extent of the territory. Yet the moment Fate-chosen arrive, it plays a game of cat and mouse with them instead of taking them by surprise and eliminating them immediately. \n'b' Puppeteers\xe2\x80\x99 Strategies \n'b' As artificial beings, puppeteers discover the world during the first mission given to them. They sometimes have quite extensive theoretical knowledge. \n'b' It could be said they\xe2\x80\x99re book-smart, if that were possible, because they are infused with the knowledge of greater aberrations like the aboleths. \n'b'\n'b' Anticipation . Puppeteers are able to access the memory of subjects whose minds they read, and they often have the time to observe their opponents\xe2\x80\x99 actions . As a result, they learn of typical strategies and secret weapons. A puppeteer prepares the battlefield with its Chessboard ability. \n'b' Distaste for mundane reality . Generally, puppeteers don\xe2\x80\x99t like getting their hands dirty-literally-or engaging in combat that might expose them to the sight of bodily fluids. They set magical traps via their Chessboard and make use of servants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Familiar \n'b' Tiny incorporeal undead, chaotic evil \n'b' Armor Class : 14 Hit Points 15 (6d4) Speed : 20 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+2) CON: 10 (0) INT: 15 (+2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +5, Stealth +5 Senses : darkvision 60 ft., passive Perception 15 Damage Resistances : acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities : cold, necrotic, poison Condition Immunities : charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Languages : any languages it knew in life Challenge : 1 (200 XP) \n'b' Special Traits \n'b' Darkness : A dark familiar can create darkness as the spell. It can do this three times, after which it must complete a long rest to regain expended uses of the ability. \n'b' Ethereal Sight : The dark familiar can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement : The dark familiar can move through other creatures and objects as if they were difficult terrain . It cannot use its vampiric touch attack while inside of another creature or object. \n'b' Turn Resistance : The dark familiar gains advantage on rolls to resist turning by a cleric or other character with the channel divinity class feature or similar special ability. \n'b' Actions \n'b' Etherealness : As a move action, the dread familiar 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' Vampiric Touch . Melee Touch Attack : +4 to hit, reach 5 ft., one target. Hit : 1d8 plus one point per master\xe2\x80\x99s level necrotic damage \n'b' About \n'b' The dark familiar is an intelligent, undead, incorporeal familiar. It typically serves evil masters who kill and bestow undeath to the familiars of other casters (or if the GM chooses, any character master that has a living familiar). \n'b' The dark familiar is capable of boosting the power of undead created by their necromantic masters. \n'b' Dark familiars use their Hide skill and/or incorporeal abilities to surprise opponents and attack them using their vampiric touch . \n'b' In order to avoid being struck in combat, the dark familiar often hides inside walls and other material objects.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puppeteer \n'b' Medium construct , neutral \n'b' Armor Class 15 Hit Points 210 (28d8 + 84) Speed 35 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 17 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +6 Skills Acrobatics +9, Performance +8, Sleight of Hand +9, Stealth +9 Damage Vulnerabilities fire Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 30 ft., passive Perception 12 Languages Common Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The puppeteer doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Legendary Resistance (5/Day) : If the puppeteer fails a saving throw, it can choose to destroy one puppet it has animated using Attach Strings. If it does, it succeeds on the saving throw instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The puppeteer makes two melee attacks or uses Manipulate Puppets twice. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Wire . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be knocked prone . \n'b' Manipulate Puppets . One puppet under the puppeteer\xe2\x80\x99s control can move up to the puppeteer\xe2\x80\x99s speed. It can then make a slam or wire attack , use a skill, or interact with an object, using the puppeteer\xe2\x80\x99s statistics. The puppeteer can\xe2\x80\x99t Manipulate a single puppet more than once per turn. \n'b' Attach Strings (Recharge 6) . The puppeteer ties invisible , intangible strings to up to five Medium or smaller puppets within 5 feet of it. As part of this action, the puppeteer can withdraw up to five puppets from its equipment or a bag of holding . Each puppet becomes an animate construct under the puppeteer\xe2\x80\x99s control. It falls to the ground, lifeless, after 1 minute or if it is more than 120 feet from the puppeteer. The puppeteer can talk and sense through a puppet. If this puppeteer gives it no other commands, a puppet sways and dances in place. A puppet can\xe2\x80\x99t take reactions . The puppeteer can control five puppets at a time and can end this effect at any time. Each puppet shares the puppeteer\xe2\x80\x99s statistics except for its size . Any damage or effects targeted at a puppet affect the puppeteer instead. An area effect that includes multiple targets doesn\xe2\x80\x99t affect the puppeteer more than once. Without the puppeteer\xe2\x80\x99s attached strings, a puppet is an object with AC 11 and 30 hit points . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The puppeteer 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 puppeteer regains spent legendary actions at the start of its turn. \n'b'\n'b' Manipulate Puppets . The puppeteer uses Manipulate Puppets. \n'b' Pull Taut . The puppeteer flings intangible marionette strings at a creature it can see within 30 feet. The creature must make a DC 14 Strength saving throw. On a failure, it is knocked prone , is pulled up to 10 feet towards the puppeteer, or drops a weapon or other held item (the puppeteer\xe2\x80\x99s choice). \n'b'\n'b' ABOUT \n'b' Many believe that puppeteers are mundane mannequins possessed by the evil spirit of a passionate performer\xe2\x80\x99s ghost, but the truth is far stranger. Puppeteers result from a humanoid who spends years of obsessive toil honing their craft and manipulating puppets in the presence of weird occult energies. Either through the magic of their workshop, a visit from a trickster spirit, or a doomed pact with a devil causes these artists to turn into a wooden simulacrum of themselves. In exchange, this transformation gives them near-perfect control of their marionettes. Depending on the puppeteer, this transformation is either a blessing or a curse. \n'b' A puppeteer without a puppet is like a master sword-fighter without a blade, and puppeteers are fully aware of this fact. To ensure it is never without its precious toys, a puppeteer typically carries a bag of holding filled with such dolls-plus a few spares stuffed among its own clothing. The best way to strike a bargain or make a serious deal with a puppeteer is to corner it alone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Puppetmaster \n'b' Puppetmaster \n'b' Medium fey , neutral evil \n'b' Armor Class 13 Hit Points 71 (11d8 + 22) 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 Wis +7, Cha +6 Skills Insight +7, Perception +7, Performance +6 Senses darkvision 60 ft., passive Perception 17 Languages Common and two others Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Cunning Action . On each of its turns, the puppetmaster can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Fey Ancestry . The puppetmaster has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Innate Spellcasting . The puppetmaster\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The puppetmaster can innately cast the following spells, requiring no components:\n'b'\n'b' At will : dancing lights , friends, prestidigitation \n'b' 2/day each : charm person , darkness , vicious mockery (5th level) \n'b' 1/day each : hypnotic pattern , suggestion \n'b'\n'b' Magic Resistance . The puppetmaster has advantage on saving throws against spells and other magical effects. \n'b' Ventriloquism . Whenever the puppetmaster speaks, he can choose a point within 60 feet; his voice emanates from that point. \n'b' Actions \n'b' Multiattack . The puppetmaster makes two attacks with his sword or one attack with a puppet. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Demon Puppet Fire Breath . Ranged Weapon Attack : +6 to hit, range 15/30 ft., one target. Hit : 10 (2d6 + 3) fire damage. \n'b' Devil Puppet Acid Spit . Ranged Weapon Attack : +6 to hit, range 15/30 ft., one target. Hit : 10 (2d6 + 3) acid damage. \n'b' About \n'b' A group of young nobles are enjoying an innocent puppet show when a blood-curdling scream cuts through the air. One of the puppets has just breathed fire on a nearby guard. As the guard burns, the crowd scatters and shouts echo in every direction. This is the work of the evil puppetmaster, one of the cruelest of the fey. \n'b' Command Performance . He controls two fiendish puppets that can wreck havoc. One puppet looks like a little devil and the other appears to be a tiny demon. However, these are no mere toys and can ruin any event. The puppets have minds of their own and will even fight each other at times. \n'b' Surprise Parties . Wealthy nobles hire the puppetmaster to perform at parties, balls, galas, and other events. They don\xe2\x80\x99t know that they\xe2\x80\x99re inviting a monster inside their homes. \n'b' Master of Misfortune . The puppetmaster has many objectives, chief of which is stealing treasure. \n'b' He has also been known to assassinate individuals, for the right price. His contacts enable him to gain access to many prestigious locations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purity Oberhauptmann \n'b' Medium humanoid (auttaine) , lawful evil \n'b' Armor Class 18 (plate mail) \n'b' Hit Points 171 (18d8 + 90) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +10, Wis +8, Cha +10 \n'b' Senses passive Perception 13 \n'b' Languages Common, Abyssal \n'b' Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arc Rifle . The oberhauptmann\xe2\x80\x99s pepperbox rifle shots imbue a resonant electrical charge in the target. A creature struck by two or more shots in the same round takes 7 (2d6) lightning damage for each shot that hits after the first. If he hits two adjacent creatures with his rifle in the same round, electricity arcs between them, dealing 7 (2d6) lightning damage to each of them. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oberhauptmann makes three melee or ranged attacks . \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Pepperbox. Ranged Weapon Attack : +10 to hit, range 20/80 ft., one creature, ammunition (6). Hit : 15 (2d10 + 4) piercing damage. \n'b' Inferno Grenade (1/Turn) . In lieu of a ranged attack , the oberhauptmann can hurl an inferno grenade (see page 541). If he has support from a metallic golem like an iron golem , cannon golem , or steamwerks golem, he hurls the grenade into melee in order to heal the golem while harming his foes. He has three inferno grenades. \n'b'\n'b' REACTIONS \n'b'\n'b' Blur Screen (1/Day) . When attacked, the oberhauptmann can trigger a blur spell on himself, lasting up to 1 minute.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purity Patrol Oberfahn \n'b' Medium humanoid (auttaine) , lawful evil \n'b' Armor Class 20 (plate) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The Oberfahn is a 7th-level cleric . His spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : cure wounds , healing word , shield of faith \n'b' 2nd level (3 slots) : spiritual weapon , calm emotions , prayer of healing , blindness/deafness \n'b' 3rd level (3 slots) : revivify , mass healing word , sending , spirit guardians \n'b' 4th level (1 slots) : guardian of faith \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The oberfahn makes 3 melee attacks or 3 ranged attacks . \n'b' Bastard Sword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. \n'b' Rifle . Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 80/320 ft., one target, ammunition (6). Hit : 17 (3d8 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purity Squad Obersolder \n'b' Medium humanoid (auttaine) , lawful evil \n'b' Armor Class 20 (plate)\n'b'\n'b' Hit Points 105 (14d8 + 42) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Languages Common \n'b' Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The obersolder makes 2 melee attacks or 3 ranged attacks . \n'b' Nine-ring sword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Rifle . Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 80/320 ft., ammunition (4), one target. Hit : 12 (2d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Over the past few decades, a powerful political and idealistic faction has united the various divisions of the Shattered Zone into a confederacy\xe2\x80\x94Purity, so named because of its members expectation and surety that the cybernetic auttaine are the purest race and that\xe2\x80\x94in time\xe2\x80\x94they will become the next natural step of evolution across the universe. Purity\xe2\x80\x99s ideals appeal to many locals; they have brought order, unity, and wider wealth to those within the Zone, and whilst their motivations and methods are considered harsh, most auttaine rub along with the ideals. \n'b' In truth, Purity represents a monstrous oppressor, punishing an increasingly wide group of its own citizens as abnormal. Under the flag of Purity, tens of thousands have been sent to correctional facilities across the Zone\xe2\x80\x94and no one cares. Their leaders are aggressively idolized by the indoctrinated youth of the Zone, their words seen as almost divine, their vision for order and supremacy of the auttaine unquestioned. The older generation is somewhat less vocal but equally willing to dismiss negative rumors about Purity or put them down to foreign spies. Foreigners are viewed with broad smiles masking secret fears and loathing while the propaganda machine continues to spin. Tactics: The purity obersolders attack with their rifles, continuing their barrage unless enemies close, in which case they split and several move into melee while the others continue to shoot, or switch places in melee to allow their fellows time to reload. Purity soldiers are fanatical and fight to the death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purple Slime \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 76 (8d10 + 32) Speed 20 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +1 Damage Immunities acid, cold Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The purple slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' Necrotizing Enzymes . When it detects a nearby creature, it forms long, hollow, conical spikes from its amorphous body which jut out toward the intended prey. Once these spikes pierce its target, it injects a necrotic fluid which dissolves muscle tissue. \n'b' Patient Hunters . Once a creature is killed or disabled, either by its spikes or its dissolving fluid, the slime undulates forward and covers the creature, devouring it entirely before returning to its previous hiding place. \n'b' Ooze Nature . A purple slime doesn\xe2\x80\x99t require sleep. \n'b' Amphibious . The purple slime can breathe air and water. \n'b' Underwater Camouflage . The purple slime has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The purple slime makes two spike attacks. \n'b' Spike . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage and 10 (3d6) poison damage. In addition, the target must succeed on a DC 14 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b'\n'b' About \n'b' Covered with an iridescent sheen and able to pursue prey on land and water, a purple slime\xe2\x80\x99s needlelike spikes seem to be constantly in motion, changing its shape and even its hue to get closer to prey. \n'b' Aquatic Lurkers . The purple slime lives and hunts in shallow waters such as ponds, tide pools, abandoned animal troughs, and stagnant, flooded areas, where it is nearly invisible. \n'b' The creature spreads itself out in such a place and waits for prey to approach.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purple Worm, Adult \n'b' Family: Purple Worm \n'b' Gargantuan beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 247 (15d20 + 90); Wound Threshold 62 Speed 60 ft., burrow 30 ft.\n'b' STATS STR: 28 (+9) DEX: 7 (-2) CON: 22 (+6) INT: 4 (-3) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +5 Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tunneler . The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The worm makes two attacks: one with its bite and one with its stinger. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 17 (5d6) acid damage at the start of each of the worm\xe2\x80\x99s turns. If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Tail Stinger . Melee Weapon Attack : +10 to hit, reach 10 ft., one creature. Hit : 13 (2d6 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm\xe2\x80\x99s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Tail Stinger . Melee Weapon Attack : +14 to hit, reach 10 ft., one creature. Hit : 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Legend in the flesh, an adult purple worm measures over 65 feet and is able to burrow through the toughest of rocks. Its name comes from the color of its rough skin when it reflects light at certain angles. \n'b' The Sower of Life \n'b' Maelossas aren\xe2\x80\x99t the only reason life is possible in the Netherworld, it\xe2\x80\x99s also thanks to the work of purple worms. They\xe2\x80\x99re sowers of life, but extremely dangerous all the same. They could be compared to volcanoes: their presence is both destructive and fruitful.\xc2\xa0Through their wandering, they\xe2\x80\x99re even able to link continents together. Many adventurers have traveled down freshly dug tunnels, hoping to discover new lands. Duergar abyssal cities could never have been built without the tunnels dug under the ocean. \n'b' Deep-dwellers try to get close to them, but not too close\xe2\x80\xa6 They set up many glyphs at the borders of their territories to keep purple worms away. The passing of these creatures, especially adults, can generate earthquakes and cave-ins.\xc2\xa0Purple worms gather in large sand deserts to lay their eggs. This way, their offspring begin life in a soft ground, before tackling harder and harder terrain. \n'b' Controlling Purple Worms \n'b' Some duergar study the use of purple worms in order to excavate the Netherworld at their leisure. While a long shot, this method seems very promising to them. Purple worms could also be of interest to the duergar militarily, if they could be lured toward their enemies. For this, they primarily use thumpers to attract purple worms. By using multiple thumpers working together, it could be possible to direct them on a desired path.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azer Soldier \n'b' Family: Azer \n'b' Medium elemental , lawful neutral \n'b' Armor Class 17 (natural armor, shield) Hit Points 67 (9d8 + 27) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Skills Perception +4 Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 14 Languages Ignan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Elemental Nature . An azer doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Forge Master . Once per turn, the azer has advantage on one attack roll against a target wearing armor made of metal. \n'b' Heated Body . A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Heated Weapons . When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) 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'\n'b' Actions \n'b'\n'b' Multiattack . The azer soldier makes one Warhammer attack and one Shield Bash attack . \n'b' Warhammer . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands, plus 3 (1d6) fire damage. \n'b' Shield Bash . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be\xc2\xa0forced prone . \n'b'\n'b' Reactions \n'b'\n'b' Parry . The azer adds 2 to its AC against one melee attack that would hit it. To do so, the azer must see the attacker and be wielding a melee weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purple Worm, Hatchling \n'b' Family: Purple Worm \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16); Wound Threshold 15 Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 40 ft., tremorsense 70 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tunneler . The worm can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The worm makes two attacks: one with its bite and one with its stinger. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (3d4 + 4) piercing damage. The purple worm hatchling can then take a bonus action, either nibble or swallow. \n'b' Tail Stinger . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nibble . If the target is a Large or smaller creature, it is grappled (escape DC 14). As long as the grapple persists, the target is restrained , and the hatchling can\xe2\x80\x99t bite another target. \n'b' Swallow . If the target is a Small or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 7 (2d6) acid damage at the start of each of the worm\xe2\x80\x99s turns. If the worm takes 10 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Legend in the flesh, an adult purple worm measures over 65 feet and is able to burrow through the toughest of rocks. Its name comes from the color of its rough skin when it reflects light at certain angles. \n'b' The Sower of Life \n'b' Maelossas aren\xe2\x80\x99t the only reason life is possible in the Netherworld, it\xe2\x80\x99s also thanks to the work of purple worms. They\xe2\x80\x99re sowers of life, but extremely dangerous all the same. They could be compared to volcanoes: their presence is both destructive and fruitful.\xc2\xa0Through their wandering, they\xe2\x80\x99re even able to link continents together. Many adventurers have traveled down freshly dug tunnels, hoping to discover new lands. Duergar abyssal cities could never have been built without the tunnels dug under the ocean. \n'b' Deep-dwellers try to get close to them, but not too close\xe2\x80\xa6 They set up many glyphs at the borders of their territories to keep purple worms away. The passing of these creatures, especially adults, can generate earthquakes and cave-ins.\xc2\xa0Purple worms gather in large sand deserts to lay their eggs. This way, their offspring begin life in a soft ground, before tackling harder and harder terrain. \n'b' Controlling Purple Worms \n'b' Some duergar study the use of purple worms in order to excavate the Netherworld at their leisure. While a long shot, this method seems very promising to them. Purple worms could also be of interest to the duergar militarily, if they could be lured toward their enemies. For this, they primarily use thumpers to attract purple worms. By using multiple thumpers working together, it could be possible to direct them on a desired path.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Father \n'b' This towering humanoid is shrouded in a heavy cloak darker than night. Color drains from the world as it silently approaches. \n'b' Large undead , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 65 (10d8 + 18) Speed 40 ft., fly 20 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 15 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Death Waits . The dark father has disadvantage on melee attack rolls against any creature that has all of its hp . \n'b' Incorporeal Movement . The dark father 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' About \n'b' An embodiment of the finality of death, a dark father comes for those soon to die. These vultures of the living are attracted to those lingering on the steps to the afterlife and watch over them to hasten their deaths. \n'b' Funereal Origins . Dark fathers frequent graveyards and sepulchers. A dark father may take up a dormant position among the dead, only making itself known when death knocks at a nearby creature\xe2\x80\x99s door. Shadows are sometimes drawn to the presence of a dark father. \n'b' Scales of Death . Unlike more bloodthirsty undead, a dark father gives up pursuit if its target receives healing or curative effects that stave off the threat of death. However, it may linger if others are in danger of dying soon. A dark father has no quarrel with healthy creatures and avoids them. However, if attacked while waiting for a dying creature to expire, it will defend itself and even slay the attacker, if necessary. \n'b' A Shade Apart . A dark father may be found among other powerful undead since creatures are more likely to face their mortality when confronting such foes. Just as often, a lone dark father may roam far and wide, finding itself in hospitals, battlefields, and among the houses of the poor and diseased. \n'b' Undead Nature . A dark father doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purple Worm, Young \n'b' Family: Purple Worm \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d12 + 56); Wound Threshold 37 Speed 50 ft., burrow 20 ft.\n'b' STATS STR: 23 (+6) DEX: 9 (-1) CON: 18 (+4) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Senses blindsight 50 ft., tremorsense 90 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tunneler . The worm can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The worm makes two attacks: one with its bite and one with its stinger. \n'b'\n'b' ABOUT \n'b' Legend in the flesh, an adult purple worm measures over 65 feet and is able to burrow through the toughest of rocks. Its name comes from the color of its rough skin when it reflects light at certain angles. \n'b' The Sower of Life \n'b' Maelossas aren\xe2\x80\x99t the only reason life is possible in the Netherworld, it\xe2\x80\x99s also thanks to the work of purple worms. They\xe2\x80\x99re sowers of life, but extremely dangerous all the same. They could be compared to volcanoes: their presence is both destructive and fruitful.\xc2\xa0Through their wandering, they\xe2\x80\x99re even able to link continents together. Many adventurers have traveled down freshly dug tunnels, hoping to discover new lands. Duergar abyssal cities could never have been built without the tunnels dug under the ocean. \n'b' Deep-dwellers try to get close to them, but not too close\xe2\x80\xa6 They set up many glyphs at the borders of their territories to keep purple worms away. The passing of these creatures, especially adults, can generate earthquakes and cave-ins.\xc2\xa0Purple worms gather in large sand deserts to lay their eggs. This way, their offspring begin life in a soft ground, before tackling harder and harder terrain. \n'b' Controlling Purple Worms \n'b' Some duergar study the use of purple worms in order to excavate the Netherworld at their leisure. While a long shot, this method seems very promising to them. Purple worms could also be of interest to the duergar militarily, if they could be lured toward their enemies. For this, they primarily use thumpers to attract purple worms. By using multiple thumpers working together, it could be possible to direct them on a desired path.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Purple Worm Spawn \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 108 (6d20 + 45) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 7 (-2) CON: 18 (+4) INT: 1 (-5) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +2 Senses blindsight 30 ft., Tremorsense 60 ft.; passive Perception 7 Languages \xe2\x80\x94 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Tunneler . The worm can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The worm makes two attacks, one with its bite and one with its stinger. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and 7 (2d6) acid damage. \n'b' Tail Stinger . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 12 (2d6 + 5) piercing damage and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pustulent Shambler \n'b' Gargantuan ooze , unaligned \n'b' Armor Class 10 (natural armor) Hit Points 232 (15d20 + 75) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 5 (-3) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Damage Immunities acid, fire, necrotic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The pustulent shambler can move through a space as narrow as 1 inch wide without squeezing. \n'b' Bonerot . A creature that fails its saving throw against the pustulent shambler\xe2\x80\x99s pseudopod attack becomes infected with the bonerot disease. An infected creature develops the first symptoms of general weakness and lethargy within 1 hour as its bones start to rot from the inside. At the end of each long rest, the diseased creature must succeed on a DC 18 Constitution saving throw or its Strength and Dexterity scores are each reduced by 1d4 and its walking speed is reduced by 5 feet. The reductions last until the target finishes a long rest after the disease is cured. If the disease reduces the creature\xe2\x80\x99s Strength or Dexterity to 0, the creature dies. A creature that succeeds on two saving throws against the disease recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic. \n'b' Bonerot Sense . The pustulent shambler can pinpoint the location of creatures infected with bonerot within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Corrosive to Bone . A creature with exposed bones (such as a skeleton ) that touches the shambler or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. Any nonmagical weapon made of bone that hits the shambler corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of bone that hits the shambler is destroyed after dealing damage. \n'b' Stench . Any creature that starts its turn within 10 feet of the pustulent shambler 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 shambler\xe2\x80\x99s Stench for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pustulent shambler makes three pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 15 (2d10 + 4) bludgeoning damage plus 11 (2d10) acid damage, and the target must succeed on a DC 18 Constitution saving throw or contract the bonerot disease (see the Bonerot trait). \n'b' Absorb Flesh . The pustulent shambler feeds on a corpse within 5 feet of it. It regains 1d8 hp per size category of the creature it consumes. For example, the shambler regains 1d8 hp when consuming a Tiny creature\xe2\x80\x99s corpse or 4d8 hp when consuming a Large creature\xe2\x80\x99s corpse. The shambler can\xe2\x80\x99t use Absorb Flesh on a corpse if it or another pustulent shambler has already used Absorb Flesh on the corpse. If the corpse has intact bones, the shambler loses its Amorphous trait for 1 minute. \n'b'\n'b' ABOUT \n'b' Piles of dissolved bones, seemingly eaten away by acid, encircle this mound of quivering, pus-covered flesh. \n'b' Dissolvers of Bone . Crawling heaps of diseased flesh, pustulent shamblers possess a corrosive material that eats away at bone matter. \n'b' Keepers of Macabre Larders . Pustulent shamblers drag victims of bonerot to their lairs to feed on the boneless flesh. Though they idly devour their victims, they have enough awareness of potential retribution to keep a few corpses available to quickly heal themselves. \n'b' Connected to Bonerot . Pustulent shamblers have a preternatural link to the disease they inflict. This allows them to track escaping victims and be present when the disease overtakes their prey. \n'b' Ooze Nature . The pustulent shambler doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Putrescent Slime \n'b' Medium ooze , unaligned \n'b' Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20 ft., swim 10 ft.\n'b' STATS STR: 12 (+1) DEX: 8 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The putrescent slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' Stench . Any creature that starts its turn within 5 feet of the putrescent slime must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the putrescent slime\xe2\x80\x99s Stench for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage plus 3 (1d6) poison damage. \n'b'\n'b' ABOUT \n'b' As a rat moves to an algae-filled pool of water to take a drink, the pool suddenly comes to life and devours the rat. \n'b' Putrescent slimes form in large pools of fetid water and are often mistaken for algae by neophyte explorers in the depths of the world. \n'b' Pool Feeders . Putrescent slimes lurk in dank pools, only attacking desperate creatures that drink from their homes. As their prey decomposes in the water, the putrescent slime slowly digests the disgusting morass. \n'b' Ooze Nature . A putrescent slime doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pygmy Woolly Rhinoceros \n'b' Medium beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hustle . The pygmy woolly rhinoceros can Dash as a bonus action \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyrausta \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 12 Hit Points 6 (4d4-4) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 8 (-1) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The pyrausta doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Heart of Flame . A tiny spark of flame that acts as a pyrausta\xe2\x80\x99s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. Its regeneration does not function until the end of its next turn and it must make a DC 11 Constitution saving throw. On a failed save, it must use its next action to re-ignite its heart, or it will take 1 point of cold damage at the end of each of its turns until it does. \n'b' Regeneration . The pyrausta regains 1 hit point at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : 1 piercing damage plus 1 fire damage. \n'b' Fire Breath (Recharge 5-6) . The pyrausta exhales fire in a 10-foot cone. Each creature in that area must make a DC 9 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one. \n'b' Spark . The pyrausta ignites a flammable object it can see within 30 feet. If the object is held or attended by a creature, the creature may make a DC 11 Dexterity saving throw; on a success, the object is unaffected. \n'b'\n'b' ABOUT \n'b' Though perhaps the smallest of dragons, pyraustas are not insecure about their size, for they lack the inflated egos so common among their larger kindred. \n'b' Instead, pyraustas delight in being what they are, and live in the here and now. Though their natural life spans are similar to a human\xe2\x80\x99s, their dependence on flame to keep their hearts beating means the average pyrausta meets its end much sooner. A typical pyrausta\xe2\x80\x99s body is 9 inches long, though its wingspan is longer, and it weighs 1 to 2 pounds. \n'b' Hearts Aflame . Some scholars believe that pyraustas, sometimes called \xe2\x80\x9cinsect dragons\xe2\x80\x9d or \xe2\x80\x9ctrue dragonflies,\xe2\x80\x9d are spawned from the very hearts of volcanoes, where flickering flames are common. In truth, young pyraustas are conceived in the warmest months of the year, when swarms of the creatures gather high in the night skies and perform elaborate courtship rituals with their colorful flames, frolicking playfully in mid-flight. These swarms are often mistaken for fireflies, auroras, or other phenomena. A pyrausta\xe2\x80\x99s flame and its heart are one, and its fiery breath changes color depending on the creature\xe2\x80\x99s emotions. Pyraustas use their inner flames primarily to express themselves, creating vivid pyrotechnic displays to communicate their feelings. They can also use this flame as a weapon if necessary, but prefer not to. \n'b' Elder Pyraustas . Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. Elder pyraustas don\xe2\x80\x99t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyrausta \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 12 Hit Points 6 (4d4-4) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 8 (-1) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The pyrausta doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Heart of Flame . A tiny spark of flame that acts as a pyrausta\xe2\x80\x99s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. Its regeneration does not function until the end of its next turn and it must make a DC 11 Constitution saving throw. On a failed save, it must use its next action to re-ignite its heart, or it will take 1 point of cold damage at the end of each of its turns until it does. \n'b' Regeneration . The pyrausta regains 1 hit point at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : 1 piercing damage plus 1 fire damage. \n'b' Fire Breath (Recharge 5-6) . The pyrausta exhales fire in a 10-foot cone. Each creature in that area must make a DC 9 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one. \n'b' Spark . The pyrausta ignites a flammable object it can see within 30 feet. If the object is held or attended by a creature, the creature may make a DC 11 Dexterity saving throw; on a success, the object is unaffected. \n'b'\n'b' ABOUT \n'b' Though perhaps the smallest of dragons, pyraustas are not insecure about their size, for they lack the inflated egos so common among their larger kindred. Instead, pyraustas delight in being what they are, and live in the here and now. \n'b' Though their natural life spans are similar to a human\xe2\x80\x99s, their dependence on flame to keep their hearts beating means the average pyrausta meets its end much sooner. A typical pyrausta\xe2\x80\x99s body is 9 inches long, though its wingspan is longer, and it weighs 1 to 2 pounds. \n'b' Hearts Aflame . Some scholars believe that pyraustas, sometimes called \xe2\x80\x9cinsect dragons\xe2\x80\x9d or \xe2\x80\x9ctrue dragonflies,\xe2\x80\x9d are spawned from the very hearts of volcanoes, where flickering flames are common. In truth, young pyraustas are conceived in the warmest months of the year, when swarms of the creatures gather high in the night skies and perform elaborate courtship rituals with their colorful flames, frolicking playfully in mid-flight. These swarms are often mistaken for fireflies, auroras, or other phenomena. A pyrausta\xe2\x80\x99s flame and its heart are one, and its fiery breath changes color depending on the creature\xe2\x80\x99s emotions. Pyraustas use their inner flames primarily to express themselves, creating vivid pyrotechnic displays to communicate their feelings. They can also use this flame as a weapon if necessary, but prefer not to. \n'b' Elder Pyraustas . Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. \n'b' Elder pyraustas don\xe2\x80\x99t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyrausta, Elder \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 13 Hit Points 10 (4d4) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Skills Perception +6, Stealth +7 Senses darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The pyrausta doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Heart of Flame . A tiny spark of flame that acts as a pyrausta\xe2\x80\x99s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. Its regeneration does not function until the end of its next turn and it must make a DC 11 Constitution saving throw. On a failed save, it must use its next action to re-ignite its heart, or it will take 1 point of cold damage at the end of each of its turns until it does. \n'b' Regeneration . The pyrausta regains 1 hit point at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : 1 piercing damage plus 1 fire damage. \n'b' Fire Breath (Recharge 5-6) . The pyrausta exhales fire in a 10-foot cone. Each creature in that area must make a DC 9 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Though perhaps the smallest of dragons, pyraustas are not insecure about their size, for they lack the inflated egos so common among their larger kindred. \n'b' Instead, pyraustas delight in being what they are, and live in the here and now. Though their natural life spans are similar to a human\xe2\x80\x99s, their dependence on flame to keep their hearts beating means the average pyrausta meets its end much sooner. A typical pyrausta\xe2\x80\x99s body is 9 inches long, though its wingspan is longer, and it weighs 1 to 2 pounds. \n'b' Hearts Aflame . Some scholars believe that pyraustas, sometimes called \xe2\x80\x9cinsect dragons\xe2\x80\x9d or \xe2\x80\x9ctrue dragonflies,\xe2\x80\x9d are spawned from the very hearts of volcanoes, where flickering flames are common. In truth, young pyraustas are conceived in the warmest months of the year, when swarms of the creatures gather high in the night skies and perform elaborate courtship rituals with their colorful flames, frolicking playfully in mid-flight. These swarms are often mistaken for fireflies, auroras, or other phenomena. A pyrausta\xe2\x80\x99s flame and its heart are one, and its fiery breath changes color depending on the creature\xe2\x80\x99s emotions. Pyraustas use their inner flames primarily to express themselves, creating vivid pyrotechnic displays to communicate their feelings. They can also use this flame as a weapon if necessary, but prefer not to. \n'b' Elder Pyraustas . Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. Elder pyraustas don\xe2\x80\x99t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azi Dahaka \n'b' The source of the bone-rattling crack of thunder reveals itself to be a three-headed dragon with black and gold scales, a long serpent-like body, and immense black wings. \n'b' Huge dragon , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 157 (15d12 + 60) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +9, Wisdom +6, Charisma +8 Skills Perception +11, Stealth +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic, Infernal Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If Azi Dahaka fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Azi Dahaka has advantage on saving throws against spells and other magical effects. \n'b' Multiple Heads . Azi Dahaka\xe2\x80\x99s three heads grant it advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious. \n'b' Reactive Heads . Azi Dahaka gets two extra reactions that can be used only for opportunity attacks. \n'b' Vermin Blood . A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon\xe2\x80\x99s blood becomes biting and stinging vermin. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Azi Dahaka makes three bite attacks and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage Claw. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Azi Dahaka Storm Breath (Recharge 5-6) . Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is\xc2\xa0forced prone . On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn\xe2\x80\x99t\xc2\xa0forced prone . All nonmagical flames in the cone are extinguished. \n'b'\n'b' Legendary Actions \n'b' Azi Dahaka 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. Azi Dahaka regains spent legendary actions at the start of its turn. \n'b'\n'b' Control Weather . Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. \n'b' Call Lightning (Cost 2 Actions) . A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Wing Attack (Costs 2 Actions) . Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be\xc2\xa0forced prone . Azi Dahaka can then fly up to half its flying speed. \n'b'\n'b' About \n'b' Demonic Avatar . Azi Dahaka is the product of a union between a storm demon and a dragon. Scholars speculate that it may, in fact, be an avatar of an immortal demon of deceit and killing the mortal form is not enough to end the threat; the avatar will only return. \n'b' Sire of Storm and Swarm . Azi Dahaka takes delight in bringing down howling winds to cause misery and, when injured, its blood becomes rats, snakes, and stinging insects.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyrite Pile \n'b' Large elemental , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 5 (\xe2\x80\x933) WIS: 8 (\xe2\x80\x931) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9 Languages understands Dwarvish and Terran but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the pyrite pile remains motionless, it is indistinguishable from a normal pile of gold nuggets. \n'b' Gold Fever . When a Humanoid or xorn that can see the pyrite pile starts its turn within 60 feet of the pyrite pile, that creature must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. A charmed creature must take the Dash action and move toward the pyrite pile by the safest available route on its next turn, trying to get within 5 feet of the Elemental . \n'b' Metal Sense . The pyrite pile can pinpoint, by scent, the location of precious metals within 60 feet of it and can sense the general direction of Small or larger deposits of such metals within 1 mile. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pyrite pile makes two Slam attacks. If the pyrite pile hits one Medium or smaller creature with both attacks, the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) bludgeoning damage at the start of each of its turns. The pyrite pile can have only one creature grappled at a time. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Hurl Nugget . Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Eat Gold . The pyrite pile absorbs 52 (8d12) gp worth of nonmagical items and coins made of precious metals, ignoring copper, worn or carried by one creature grappled by it, and the elemental regains hp equal to half that amount. Absorbed metal is destroyed. \n'b'\n'b' ABOUT \n'b' Light gleams off a pile of shining golden nuggets. As the miners approach it, it rises in a lumbering humanoid form and swings a blunt golden arm like a fist toward the closest one. When they are quiescent, pyrite piles can be found sprawled across mountainsides as well as in mines and mountain caverns. They easily collapse from the humanoid forms they use for travel into a pile of golden nuggets to lure humanoids. Pyrite piles don\xe2\x80\x99t eat humanoids, or any other beast, but they are intelligent enough to know that humanoids are a ready source of their favored meal: gold and other precious metals. They also know humanoids are loathe to part with their treasures without a bit of painful coercion. \n'b' Miner\xe2\x80\x99s Bane . Pyrite piles represent a true danger to miners. When attracted to a mine by a freshly revealed vein of metal, a pyrite pile sometimes enters a greed-fueled frenzy, often leading to the deaths or dismemberment of honest miners. Xorns on the other hand, view pyrite piles as their mortal enemies. On the Elemental Plane of Earth, clashes between the two types of creatures are frequent, violent, and fatal. \n'b' Picky Eaters . Pyrite piles eat precious metals, but they are fussy eaters. They prefer metals used in coinage: platinum, gold, electrum, and silver. Pyrite piles dislike the unique tang of copper and refuse to eat it. Wise miners in areas frequented by pyrite piles carrying their wealth in copper coins to avoid attracting the creatures\xe2\x80\x99 attention.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Eye \n'b' Family: Dark Folk \n'b' This pale-skinned humanoid is swathed in dark robes. Beneath its hood, its face is a grotesque mask. Smooth, featureless flesh is where one eye would be; the existing eye is a black pit that swallows both light and hope. \n'b' Medium humanoid (dark folk), neutral evil \n'b' Armor Class 16 (breastplate) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages Common, Umbral Challenge 3 (700 XP) \n'b' Special Traits \n'b' Dark Devotion . The dark eye has advantage on saving throws against being charmed or frightened . \n'b' Gaze of Shadows . When a creature that can see the dark eye\xe2\x80\x99s eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t incapacitated. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the dark eye until the start of its next turn, when it can Dark Folk avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save. \n'b' Sunlight Sensitivity . While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The dark eye makes two attacks with its dagger. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage. \n'b' About \n'b' Some dark folk carry a stronger measure of shadow in their souls, and it grants them the gift of sight, at the cost of one of their eyes. Staring into that eye threatens to draw the viewer in to its doom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyrolisk \n'b' Small monstrosity , neutral evil \n'b' Armor Class 12 \n'b' Hit Points 21 (6d6) \n'b' Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 15 (+2) CON: 11 (+0) INT: 3 (\xe2\x80\x934) WIS: 13 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold \n'b' Damage Immunities fire \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 2) piercing damage and the target must make a successful DC 12 Constitution saving throw or burst into flames, taking 3 (1d6) fire damage immediately plus 3 (1d6) fire damage at the start of each of the pyrolisk\xe2\x80\x99s turns for as long as the flames burn. A creature can extinguish flames on itself or on an adjacent creature by using an action to make a successful DC 10 Dexterity check. \n'b' Pyrotechnics (1/day) . A pyrolisk causes an ordinary fire within 120 feet of it to flare into a burst of sparks and light . This burst is so bright that all creatures able to see the fire and within 60 feet of it must make a successful DC 10 Wisdom saving throw or be blinded for 1d4 rounds. Pyrolisks are immune to this effect. \n'b'\n'b' ABOUT \n'b' Pyrolisks are relatives of the cockatrice and bear a resemblance to that foul creature. However, their gaze does not petrify; instead, it sets foes on fire. When facing the creature, assuming that suddenly sprouting flames across your body does not tip you off, you can tell it from its better-known cousin by the reddish tint to its wing feathers and the single flame-red tail feather. Like cockatrices, pyrolisks are creatures of evil and can be found anywhere from temperate to tropical lands, although they usually roam deserts or the ashen remains of burned-out forests.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyromancer, Strong \n'b' Medium humanoid , any alignment \n'b' Armor Class 16 \n'b' Hit Points Henchman \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +5 \n'b' Skills Intimidation +6 \n'b' Senses passive Perception 11 \n'b' Languages Terran \n'b' Challenge 4 (1100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The pyromancer can make one burning fist attack and one heat ray attack or two heat ray attacks. \n'b' Burning Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) fire damage. \n'b' Heat Ray . Ranged Power Attack : +6 to hit, range 120 ft., one target. Hit : 11 (2d10) fire damage. A flammable object hit by this ignites if it isn\xe2\x80\x99t being worn or carried. \n'b' Explosion (Recharge 6) . The pyromancer releases a powerful ball of fire to a point it chooses within 150 feet. A streaking ball of fire blossoms and explodes. Each creature in a 20-foot radius sphere centered on that point must make a DC 14 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b' Flame Torrent (Recharge 5-6) . The fire manipulator release fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Reactive Blast . When a creature\xe2\x80\x99s movement provokes an opportunity attack or an enemy makes a ranged power or weapon attack against the pyromancer, it can use its reaction to activate its heat ray attack . \n'b'\n'b' ABOUT \n'b' Strong pyromancer\xe2\x80\x99s have short fuses and explode in anger very easily. Their ability to manipulate fire is almost an extension of their blunt personalities. With much more control over their powers, and their ability to burn bright and hot. They can leave their enemies nothing but a pile of ashes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyromancer, Weak \n'b' Medium humanoid , any alignment \n'b' Armor Class 16 \n'b' Hit Points Henchman \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +3 \n'b' Skills Intimidation +3 \n'b' Senses passive Perception 10 \n'b' Languages Terran \n'b' Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Burning Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) fire damage. \n'b' Heat Ray . Ranged Power Attack : +4 to hit, range 120 ft., one target. Hit : 5 (1d10) fire damage. A flammable object hit by this ignites if it isn\xe2\x80\x99t being worn or carried. \n'b' Flame Torrent (Recharge 5-6) . The fire manipulator release fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Weak pyromancer\xe2\x80\x99s are often a bit hot-headed. Their ability to manipulate fire is almost an extension of their blunt personalities. While their powers are still underdeveloped, they can still bring the heat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pyrrhic Podthrower \n'b' Small plant , unaligned \n'b' Armor Class 13 Hit Points 127 (17d6 + 68) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 19 (+4) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, lightning Damage Immunities fire Condition Immunities blinded , deafened , frightened Senses tremorsense 90 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the pyrrhic podthrower remains motionless, it is indistinguishable from a clump of crabgrass. \n'b' Flaming Seedpod Regrowth . The pyrrhic podthrower has four Flaming Seedpods. Used Flaming Seedpods may regrow each turn. If the pyrrhic podthrower starts its turn with less than four Flaming Seedpods, roll a d6. On a roll of 5 or 6, it regrows 1d4 Flaming Seedpods, to a maximum of 4. \n'b' Regeneration . The pyrrhic podthrower regains 10 hp at the start of its turn. If the podthrower takes necrotic damage or if it is grappled and removed from the ground, this trait doesn\xe2\x80\x99t function at the start of its next turn. The podthrower dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pyrrhic podthrower makes three Grass Blade attacks, or it uses Flaming Seedpod twice. \n'b' Grass Blade . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Flaming Seedpod . The podthrower lobs a flaming seedpod at a point it can see within 60 feet of it. The seedpod explodes on impact and is destroyed. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 12 (5d4) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Unstable Bulb . When the pyrrhic podthrower is grappled and removed from the ground while above 0 hp , the unstable root bulb bursts. Each creature within 10 feet of the podthrower must make a DC 15 Dexterity saving throw, taking 12 (5d4) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This patch of crabgrass has four radial blades, with a seedpod flickering with flame at the end of each blade. \n'b' Many weeds can persist in the face of poisoning or industrious digging. Pyrrhic podthrowers use aggression, incendiary seeds, and natural regeneration to survive. \n'b' Fiery but Edible . Some farmers tolerate a pyrrhic podthrower because the plant harms pests that would otherwise destroy more valuable crops. While the flammable oil running from its bulb to its long blades makes those blades bitter, the core surface plant is edible. The podthrower allows grazing animals to chew on it before setting them alight, using their incinerated remains to self-fertilize. \n'b' Mostly Ordinary . Except for their fiery means of self-preservation, pyrrhic podthrowers require sunlight and water like any other plants. Their natural healing ceases if they\xe2\x80\x99ve gone for a week without water or if they suffer any form of blight. \n'b' Long-Lived . Undisturbed pyrrhic podthrowers can live for up to 40 years. Even podthrowers that face resistance have long lifespans, due to their tendency to burrow away from stout opposition. Their longevity has the fortunate side effect of keeping the podthrowers in relative check, as they reproduce infrequently. \n'b' Podthrower Bulb \n'b' A pyrrhic podthrower\xe2\x80\x99s flammable oil is fueled by a bulb hidden in its roots. If a pyrrhic podthrower is uprooted after it is reduced to 0 hp , a creature within 5 feet of it can extract the bulb by making a DC 15 Wisdom ( Survival ) check or a DC 15 Wisdom check using an herbalism kit. On a failure, the creature triggers the podthrower\xe2\x80\x99s Unstable Bulb reaction . On a success, the creature extracts the bulb, which can be used like an alchemist\xe2\x80\x99s fire, except it deals 5d4 fire damage instead of 1d4. The bulb lasts for 7 days then decays.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qasogonaga \n'b' Small celestial , neutral good \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 84 (13d6+39) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +10, Nature +10, Survival +10 \n'b' Damage Resistances lightning, thunder \n'b' Damage Immunities poison \n'b' Senses truesight 60 ft., darkvision 120 ft., passive Perception 14 \n'b' Languages Celestial, Primordial, Sylvan, telepathy 240 ft. \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The qasogonaga\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The qasogonaga can cast the following spells, requiring no components: \n'b'\n'b' At will : druidcraft, feather fall , gust of wind , thunderwave \n'b' 3/day each : call lightning , control weather , daylight \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The qasogonaga makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 +3) bludgeoning damage and 10 (3d6) lightning damage. \n'b' Change Shape . The qasogonaga magically polymorphs into a Small or Medium humanoid, or back into its true form. Other than its size , its statistics are the same in each form. If the qasogonaga dies, it reverts to its true form. \n'b'\n'b' ABOUT \n'b' A qasogonaga is a mythical celestial creature that sometimes falls from the heavens in times of need. In its true form, it resembles a rainbow-colored anteater with an especially long snout. It can take humanoid shape as necessary, especially if trying to sense the goodness in the hearts of others. It is generally nice, and not especially judgemental unless it is witness to an evil heart or evil acts. \n'b' Eager to return to its native plane, it seeks the help of mortal creatures through the creation of a ritualistic bonfire. If performed properly, the qasogonaga can use the smoke to rise, eventually returning to its home in the Outer Planes. It is said that those who help the qasogonaga return to its plane are sometimes gifted with druidic magic, or the lands they inhabit with bounty and rainfall. The qasogonaga is a master of weather and uses its gifts to help others. Only if pressed to fight will it unleash its unbridled fury.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qilin \n'b' Large dragon , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 200 (16d10 + 112) Speed 60 ft., fly 120 ft. swim 60 ft.\n'b' STATS STR: 26 (+8) DEX: 20 (+5) CON: 24 (+7) INT: 18 (+4) WIS: 22 (+6) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Saving Throws Con +12, Wis +11, Cha +12 Skills Arcana +8, History +8, Insight +11, Perception +11, Stealth +5 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages understands all, but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The Qilin can breathe air and water. \n'b' Innate Spellcasting . The Qilin\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The Qilin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect thoughts , purify food and drink \n'b' 3/day each : flame strike , hallow , sunbeam , telekinesis \n'b' 1/day each : control weather , foresight , sunburst \n'b'\n'b' Untraceable . The Qilin leaves no footprints, nor any sign of its passing even as it treads on fresh grass or snow. Divination magic used to ascertain its location or that of its rider automatically fails. \n'b' Magic Weapons . The Qilin\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Qilin makes three attacks: one with its bite and two with its hooves. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 19 (2d10 + 8) piercing damage. \n'b' Hooves . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage. Impale If the Qilin moves at least 30 feet in a straight line toward a target it may make a special Melee Weapon Attack with a +12 to hit and a reach of 10 ft. On a successful hit, the target is impaled, taking 41 (6d10+8) piercing damage. If the target is a medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the Qilin cannot impale another target. \n'b' Radiant Breath (Recharge 5-6) . The Qilin exhales radiant energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A creature of good omen, the Qilin has been known throughout China since the days of the Yellow Emperor. Though exceedingly rare, the Qilin is said to appear before important events and auspicious births, seemingly capable of judging the fates of mortals and steering them towards benevolent outcomes. To those it deems worthy, a Qilin can prove a steadfast protector, even serving as a mount of unparalleled quality to a handful of legendary heroes. To those with nefarious intentions, however, the Qilin can be a truly terrifying foe, incinerating evil-doers with violent bursts of radiance and flame.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qiqirn \n'b' Small monstrosity , neutral \n'b' Armor Class 14 Hit Points 38 (7d6 + 14) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The qiqirn has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Self-loathing . A creature the qiqirn can hear can use its action to say \xe2\x80\x9cqiqirn\xe2\x80\x9d and make a Charisma ( Intimidation ) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature\xe2\x80\x99s Charisma ( Intimidation ) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can\xe2\x80\x99t be frightened by that creature for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Spirit-infused Yip . The qiqirn releases a spirit-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Horrifying Wail . When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back. \n'b' Arctic Legends . Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind\xe2\x80\x99s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement\xe2\x80\x99s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. \n'b' Afraid of Civilization . Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. \n'b' Spirit Dog . A qiqirn\xe2\x80\x99s fear of civilization is built on the basis of self-preservation. The qiqirn is an unwilling conduit for souls of the damned that aren\xe2\x80\x99t strong enough to travel to the afterlife. These spirits steadily torment the qiqirn, causing it pain and infusing it with necrotic power as they seek their own respite. As the qiqirn spends more time around civilization, it accrues more damned souls. Much as a fiend transforms to higher forms as it devours souls, a qiqirn that lives long enough or spends enough time around civilization undergoes a painful transformation from its constant contact with the growing number of tormented souls. These qiqirn seek to destroy all they encounter, sharing their pain with others. Scholars speculate the power of the spirits would eventually kill the tormented qiqirn if the creature lost the ability to offload the pain coursing from the other side of the veil.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qiqirn, Tormented \n'b' Large fiend , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8, Wis +6 Skills Perception +6, Stealth +10 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak, telepathy 60 ft. \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Pain . At the start of each of the qiqirn\xe2\x80\x99s turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll. \n'b' Keen Smell . The qiqirn has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Self-loathing . A creature the qiqirn can hear can use its action to say \xe2\x80\x9cqiqirn\xe2\x80\x9d and make a Charisma ( Intimidation ) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature\xe2\x80\x99s Charisma ( Intimidation ) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can\xe2\x80\x99t be frightened by that creature for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be\xc2\xa0forced prone . \n'b' Spiteful Howl . The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Unnerving Whispers (Recharge 5-6) . The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Spirits . When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result. \n'b'\n'b' ABOUT \n'b' Qiqirn live in remote arctic regions to avoid excessive contact with humanoids, but they can\xe2\x80\x99t resist warm hearths and the easy prey in livestock pens. No matter how much a qiqirn tries to avoid civilization, eventually it accrues enough souls and becomes a tormented qiqirn. Though qiqirn can never be freed of the quirk that draws damned souls to them, they can be freed of the souls burdening them by putting those souls to rest. Ankou , in particular, are adept at releasing the qiqirn of its burden of souls, and ankou soul heralds often assign soul seekers to areas inhabited by qiqirn to ensure the souls get the proper respite and that the qiqirn doesn\xe2\x80\x99t become tormented. \n'b' A tormented qiqirn can be freed of its burden of souls only by an ankou soul herald or a wish spell. If freed of its burden, a tormented qiqirn shrinks back into its standard form.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qu Fiend \n'b' Small beast , neutral evil \n'b' Armor Class 13 (description) Hit Points 7 (2d6) Speed 20 ft. Climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Acrobatics +5 Saving Throws Dexterity +6 Senses darkvision 60 ft., passive Perception 11 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agile . The Qu are very agile climbers due to their multiple hands and tail and therefore cannot fall from any height. They have advantage on any check involving climbing. They also have a +1 on all dexterity saves (already added). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Qu uses its fearful voice and makes two attacks, one with its claws and one with its bite. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d3+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b' Fearful Voice . The creatures issue a string of eerie sounds in different pitches. All creatures that can hear the voice must make a Charisma save (DC 13). Any creature failing the save is immediately affected by the frightened condition. Any frightened creature can make the save again at the end of its turn. Once a creature saves against the fearful voice, they are immune for 24 hours. \n'b'\n'b' ABOUT \n'b' The small, largely hairless qu fiends possess two long arms on their upper torsos and two shorter arms on their lower torso. They have no legs or feet of which to speak. Their skin is very pale, almost pink in color, matched by the pink of their very wide eyes. Their heads are small, with a long snout, filled with massive fangs, both thick and long. When in battle or threatening other creatures, the qu is able to fold its face back, exposing the entirety of its long snout and these very large fangs. The exposed flesh is a dark red. The only hair they sport resides upon their necks. Here, a huge collar of hair dominates the beast, framing its altogether evil countenance. They have a long thick tail as well. \n'b' Lords of the Trees . The Qu are extremely agile, living the majority of their lives in the treetops. They are very territorial, marking out hunting grounds where whole generations pass. They often occupy old ruins, for they are just intelligent enough to understand shelter. Once they have marked out a domain these creatures become fierce in defending it, attacking almost anything that enters the area. Largely fearless, the size of the intruder does not concern the qu. \n'b' Pack Loyalty . The Qu are pack-oriented creatures, led by a matriarch. If captured while still very young, they are highly trainable and often take on their owner as their pack, defending them as they would any other qu in their family group. The qu fiends attack with a barrage of weird calls, shouting and calling to each other as they surround their intended target. As soon as the creatures have encircled their victim, or come as close as they can, they ratchet up the noise until one works up the courage to leap into battle, this usually only takes a few rounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aziza \n'b' Tiny fey , chaotic good \n'b' Armor Class 15 (leather) Hit Points 21 (6d4 + 6) Speed 30 ft., climb 30 ft., fly 30 ft. (females only)\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +4, Stealth +6 Senses passive Perception 14 Languages Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Speak with Frogs and Toads . The aziza can communicate with frogs and toads as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Thorn Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. \n'b' Befuddle . The aziza magically confuses one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell until the end of its next turn. \n'b' Spellcasting . The aziza casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : druidcraft, guidance \n'b' 1/day each : animal messenger , bless \n'b'\n'b' REACTIONS \n'b'\n'b' Dazzling Glow . When a creature the aziza can see targets it with a melee attack , its skin briefly glows brightly, causing the attacker to have disadvantage on the attack roll. \n'b'\n'b' ABOUT \n'b' Many aziza use gliding frogs for transportation or as pack animals. \n'b' A gliding frog uses the statistics of a giant frog, except it is Small, has a climbing speed in place of a swimming speed, and can fly up to 60 feet on its turn but must start and end its movement on a solid surface.\xc2\xa0Tiny fey peer down through the jungle foliage. Standing just over one foot tall, they have dark brown skin, slim builds, pointed ears, and big hair. \n'b' Aziza are diminutive rainforest fey who make their homes inside the trunks of tall trees or in abandoned giant anthills. Female aziza have delicate iridescent butterfly wings, and the wingless males travel on the backs of gliding frogs. All aziza have an affinity with the frogs, using them not only for transportation but also for the poison produced from the frogs\xe2\x80\x99 sweat. \n'b' Rainforest Teachers . The aziza first taught the human tribes of the jungles how to make fire and which plants were good to eat or for use as medicine or poison. These days, encounters with the reclusive aziza are rare, but the fey still have a reputation for helping those in need. An aziza might send an animal to warn a traveler away from a monster\xe2\x80\x99s lair or use magic to aid a hunter in taking down its prey. \n'b' Intolerant of Bullies . Aziza hate bullies and brutes and enjoy playing tricks on rainforest ogres and any cruel creatures bigger than themselves. If a rainforest ogre takes up residence near a village friendly to the aziza, the fey often do everything in their power to protect the humanoids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Servant \n'b' Family: Dark Folk \n'b' This figure is dressed in black robes, and every part of its body that isn\xe2\x80\x99t covered by robes is wrapped in gray bandages. It wields blood-stained sickles in each bandaged hand and moves with menace. \n'b' Medium humanoid (dark folk), neutral evil \n'b' Armor Class 12 (leather armor) Hit Points 55 (10d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common, Umbral Challenge 1 (200 XP) \n'b' Special Traits \n'b' Dark Devotion . Same as the dark eye. \n'b' Darksight . Magical darkness doesn\xe2\x80\x99t impede the dark folk\xe2\x80\x99s darkvision. \n'b' Pack Tactics . The dark servant has advantage on attack rolls against a creature if at least one of the dark servant\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . Same as the dark eye. \n'b' Actions \n'b' Multiattack . The dark servant makes two attacks with its sickle. \n'b' Sickle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' About \n'b' The lowliest of the dark folk, the dark servants are also the most numerous. They cover their skin completely to shield it from even a single mote of light. Dark servants are without empathy and prefer the company of other dark folk. Murderous and cruel, they have difficulty interacting with non-dark folk for long.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quagga \n'b' Medium monstrosity , neutral \n'b' Armor Class 16 (shield) Hit Points 84 (13d8 + 26) Speed 50 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 9 (\xe2\x80\x931) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +5, Survival +5 Senses passive Perception 15 Languages Common, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The quagga has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Knife Dancer . When the quagga hits a creature with a Twin Blade attack , it doesn\xe2\x80\x99t provoke opportunity attacks when it moves out of that creature\xe2\x80\x99s reach. \n'b' Pack Tactics . The quagga has advantage on attack rolls against a creature if at least one of the quagga\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Trampling Charge . If the quagga moves at least 20 feet straight toward a target and then hits it with a Twin Blade attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the quagga can make one Hooves attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The quagga makes two Twin Blade attacks and one Hooves attack , or it makes four Javelin attacks. \n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Twin Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' War Surge . When the quagga reduces a creature to 0 hp with a melee attack on its turn, the quagga can move up to half its speed and make a Twin Blade attack . \n'b'\n'b' ABOUT \n'b' This zebra-like centaur is well-armed, with a twin-bladed knife, javelins, and a shield of rhinoceros hide. \n'b' Smaller than their horse-like cousins, quagga have a zebra body topped with a humanoid torso, head, and arms. They traditionally style their manes into stiffened crests and sport decorative piercings and ritual scarring, which varies from tribe to tribe. Despite their similarity to centaurs, quagga despise the moniker \xe2\x80\x9czebrataurs,\xe2\x80\x9d finding it highly insulting. \n'b' Nomads and Hunters . Quagga e travel in herd-groups numbering from ten to 200, roaming vast arid savannahs and subtropical grasslands. The quagga follow herd animals, such as wildebeests, giraffes, and gazelles, as they make their annual migrations. These herds are their primary food sources, and quagga do what they can to ensure these beasts thrive. \n'b' Territorial Warriors . For the quagga, land, water, and migratory routes are inherited from their ancestors. Water sources and grassland that a tribe has visited and used for generations are theirs for perpetuity. Conflicts arise when other creatures, especially humanoids, build settlements around or wall off resources claimed by a quagga tribe. It may be months, even years, before a tribe returns to a particular area, depending on their current migratory route, only to find \xe2\x80\x9ctheir\xe2\x80\x9d land taken from them. They will demand its return from whatever creatures have laid claim to the area. If they are refused, the quagga often declare war, fighting until they triumph or it is time for the herd to move on. If the issue is not settled before they leave, the quagga resume raiding when they next return to the area.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quantum \n'b' Huge aberration , neutral \n'b' Armor Class 20 (natural armor) Hit Points 448 (39d12 + 195) Speed fly 40 ft.\n'b' STATS STR: 30 (+10) DEX: 18 (+4) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +9 Skills Acrobatics +16, Insight +14, Perception +14, Religion +12 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 24 Languages Common, Quantum Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Displacement . The quantum projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the quantum is incapacitated or has a speed of 0. \n'b' Innate Spellcasting . The quantum\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast dimension door 1/day, requiring no material components. \n'b' Quantum Form (3/day) . A quantum can move in such a way as to appear in two places at once, at a distance no greater than 30 feet. This is a bonus action that provokes an attack of opportunity and lasts only one round. While occupying two spaces simultaneously, each representation of the quantum can perform one action normally. Using this ability, the same quantum could attack two different opponents, or attack one opponent while opening a door to escape, and so on. At the end of the round, both instances of the quantum return to the space it originally occupied before activating this ability. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The quantum makes two attacks with its tentacles. \n'b' Tentacles . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 31 (6d6 + 10) bludgeoning damage. \n'b' Disintegration (3/day) . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : the target must make a DC 18 Constitution saving throw, taking 140 (40d6) force damage on a failed save, or 42 (12d6) force damage on a successful one. If the damage reduces the target to 0 hit points , it is disintegrated. \n'b'\n'b' About \n'b' This creature seems to have no true shape as its outline flickers and changes seemingly at random. At first, it appears to have four tentacles, then in a flicker, eight more appear and waver menacingly before shimmering once more out of existence. Its general shape is serpentine, with an uncertain number of tentacles dangling beneath it. The only constants are its six glowing eyes, three on each side of what must be its head. \n'b' The quantums hail from beyond and between all planes. The first quantum is said to have followed a lost band of adventurers back after they became lost on a planar journey. \n'b' A quantum exists simultaneously in many dimensions at once, which gives it a flickering, seemingly insubstantial shape as if some mad god is continually creating and re-creating it on a whim. If its form could somehow be stabilized into only three dimensions, a quantum would resemble a flattened jellyfish with a knob at the top containing six unblinking eyes. It has an oblong body with many tentacles radiating out from beneath its body. The exact number of tentacles cannot be known, however, since stabilizing a quantum\xe2\x80\x99s shape is a task yet to be undertaken and may not even be possible. \n'b' Quantums move by avoiding space entirely. A quantum hovers like some eerie jellyfish but doesn\xe2\x80\x99t fly by conventional means. Instead, a quantum actually teleports short distances faster than the eye can detect, and in this manner, it appears to be hovering. A quantum can also teleport across greater distances. At one moment a quantum can be in one space and then in an instant it is somewhere else, having never been at any point between. The flickering form of a quantum allows it to attack with one tentacle, two, six, or as many as it needs. Attack-capable limbs seem to manifest themselves as they are needed, then vanish again as if they had never existed. \n'b' A quantum lashes out at its foes with its tentacles. Against a particularly powerful opponent, it uses its disintegration attack. When facing multiple foes, a quantum uses its quantum form to better its odds or make its escape.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Queborrin \n'b' Tiny aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d4 + 30) Speed 20 ft.\n'b' STATS STR: 9 (-1) DEX: 20 (+5) CON: 16 (+3) INT: 18 (+4) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 13 Languages Queborrin Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The queborrin has advantage on saving throws against spells and other magical effects. It also bestows this ability on any host it infests for as long as it is infested. This magic resistance does not apply against the queborrin\xe2\x80\x99s spells. \n'b' Innate Spellcasting . The queborrin\xe2\x80\x99s innate spellcasting ability is Intelligence (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' 3/Day each : calm emotions , suggestion \n'b' 1/Day : dominate person \n'b'\n'b' ACTIONS \n'b'\n'b' Infesting Bite . Melee Weapon Attack : +8 to hit, reach 0 ft., one target. Hit : 6 (1d2 + 5) piercing damage. On the following round, the queborrin may burrow into its target and wrap around their spinal cord. At this point, the queborrin cannot be safely removed except with a heal , regenerate , or miracle spell. \n'b'\n'b' ABOUT \n'b' Dominating Parasite . Queborrin usually enter a host by dominating them and then erasing the memory of its ever entering them. In this way, queborrin can slyly enter a populace raising very few suspicions; and those who do spot such intruders are quickly dealt with by dominated infested hosts. In this way, queborrin can quickly take over entire communities, and have taken over entire worlds in this way-spreading like a vast wave of parasitic misery across an entire population and creating a place of order and safety for the queborrin to infest other worlds. \n'b' Spellscorned . Queborrin grant a boon of spell resistance to their hosts; something they carefully veil using suggestion spells if ever the need arises-most hosts put the lack of spells affecting them down to simple destiny-an assumption the queborrin planted there in the first place. \n'b' Hive-Minded . Some queborrin are able-through a quirk as yet understood even by the race themselves-to communicate across vast distances; even between planes of existence. These hive-minded queborrin have a shared link with several others that enables those creatures to speak and listen and see everything that goes on between the hive group. The hive-minded queborrin are often feared by their own kind, who hunt them out as aberrations within aberrations. This forces some groups of hive-minded to operate covertly and form even more paranoid groups than standard queborrin. \n'b' Metal Clad . Some queborrin have developed-or rather created-metal skins to work from, preferring to shed mortal flesh to enable a form of immortality. These creatures view other queborrin who dwell in flesh as unclean; racially inferior creatures that are above all other foes who must be sought out and slain. The metal skins they develop are only limited by the present technology of the places they inhabit-places they generally soon overpower and destroy. \n'b' Metal-clad queborrin have developed complex alchemical methods of reproduction, sometimes on an industrial scale. These queborrin are greatly feared by standard queborrin who reciprocate their race hatred. They operate on a strict hierarchical scale to ensure racial purity drives the queborrin-not personal greed or desire. The leaders of the metal-clad dwell within vast complex machines, and all metal-clad queborrin ensure they have weaponry-knowing their own flesh is weak.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Queen of Mammoths \n'b' Huge fey (shapechanger), chaotic good \n'b' Armor Class 20 (natural armor) Hit Points 250 (20d12 + 120) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 22 (+6) INT: 15 (+2) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +10 Skills Athletics +13, Insight +10, Intimidation +10, Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities charmed , exhaustion , frightened , incapacitated , poisoned , stunned Senses truesight 120 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Elephantine Passivism . No elephant, mammoth , or other elephantine creature can willingly attack the Queen of Mammoths. They can be forced to do so through magical means. The intimidating power of this elephantine-headed woman radiates from her golden tusks and proud stance. Her subtle smile and deep, honey-colored eyes hint at the wisdom behind the muscle. \n'b' Legendary Resistance (3/Day) . If the Queen of Mammoths fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Mammoths has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Queen of Mammoths\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . If she dies, the Queen of Mammoths\xe2\x80\x99s soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another elephantine creature on the Material Plane, which becomes the Queen of Mammoths with all of the hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this trait from functioning. \n'b' Speak with Elephantines . The Queen of Mammoths can communicate with any elephant, mammoth , or other elephantine creature as if they shared a language. \n'b' Trampling Charge . If the Queen of Mammoths moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be\xc2\xa0forced prone . If the target is prone , the queen can make one Stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Queen of Mammoths makes three Battleaxe attacks or two Gore attacks, or she makes one Gore attack and one Stomp attack . She can replace one attack with one Trunk attack or Trunk Slam. \n'b' Battleaxe (Humanoid or True Form Only) . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands. \n'b' Gore (Elephantine or True Form Only) . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 34 (6d8 + 7) piercing damage. \n'b' Stomp (Elephantine or True Form Only) . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 34 (5d10 + 7) bludgeoning damage. \n'b' Trunk (Elephantine or True Form Only) . Melee Weapon Attack : +13 to hit, reach 15 ft., one creature. Hit : The target is grappled (escape DC 19) if it is a Large or smaller creature. Until the grapple ends, the target is restrained , and the queen can\xe2\x80\x99t use her Trunk attack on another target. \n'b' Trunk Slam . One Large or smaller object held or creature grappled by the Queen of Mammoths is slammed into the ground or flung away. A creature slammed to the ground must make a DC 20 Constitution saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. This doesn\xe2\x80\x99t end the grappled condition on the target. A creature flung away is thrown up to 60 feet in a random direction and\xc2\xa0forced prone . If a thrown creature strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Tusk Sweep (Elephantine or True Form Only, Recharge 5\xe2\x80\x936) . The Queen of Mammoths channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15-foot cube must make a DC 20 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 15 feet away from the queen. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed away. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The Queen of Mammoths transforms into a Gargantuan oliphaunt , a Huge mammoth , a Medium female human with thick brown hair tied back in a braid, or back into her true Huge elephant-headed humanoid form. Her statistics, other than her size , are the same in each form. Any equipment she is wearing or carrying transforms with her. \n'b'\n'b' REACTIONS \n'b'\n'b' Catch Weapon (Elephantine or True Form Only) . When the Queen of Mammoths is hit by a melee weapon attack , she can reduce the damage by 1d10 + 17. If this reduces the damage to 0, the queen can catch the weapon with her trunk if she is not using it to grapple a creature. If the Queen of Mammoths catches a weapon in this way, she must make a Strength ( Athletics ) check contested by the attacker\xe2\x80\x99s Strength ( Athletics ) or Dexterity ( Acrobatics ) check (the target chooses the ability to use). The queen has disadvantage on the check if the wielder is holding the item with two or more hands. If she wins, she disarms the creature and can throw the weapon up to 60 feet in a random direction as part of the same reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Queen of Mammoths 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 Queen of Mammoths regains spent legendary actions at the start of her turn. \n'b'\n'b' Regenerative Hide . The Queen of Mammoths regains 15 hp . She can\xe2\x80\x99t use this legendary action again until the end of her next turn. \n'b' Trunk . The Queen of Mammoths makes one Trunk attack . \n'b' Shoving Stampede (Costs 2 Actions) . The Queen of Mammoths charges, becoming an unstoppable stampede in a line up to 80 feet long and 15 feet wide. Each creature in the line must make a DC 20 Dexterity saving throw. On a failure a creature takes 14 (4d6) bludgeoning damage and is pushed up to 15 feet away and knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked prone . The Queen of Mammoths\xe2\x80\x99s movement along this line doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Queen\xe2\x80\x99s Trumpet (Costs 3 Actions) . The Queen of Mammoths raises her trunk and emits a loud trumpeting that is audible out to 300 feet. She chooses up to three creatures that can hear the trumpeting. If a target is friendly, it has advantage on its next attack roll, ability check, or saving throw. If a target is hostile, it must succeed on a DC 20 Wisdom saving throw or become frightened until the end of its next turn. When a hero performs a great deed for the Queen of Mammoths or for mammoths in general, the queen might gift the hero with a piece of her tusk. Typically, the tusk is nothing more than gold, which can be melted down and sold as thanks to the hero, or a bone fragment containing a temporary boon, such as breaking it to gain the effects of a potion of heroism . \n'b'\n'b' ABOUT \n'b' For heroes that perform particularly impactful deeds, however, the queen imbues the gifted tusk with some of her power. Such a tusk might be shaped like a belt buckle, turning any belt into a belt of fire giant strength, like an axe knob, turning any axe or greataxe into a +3 weapon, like a golden gorget, turning any suit of armor into +1 armor of cold resistance , or like a miniature elephant, which can be used as a figurine of wondrous power (marble elephant). \n'b' The Queen of Mammoths wanders the frigid foothills and tundras, living among her mammoth subjects. Though she prefers to stay neutral in the conflicts between the various animal lords, when animals are threatened, she steps to the forefront, eagerly demonstrating why only fools stand in the way of the stampede. \n'b' Mammoth\xe2\x80\x99s Gift . The Queen of Mammoths can break the tip off one of her golden tusks and present it as a reward for great service. Depending on the service, the tusk can temporarily grant the recipient great strength or fortitude, or it can be melted down and sold at great value to better aid the recipient in taking care of its own charges. \n'b' Strong Allies . The Queen of Mammoths often allies herself with Brother Ox, the Lord of Bovines. Their shared contemplative nature is mirrored by the ferocity they show when their animal subjects are threatened. Rumors fly among the other animal lords and their servants that Brother Ox and the Queen of Mammoths are more than simple allies, but none dare speak such rumors in the presence of either animal lord.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Queen of Scorpions \n'b' Medium fey (shapechanger), lawful evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 142 (15d8 + 75) \n'b' Speed 40 ft., burrow 20 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +7, Cha +8 \n'b' Skills Arcana +8, Deception +8, Perception +7, Persuasion +8, Stealth +6 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities acid, poison \n'b' Condition Immunities charmed , exhaustion , frightened , incapacitated , poisoned , stunned \n'b' Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 \n'b' Languages all, telepathy 120 ft. \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arachnid Passivism. No scorpions or spiders can willingly attack the Queen of Scorpions. They can be forced to do so through magical means. \n'b' Legendary Resistance (3/Day) . If the Queen of Scorpions fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The Queen of Scorpions has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Queen of Scorpions\xe2\x80\x99 weapon attacks are magical. \n'b' Rejuvenation . If she dies, the Queen of Scorpions\xe2\x80\x99 soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another scorpion on the Material Plane, which then becomes the Queen of Scorpions (with all of the hit points and abilities thereof). Only killing every scorpion on the Material Plane will prevent this trait from functioning. \n'b' Shapechanger . The Queen of Scorpions can use her action to polymorph into a Huge giant scorpion, a Medium human woman of unearthly beauty, or back into her true Medium, scorpion-tailed humanoid form. Her statistics, other than her size , are the same in each form-with the exception that only her scorpion and true forms retain her climbing and burrowing speeds. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies. \n'b' Speak with Arachnids . The Queen of Scorpions can communicate with scorpions and spiders as if they shared a language. \n'b' Spider Climb . The Queen of Scorpions can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Innate Spellcasting . The Queen of Scorpions\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : invisibility (self only), pass without trace , poison spray \n'b' 3/day each : giant insect (scorpions and spiders only), ray of enfeeblement \n'b' 1/day each : etherealness , eyebite , freedom of movement \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In human form, the Queen of Scorpions makes two scimitar attacks. In scorpion form, she makes three attacks: two with her claws and one with her sting. In her true form, she makes three attacks: one with her sting and two with her scimitar. \n'b' Claw (Scorpion Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). While in scorpion form, the Queen has two claws, each of which can grapple only one target. \n'b' Scimitar (Humanoid or True Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) slashing damage plus 3 (1d6) poison damage. \n'b' Sting (Scorpion or True Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Acidic Bile (Recharge 5-6) . The Queen of Scorpions spews acid from her mouth in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned 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' LEGENDARY ACTIONS \n'b' The Queen of Scorpions 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 Queen of Scorpions regains spent legendary actions at the start of her turn. \n'b'\n'b' At Will Spell . The Queen of Scorpions casts one of her at will spells. \n'b' Burrow (Scorpion or True Form Only) . The Queen of Scorpions moves up to her burrowing speed without provoking opportunity attacks. \n'b' Scimitar (Costs 2 Actions; Humanoid or True Form Only) . The Queen of Scorpions makes one scimitar attack . \n'b'\n'b' REGIONAL EFFECTS \n'b' The presence of the Queen of Scorpions warps the region containing her temple, which creates one or more of the following effects: \n'b'\n'b' The area within 5 miles of the temple attracts spiders and scorpions of all sizes. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so \n'b' All arachnids within 5 miles of the queen\xe2\x80\x99s temple have advantage on all Dexterity ( Stealth ) checks made to hide \n'b' The Queen of Scorpions leaves no physical evidence of her passage when within 1 mile of her temple unless she wishes to. In addition, creatures and plants native to her domain don\xe2\x80\x99t cause her harm or cost her extra movement when she moves through the area. \n'b'\n'b' If the Queen of Scorpions dies, these effects fade over the course of 1d10 days. \n'b' ABOUT \n'b' The Queen of Scorpions is an exiled animal lord who manipulates the mortal world through a complex network of thieves and spies from her desert home. \n'b' Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. \n'b' The Queen of Scorpions resides in Tirag Ajdir, an ancient desert temple that is a complex network of canyons filled with scorpions, spiders, and shrouded cultists. Assassin\xe2\x80\x99s guilds, thieves\xe2\x80\x99 dens, and other underworld organizations rely on the Queen of Scorpions for the deadliest poisons and most potent acids. She operates her shipments of poisons with the help of her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Queen Titania \n'b' Medium fey , chaotic good \n'b' Armor Class 17 Hit Points 300 (40d8 + 120) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 10 (+0) DEX: 25 (+7) CON: 16 (+3) INT: 25 (+7) WIS: 25 (+7) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +14, Wisdom +14 Charisma +17, Skills Intimidation +17, Perception +14, Persuasion +17 Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses truesight 120 ft., passive Perception 24 Languages All, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . Titania\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 20). Titania can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : dancing lights , druidcraft, faerie fire , light , message \n'b' 3/day : animate objects , banishment , charm person , counterspell , confusion , detect magic , detect thoughts , dimension door , dispel magic , fog cloud , hypnotic pattern , invisibility , mirror image , modify memory \n'b' 1/day : control weather , heal , mass suggestion , mirage arcane , wish \n'b'\n'b' Illumination . Titania sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Magical Resistance . Titania has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Titania\xe2\x80\x99s attacks are magical. \n'b' Speak with Beasts and Plants . Titania can communicate with beasts and plants as if they shared a language. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Titania makes three attacks. \n'b' Diamond Wand . Melee Weapon Attack : +14 to hit, reach 5 ft, one target. Hit : 12 (1d10 + 7) piercing damage plus 24 (7d6) radiant damage. \n'b' Summon Faeries (1/day) . Titania can use an action to summon 1d12 spring or summer faeries. They appear in unoccupied spaces within 30 feet of her. \n'b'\n'b' About \n'b' Titania is the queen of the faeries and magic and rules the Seelie Court with her partner, Oberon. The proud queen is also the head of the Summer Court, a division of the Seelie Court. She and Oberon live in a massive forest complex known as the Tree Castle. It is located in the Great Tree and is home to her numerous minions. \n'b' Good Queen . Her sister became corrupted by darkness and was banished from the court. Titania still has hope the Queen of Darkness can return one day. She is an eternal optimistic and refuses to let thoughts cloud her vision. \n'b' Loyal Leader . Titania is loyal to her friends and allies, especially Oberon. Even though the Oak Lord pursues her, she ignores his romantic gestures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Questing Beast \n'b' Large fey , neutral \n'b' Armor Class 13 (Natural armor) Hit Points 65 (10d10+10) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from non-magical weapons Senses passive Perception 10 Languages varies Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Geas . Three times per day, the beast can attempt to place a geas upon a target. This is cast as if 7th level, and the save DC is 18. \n'b' Magic Resistance . The questing beast has advantage on saving throws against spells and other magical effects. \n'b' Woodland Stride . The beast can move through any natural terrain without being impeded. Any natural or plant-based condition that would create difficult terrain is treated as normal terrain for the beast. Even magical plants cannot slow the questing beast. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 16 (2d12+3) piercing damage. The questing beast appears as a large deer, crowned with a massive spread of horns. A thick coat of white fur covers the deer, broken only by the telltale signs of gray sprinkled throughout. It stands almost six feet at the shoulder, dwarfing other deer. The creature\xe2\x80\x99s demeanor is calm, though it is rarely still. \n'b'\n'b' ABOUT \n'b' Reclusive . Questing beasts are rare, solitary creatures that dwell in the deep forests far from the haunts of man. They avoid contact whenever they can, but their instincts drive them to visit those in need of guidance or those who seek a higher calling. To these people they appear briefly, signaling to them that a task of unusual danger or one very difficult is set before them. Whether this task is given to them by the questing beast or whether some great force uses the beast is indifferent, for the end result is the same. A quest is laid upon the viewer and they about bound by its dictates. \n'b' Voice of the Gods . The questing beast speaks not through a voice or mental command, but rather through sound reverberating from its belly. It is believed that there lies a portal to the other realms and through it, creatures are able to speak to mortals. \n'b' Shy . When attacked, the questing beast always first chooses to flee. They move with tremendous speed and are unaffected by the terrain they pass through. They are particularly adept at avoiding magical effects; even physical attacks fail most of the time. If horribly pressed, they geas their opponents or ram them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quetzal \n'b' Tiny celestial , neutral good \n'b' Armor Class 13 \n'b' Hit Points 7 (3d4) \n'b' Speed 20 ft., climb 20 ft., fly 60 ft.\n'b' STATS STR: 4 (-3) DEX: 17 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands Celestial and Common but can\xe2\x80\x99t speak \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feathered Freedom . Any nonevil creature adjacent to a quetzal has advantage on saving throws to resist becoming charmed , frightened , or paralyzed . \n'b' Innate Spellcasting . The quetzal\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The quetzal can innately cast the following spells, requiring no components: \n'b'\n'b' At will : sanctuary , spare the dying \n'b' 1/day each : aid , augury , heroism \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Silent Song (Recharge 5-6) . The quetzal can emit a high, whistling note just beyond the edge of hearing for most creatures, affecting creatures in a 15-foot cone. Nonevil creatures in this area who are charmed , frightened , or paralyzed can attempt a new saving throw to end that effect. Evil creatures in the area take 5 (2d4) thunder damage. \n'b'\n'b' ABOUT \n'b' These resplendent birds have brilliant green feathers with an iridescent shine, with long tail feathers and green and black wings and a bright, blood-red patch on their chests. They are revered for their wisdom and as a sign of goodness and light , symbolizing freedom and prosperity. Its feathers are often taken as tokens of good fortune or marks of nobility, though they are almost always set free after the taking of a feather so that they may share their divine blessings with others. It is believed that quetzals will die if kept in captivity. Warriors take the appearance of a quetzal as a sign of victory, and they can inspire courage even against insurmountable odds. They also have a special affinity for the fallen in battle, as their very touch is said to rescue them from death\xe2\x80\x99s door. Still, the quetzal\xe2\x80\x99s sorrow at the loss of life is why it never sings but only rarely gives a high whistle. When peace and freedom come to the lands they watch over, only then will the quetzal reveal its beautiful song.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quickling \n'b' Small fey , chaotic neutral \n'b' Armor Class 14 \n'b' Hit Points 16 (3d6 + 6) \n'b' Speed 100 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 \n'b' Skills Acrobatics +8, Sleight of Hand +8, Stealth +8 \n'b' Damage Immunities fire \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Aklo, Common, Infernal \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . A quickling can take the Dash , Disengage , or Hide action as a bonus action on each of its turns. \n'b' Innate Spellcasting . A quickling\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' At will : dancing lights , fire bolt, minor illusion \n'b' 3/day : burning hands \n'b' 1/day each : levitate , shatter \n'b'\n'b' Magic Weapons . A quickling\xe2\x80\x99s weapon attacks are considered magical for the purposes of overcoming damage resistances and immunities. \n'b' Supernatural Speed. A quickling\xe2\x80\x99s supernatural speed means that attacks have disadvantage against it as long as it is not grappled or restrained . If a quickling does not move over the course of its turn, it is invisible until the end of its next turn, or until it moves or takes an action. In addition, if a quickling fails its saving throw against the slow spell, it cannot use the benefits above and is poisoned until the slow effect on it ends. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The quickling makes three attacks. \n'b' Dagger . Melee Weapon Attack : +6 to hit, reach 15 ft., one creature. Hit : 6 (1d4 + 4) piercing damage and target must succeed on a DC 12 Constitution saving throw against kava leaf poison or fall asleep for one hour or until lesser restoration , remove curse , or similar is cast on the target. \n'b'\n'b' ABOUT \n'b' The quickling is an evil faerie creature that hates all other races (especially other fey). How they came to be evil and malign is still a mystery, but legend speaks of the first quicklings as being great sorcerers. Elven scholars believe these quickling sorcerers unleashed some spark of the arcane that was never meant for mortal creatures. Quicklings resemble small elves with large ears that rise to points above their heads. Their skin is pale blue to blue-white, and their hair is either silver or white. They prefer clothes of bright and boisterous colors; reds, yellows, silvers, blacks, and blues are among their favorites. Quicklings never wear armor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quickling \n'b' Tiny fey , neutral evil \n'b' Armor Class 19 (Speed) Hit Points 60 (11d4 + 33) Speed 120 ft.\n'b' STATS STR: 8 (-1) DEX: 24 (+7) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +9 Skills Acrobatics +9, Perception +4, Nature +4, Sleight of Hand +9, Stealth +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 14 Languages Aklo, Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The quickling\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : dancing lights , light , levitate , shatter , prestidigitation \n'b'\n'b' Evasion . If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn\xe2\x80\x99t incapacitated . \n'b' Natural Invisibility . A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action. \n'b' Slow Susceptibility . A quickling that succumbs to a slow spell or similar effect loses its supernatural speed ability and has disadvantage on attack rolls and saving throws as long as the effect persists. This condition persists for 1 round after the slow effect ends. \n'b' Supernatural Speed . Attack rolls against the quickling have disadvantage unless it is incapacitated or its speed is 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The quickling makes three short sword attacks. \n'b' Short Sword . Melee Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (1d6 + 7) piercing damage. \n'b'\n'b' ABOUT \n'b' Few creatures can match the speed of a quickling. These malicious fey creatures delight in striking with blinding speed and accuracy, often killing their victims without ever fully revealing themselves; the victim simply spurts blood and falls over dead, with no witnesses to the quickling\xe2\x80\x99s deed. \n'b' Though related to brownies and grigs, quicklings share none of their kin\xe2\x80\x99s generosity or merriment, choosing instead to live a life of cruelty and viciousness. Quicklings pride themselves on insults and brutality, and frequently stalk and harass their quarry until the victim gives up the chase. While quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures. Quicklings hate every other race of creature, particularly elves, gnomes, and other kinds of fey. They barely tolerate their own kind, and rarely work together for longer than a few weeks. Quicklings stand just over 2-1/2 feet tall and weigh 15 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Voice \n'b' Family: Dark Folk \n'b' Shadows cling to the black chainmail draping this humanoid \xe2\x80\x98s form. Black cloth binds its eyes tightly, but it turns its face as if it can see. The figure\xe2\x80\x99s frost-rimmed mace leaves wisps of vapor in the air as the whispering begins, and the light starts to die. \n'b' Medium humanoid (dark folk), neutral evil \n'b' Armor Class 16 (chain mail) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 11 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +7, Persuasion +7 Senses blindsight 60 ft., passive Perception 13 Languages Common, Umbral Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Dark Devotion . Same as the dark eye. \n'b' Regeneration . The dark voice regains 5 hp at the start of its turn if it is in an area of dim light or darkness. The dark voice only dies if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate. \n'b' Sunlight Sensitivity . Same as the dark eye. \n'b' Actions \n'b' Multiattack . The dark voice makes two attacks with its mace. \n'b' Mace . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 5 (1d10) piercing damage plus 7 (2d6) cold damage. \n'b' Whispers of Shadow (Recharge 5-6) . The dark voice speaks in Umbral, whispering of what it sees beyond the dark. The area within 30 feet of the dark voice becomes dimly lit until the end of the dark voice\xe2\x80\x99s next turn. Only sunlight can illuminate the area brightly during this time. Each non-dark folk creature in the area must succeed on a DC 15 Charisma saving throw or take 13 (3d8) psychic damage and be frightened until the start of its next turn. \n'b' About \n'b' The most powerful of the dark folk, a dark voice sacrifices both eyes to the truth lurking in the shadows. All dark folk instantly recognize the power and authority vested within a dark voice, though hearing two voices leads to bitter rivalry. Either the local dark folk turn on one another until only one voice remains, or the weaker dark voice sets off to establish a splinter group. In the rare case that multiple dark voices work together, the dark folk become a terrifying force. A dark voice commands the essence of darkness itself, whispering secrets that snuff light and fill listeners with terror so profound it can be deadly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Baba Yaga \n'b' The stars keep her secrets, the stone her memory \xe2\x80\x93 Grandmother, Grandmother! Her kindness akin to treachery. \n'b' Medium fey , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 399 (47d8 + 188) Speed 40 ft., fly 30 ft. (in mortar and pestle)\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 22 (+6) CHA: 19 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Wisdom +12, Charisma +11 Skills Arcana +15, Nature +15, Perception +12, Persuasion +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic Condition Immunities frightened , poisoned Senses truesight 120 ft., passive Perception 22 Languages all Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Cronesight . Baba Yaga has advantage on Wisdom ( Perception ) checks that rely on sight. As an action, she can observe a target and magically know its current emotional state. If the target fails a DC 19 Charisma saving throw, she also knows the creature\xe2\x80\x99s alignment and discovers a hidden secret about the target. \n'b' Cronespeech . Creatures with Intelligence 3 or lower obey Baba Yaga unquestioningly. Her utterances are often captured as engravings on nearby stone and wood surfaces. These magical reproductions of her words are made in the Common tongue and fade after several days. \n'b' Grandmother\xe2\x80\x99s Teeth . The iron teeth of Baba Yaga are sentient, magical, and airborne dentures that sometimes work at cross-purposes to the Old Witch. If the teeth and Baba Yaga are getting along, the teeth reside inside her mouth, providing her with a bite attack and access to its spell list. Baba Yaga can cast a spell from the teeth\xe2\x80\x99s innate spell list as a bonus action , using her spellcasting ability. Spells cast in this way are removed from the teeth\xe2\x80\x99s spells per day total. If the witch and her teeth are not getting along, the teeth will fly around casting its spells as it wishes (often to the benefit of Baba Yaga\xe2\x80\x99s enemies). \n'b' Legendary Resistance (3/day) . If Baba Yaga fails a saving throw, she can choose to succeed instead. \n'b' Mortar and Pestle . Baba Yaga flies in a large mortar and pestle, which is immune to damage and can\xe2\x80\x99t be the target of spells or effects. It provides the witch partial cover from ranged attacks . Baba Yaga doesn\xe2\x80\x99t provoke an opportunity attack when she flies out of an enemy\xe2\x80\x99s reach. If Baba Yaga is knocked prone , stunned , or incapacitated while flying in the mortar, it will gently set her on the ground and disappear for 1 hour. The pestle remains with the witch. \n'b' Innate Spellcasting . Baba Yaga\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). She can cast the following spells innately, requiring only verbal components:\n'b'\n'b'\n'b' At will : eldritch blast (2d10), message , minor illusion , spare the dying \n'b' 5/day each : command , disguise self , hideous laughter \n'b' 4/day each : blindness/deafness , darkness , enthrall \n'b' 3/day each : clairvoyance , counterspell , lightning bolt \n'b' 2/day each : banishment , blight , polymorph \n'b' 1/day each : animate objects , insect plague \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Baba Yaga makes two pestle slap attacks and one bite attack , or three pestle slap attacks. \n'b' Pestle Slap . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 31 (6d8 + 4) bludgeoning damage. The target must succeed on a DC 20 Constitution saving throw or have disadvantage on concentration checks until the end of its next turn. \n'b' Bite (if iron teeth are equipped) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 37 (6d10 + 4) piercing damage and the target must succeed on a DC 20 Wisdom saving throw or be frightened of Baba Yaga until the end of its next turn. \n'b' Breath of the Bone Mother (Recharge 5-6) . Calling on her elemental powers and her mastery of crone-magic, Baba Yaga exhales a great wind in a 40-foot cone that smells of fetid mires and sausages. Creatures caught in that area must make a DC 18 Constitution saving throw. On a failure, a target takes 45 (10d8) necrotic damage and is affected by the bestow curse spell for 1 minute. On a success, a target takes half the necrotic damage but is not cursed. In addition, a creature damaged by the wind releases a stinking cloud (DC 18 Constitution saving throw against the cloud\xe2\x80\x99s poison) centered on it at the beginning of its next turn. The cloud dissipates after 1d4 rounds. \n'b'\n'b' Reactions \n'b'\n'b' Dance of the Time Taunter (1/day) . When Baba Yaga\xe2\x80\x99s turn ends, she can take an additional turn. A creature able to see Baba Yaga dance through time has its understanding of the universe challenged and must succeed on a DC 18 Intelligence saving throw or be stunned until the end of its next turn. A set of iron dentures flap through the air, screeching in a voice like metal scraping on metal. \n'b' Scholar . The dentures are scholars of the arcane and are often found exploring ruins, especially ancient sites of magic. They see themselves as intellectually superior to their owner and chastise Baba Yaga for her use of baser forms of magic. \n'b' Willful . The iron teeth are usually content sitting firmly in Baba Yaga\xe2\x80\x99s mouth, assisting the witch. However, should she anger the dentures, either by ignoring their request to visit some forgotten tower or scolding them too much for insolence, the dentures may abandon her for a while. They may work against her if the two are particularly at odds. \n'b'\n'b' The Iron Teeth of Baba Yaga \n'b' Tiny fey, chaotic neutral \n'b' Armor Class 14 Hit Points 67 (15d6+15) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 22 (+6) CHA: 19 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, History +6 Damage Resistances lightning Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish, Elvish, Infernal, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The teeth\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect magic , mending , ray of frost , true strike \n'b' 2/day each : grease , magic missile , shield \n'b' 1/day each : acid arrow , blur , heat metal \n'b'\n'b' Actions \n'b'\n'b' Pinch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (3d4 + 4) piercing damage. \n'b'\n'b' Legendary Actions \n'b' Baba Yaga can take 3 legendary actions , choosing from the options listed. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. She regains spent legendary actions at the start of her turn. \n'b'\n'b' At Will Spell . Baba Yaga casts one at will spell from her list or from her iron teeth\xe2\x80\x99s list if it is equipped. \n'b' Pestle Slap . Baba Yaga makes one pestle slap attack . \n'b' Breath of the Bone Mother (Costs 2 Actions) . Baba Yaga uses Breath of the Bone Mother, if it is available. \n'b'\n'b' About \n'b' Baba Yaga is a renowned witch and appears as a stooped, old woman with an impossibly long nose and wild white hair. Her milky yellow eyes stare, unblinking, at no fixed spot. She has no teeth, instead wearing a set of sentient, magical, iron dentures. Her teeth are often off pursuing their own agenda, and the two bicker constantly. She wears frayed burlap robes and, occasionally, a black silk scarf over her escaping locks. Her skin has a bark-like quality, and she smells of lightning and pine. While perfectly able to walk, the witch is most often seen flying about the world in her enormous mortar and pestle, the latter of which she uses as a rudder in flight. \n'b' Collector of Secrets . Few planes or places are free from Baba Yaga\xe2\x80\x99s madness and meddling. She desires knowledge above all things and greatly enjoys knowing the secrets of others. Many queens and kings have been extorted by the Old Witch, who records their secrets on parchment stored in a chest made from a giant emerald. She has a weakness for enchanted baubles, and her home, a wooden hut that travels on huge chicken legs and whose interior defies natural law, is stuffed full of magical bric-a-brac. \n'b' Nightmare and Nurturer . Those who\xe2\x80\x99ve bargained with Baba Yaga successfully claim she is a fair and honest person with a fondness for animals and wild things. She actively seeks strong adventurers to pursue dangerous quests for her, usually to acquire either a great secret or a powerful artifact. However, she is also a pitiless murderer, who slips through the shadows in the moonlight to feed on sleeping innocents with her wretched iron teeth. She holds grudges and does not forget the smallest slight. \n'b' Master of Many . She collects servants as she does trinkets and takes great pleasure in adding to her soul horde. The Three Horsemen draw their power from her and do her bidding. At various times, she has held the soul of Koschei and forced him to perform legendary feats on her behalf. The Old Witch is known to appear in several places at once. Some scholars believe Baba Yaga is actually three identical sisters, each with her own personality and preoccupations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quickserpent \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses tremorsense 60 ft., passive Perception 12 Languages understands Terran but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swamp Camouflage . The quickserpent has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the creature is restrained , and the quickserpent can\xe2\x80\x99t constrict another target. \n'b' Quicksand Pit (Recharge 5-6) . The quickserpent turns a 10-foot cube of natural mud or loose stone into a pit of quicksand. Each creature in the area when the quickserpent creates the pit must succeed on a DC 15 Dexterity saving throw or sink 1d4 feet into the quicksand and become restrained . A creature that successfully saves moves to the pit\xe2\x80\x99s edge as it is formed. A creature that enters the quicksand for the first time on a turn or starts its turn in the quicksand it sinks 1d4 feet and is restrained . A creature that is completely submerged in quicksand can\xe2\x80\x99t breathe. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the edge of the quicksand. A creature within 5 feet of the quicksand can take an action to pull a creature out of the quicksand. Doing so requires a successful DC 15 Strength check, and the quickserpent has advantage on attack rolls against the creature until the end of the creature\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Muck covers this muscular snake, which seems more at home in the silt and water on the ground than among tree boughs. \n'b' Formerly native to the Plane of Earth, quickserpents migrated to the Material Plane centuries ago because of a catastrophe that destroyed the area of the plane where they laired. The catastrophe also shunted the surviving serpents to swamps with connections to the Plane of Earth. The creatures adapted to their new environments and lost many of their elemental traits. They still understand the language of earth elementals and typically avoid attacking the elementals. A handful of powerful elementals that remember the snakes have attempted to reintegrate them to the Plane of Earth with mixed results. \n'b' A quickserpent, like many terrestrial constrictor snakes, ambushes its prey. However, it waits below the surface where it picks up the vibrations of creatures traveling above it. If the terrain is suitable, the serpent churns the ground into quicksand to pull unsuspecting prey into the earth. While its victim struggles to escape the mire, the serpent takes advantage of its prey\xe2\x80\x99s helplessness to wrap itself around and crush its prey. If the serpent manages to ensnare more than one creature, it targets the one with the most success emerging from the quicksand. \n'b' As quickserpents lost much of their elemental nature and become terrestrial creatures, the Queen of Serpents became more aware of their existence. The serpents have slowly accepted her as their sovereign, and they now rarely heed commands from earth elementals. The quickserpents at her command fight degenerate serpentfolk infesting the swamps.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quicksilver Fox \n'b' Small construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 7 (2d4+2) Speed 40 ft., burrow 5 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the quicksilver fox can speak its command word to transform the fox into a melee weapon or shield or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. While in the form of a melee weapon or shield, the quicksilver fox can\xe2\x80\x99t move, take any actions , reactions , or manipulate objects. Attacks made with this weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n'b' Elusive . The quicksilver fox doesn\xe2\x80\x99t provoke opportunity attacks when it moves out of an enemy\xe2\x80\x99s reach. \n'b' Keen Senses (true Form Only) . The quicksilver fox has advantage on Wisdom ( Perception ) checks. \n'b' Magic Weapons . The quicksilver fox\xe2\x80\x99s weapon attacks are magical. \n'b' Return (weapon or shield Form Only) . A creature attuned to the fox can speak its second command word to call the transformed fox. If the fox is within 100 feet of the creature and there is a clear path, the weapon or shield flies quickly into that creature\xe2\x80\x99s outstretched hand. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (true Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Legendary devices capable of transforming into the finest weapons or shields, quicksilver foxes are deadly weapons and loyal companions in one. These sleek fox-like constructs are plated with silver and adorned with eyes of gemstone or stained glass. Said to have been first requisitioned by a famous bard who felt his weapon \xe2\x80\x9clacked personality,\xe2\x80\x9d the spirited quicksilver fox has become coveted among adventurers, wielded by many a famous ranger and rogue . As playful off the battlefield as their animal inspirations, these free-spirited creatures seem to thrive on excitement, seeking adventure and action wherever possible. \n'b' Shifting Blade . The silver plating that makes up the bodies of these creatures can shift to take on the form of any weapon or shield desired by its master, its gemstone eyes always finding a place of adornment on its new form. This, coupled with the fox\xe2\x80\x99s keen strategic battle sense, makes them coveted tools of war.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quicksilver Siege Orb \n'b' Small construct , unaligned \n'b' Armor Class 15 Hit Points 82 (15d6 + 30) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 21 (+5) CON: 14 (+2) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8 Damage Vulnerabilities cold Damage Resistances fire, lightning; piercing and slashing from nonmagical attacks Damage Immunities bludgeoning, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , unconscious Senses darkvision 60 ft., passive Perception 15 Languages understands one language of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Bludgeoning Bounce (Orb Form Only) . Whenever the quicksilver siege orb is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 15 feet away from the source of the bludgeoning damage. If the damage is from a critical hit, the orb is pushed up to 30 feet. \n'b' Construct Nature . The quicksilver siege orb doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Flyby . The quicksilver siege orb doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immutable Form . The quicksilver siege orb is immune to any spell or effect that would alter its form. \n'b' Observant (Orb Form Only) . The quicksilver siege orb has advantage on Wisdom (Perception) and Wisdom ( Insight ) checks. In addition, if the orb observes a creature for at least 1 minute, it has advantage on the first three attack rolls it makes against the creature. \n'b' Slippery . The quicksilver siege orb has advantage on saving throws and ability checks made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The quicksilver siege orb makes three Disk Blade or Slam attacks. \n'b' Disk Blade (Disk Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Slam (Orb Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage. \n'b' Slashing Run (Recharge 4\xe2\x80\x936, Disk Form Only) . The quicksilver siege orb flies up to 20 feet in a straight line, then it flies up to 20 feet in a straight line in a different direction. During this move, it can move through the space of any Large or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 16 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shape Quicksilver . The quicksilver siege orb flattens itself into a razor-sharp, whirling disk or back into its orb form. Its statistics are the same in each form. It becomes a puddle of quicksilver if it dies. \n'b'\n'b' ABOUT \n'b' This silver sphere, polished to a mirror-like sheen bobs gently in the air for a moment before suddenly flattening out into a round, serrated blade. \n'b' The quicksilver siege orb is an alchemical construct designed for use as a siege weapon. The orb measures 3 feet in diameter and weighs 30 pounds. When it changes to disk form, its diameter increases to 6 feet, but it is only an inch thin. \n'b' Smart Silver . Arcanists replicated a semi-sentient quicksilver they found in the underworld and provided it to warring factions. The metal changes its disposition to match its form.\xc2\xa0As an orb, it is contemplative and observant. As a blade, it is aggressive, seeking to kill enemy combatants. Fortunately, it takes commands well and avoids inflicting collateral damage. \n'b' Autonomous Siege Weapon . A quicksilver siege orb can fit into a catapult or other throwing siege weapon while in spherical form. When it reaches its destination, it hovers in place to assess soft targets before changing into its disk form and injuring or killing those targets. \n'b' Customizable Alternate Form . Though the siege orb can have only one alternate form, the orb accepts instructions for several shapes beyond the standard whirling disk, such as spiked balls, borers, and other devices useful in battle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quicksilver Stalker \n'b' Medium aberration , chaotic evil\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 17 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 20 (natural armor) Hit Points 60 (8d8 + 24) Speed 40 ft. Saving Throws Dexterity +8, Wisdom +3 Skills Investigation +6, Perception +6, Survival +3 Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Senses blindsight 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 6 (2, 300 XP) \n'b' Special Traits \n'b'\n'b' Bloodsilver . When the stalker does damage to a creature, it may use its bonus action to recover 7 (1d8 + 3) hit points or the amount of damage it did to the creature, whichever is lower. It cannot exceed its starting hit points with this ability. \n'b' Immutable Form . The quicksilver stalker is immune to any spell or effect that would alter its form. \n'b' Invisibility . The quicksilver stalker can use a bonus action to become invisible. \n'b' Magic Weapons . The stalker\xe2\x80\x99s attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Quicksilver Stalker makes two claw attacks. \n'b' Talons . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b'\n'b' Reactions \n'b'\n'b' Retaliate . When a creature hits the quicksilver stalker, it may make a talons attack at that creature. \n'b'\n'b' Tactics \n'b' The quicksilver stalker favors attacking from invisibility for surprise, then becoming invisible once more when the opportunity presents itself. Though individual styles of combat seem to vary based on who the creature was in life, each of these beings is aided by an impressive array of instinctual features. Many directly attack a foe, then become invisible but remain in the same location, waiting for a chance to use their retaliate feature to strike the same target again. \n'b' Description \n'b' Quicksilver stalkers vary in appearance, having the build of humanoids of any race, size or gender \xe2\x80\x93 which feeds speculation regarding the true nature of their creation. They are distinguishable by their hairless, metallic skin and utter lack of features on the smooth orbs that serve as their heads. These silver monstrosities wear and carry no equipment, attacking only with the long talons that their fingers have become.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quickstep \n'b' With bright, striped pants and rapiers at the ready, it would seem to be impossible to miss the sight of these short, brawling fey. And yet one continually overlooks them, their voices echoing too high to hear. \n'b' Small fey , neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 49 (9d6 + 18) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +5, Wisdom +4 Skills Deception +5, Intimidation +5, Perception +4 Condition Immunities unconscious Senses darkvision 60 ft., truesight 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Evasion . If the quickstep is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the quickstep instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Fey Ancestry . The quickstep has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Startling Speed . The movements of a quickstep are so swift that it is almost invisible when in motion. If the quickstep moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the quickstep is incapacitated or restrained . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A quickstep makes two attacks with its moonlight rapier and one with its hidden dagger. \n'b' Moonlight Rapier . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) cold damage. \n'b' Hidden Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 3 (1d6) cold damage. \n'b' Freezing Steel (Recharge 6) . Each creature within 10 feet of the quickstep must make a DC 15 Constitution saving throw as the quickstep whirls in a blur of cold steel. On a failure, a target takes 9 (2d8) piercing damage and 7 (2d6) cold damage and is paralyzed for 1 round. On a success, a target takes half the piercing and cold damage and isn\xe2\x80\x99t paralyzed . \n'b'\n'b' Reactions \n'b'\n'b' Quick Dodge . When a creature the quickstep can see targets it with an attack , the quickstep can move to an unoccupied space within 5 feet of it without provoking opportunity attacks. If this movement would put the quickstep out of reach of the attacker, the attack misses. \n'b'\n'b' About \n'b' The quicksteps move through life at a hurtling pace, never pausing for more than a moment, speaking quickly and impatiently, always ready to move on while slower, duller creatures surround them with sluggish frustrations. \n'b' Fey Fashions . The quicksteps have a fondness for bright, patterned clothing with outrageous puffed sleeves, striped hose, and the like. Bright gems and sharp tailoring always get their attention, at least for a moment. \n'b' Cannot Resist a Challenge . Moving swiftly and largely invisibly, quicksteps are excellent messengers, scouts, and spies-but they have a love of dueling and challenges. It is extremely rare for them to turn down an invitation to single combat. They slow down their motions on these occasions, to allow their opponents to see defeat coming. \n'b' Friends to Gold and Silver . The quicksteps are happy to visit any fey court, light or dark, and can be quite mercenary in their demeanor. They claim they require rich pay to cover the expenses of their fine clothes and the maintenance of their moonlight-enhanced weapons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quiet Soul \n'b' The skeletal remains of a man bundled up in seal furs lies in the snow. \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (20d8) Speed 10 ft.\n'b' STATS STR: 6 (-2) DEX: 10 (+0) CON: 10 (+0) INT: 8 (-1) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3, Wisdom +7, Charisma +3 Skills Perception +7 Damage Immunities cold, poison, psychic Condition Immunities poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 17 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the quiet soul remains motionless, it is indistinguishable from an ordinary humanoid corpse. \n'b' Melancholic Emanation . The quiet soul emits a magical aura of lethargy and despondency. Any creature that starts its turn within 30 feet of the quiet soul must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage or another creature uses an action to wake it. \n'b'\n'b' Actions \n'b'\n'b' Psychic Lash . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 21 (6d6) psychic damage. If an unconscious creature is hit by this attack , that creature must make a DC 15 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one. \n'b'\n'b' About \n'b' Forsaken Companion . The angry shade of one abandoned and left to die of starvation, thirst, or exposure to the elements, the quiet soul haunts many a frozen campsite, steep cavern, ravine, or deadly trap. Its helplessness, despair, and hatred for those who left it to die followed it beyond death. The quiet soul attempts to kill any who come near so they may join the quiet soul in its isolation. Barely able to move, quiet souls often end up camouflaged by their victims; just one more skeleton in a pile. \n'b' Death Cult Shrines . Occasionally malevolent cults devoted to gods of death, winter, or darkness sacrifice one of their number to become a quiet soul. These quiet souls are given occasional sacrifices, decorated with jewels and finery, and serve as conduits for the voices of dark gods to their faithful. In some cases, they are positioned as statues or posed as supplicants in prayer. \n'b' Undead Nature . A quiet soul doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quil \n'b' Medium aberration , chaotic evil \n'b' Armor Class 17 (description) Hit Points 11 (2d8+2) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 7 (-2) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities grappled , Prone Senses darkvision 30 ft., passive Perception 15 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Scent . The Quil has a superior sense of smell. It gains advantage on any perception checks involving scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The aggressive quil crawl upon a multitude of legs, sliding across the ground in an undulating fashion. A thick coat of bony spikes covers their broad backs, laying flat during movement, but when threatened, they rise on end. They have a dozen insect-like legs and an armored head that can retract beneath the creature\xe2\x80\x99s torso if needed. Their head is bone, with no skin, and their jaws open and close like a vise, able to tear through flesh, clothing, furs, and even armor. Their finger-like claws are able to grasp things, allowing them to eat them all the faster. \n'b' Infestation . These multi-leg creatures are the bane of farmers, villages, towns, and dungeons. They thrive upon any organic matter, whether flesh or plant. They live in any clime but are most active during the warm months when crops are coming in and markets are filled to capacity with fresh food. Then the quil swarm in pods of a dozen or more. If left unchecked they infest areas, often driving out the local inhabitants. \n'b' Colonies . On rare occasions, the quil nest in huge colonies, where an adult female allows other quil to attach upon her, they fold themselves up in a giant ball, breeding and feeding upon each other. If the nest is attacked, there can be scores of the creatures, all of whom drop to the ground and attack. \n'b' Persistent predators . The quil\xe2\x80\x99s spikes protect it from most predators, designed to hold off an attacker while the quil devours its meal. They are very agile though, and if persistently attacked, or even one of their pack is persistently attacked, they become very aggressive, attacking with their vicious bite.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qumdaq \n'b' Small elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 13 (+1) INT: 6 (\xe2\x80\x932) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Skills Perception +2, Stealth +4 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 30 ft., tremorsense 30 ft., passive Perception 12 Languages Terran Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The qumdaq can burrow through nonmagical, unworked earth, sand, and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Elemental Nature . The qumdaq doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Final Gift . When the qumdaq dies, it bursts in a shower of sand. A qumdaq of the dying qumdaq\xe2\x80\x99s choice within 10 feet of it regains 5 (2d4) hp , or the target gains 5 (2d4) temporary hp if it is at its hp maximum. \n'b' Horde Tactics . The qumdaq has advantage on attack rolls against a creature if at least one of the qumdaq\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . In addition, the qumdaq\xe2\x80\x99s weapon attacks deal an extra 2 (1d4) bludgeoning damage on a hit, if at least three of the qumdaq\xe2\x80\x99s allies are within 5 feet of the target and the allies aren\xe2\x80\x99t incapacitated . \n'b' Sense Magic . The qumdaq senses magic within 60 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Desiccation Field (1/Day) . The qumdaq extends its arms, sending sand and grit swirling around itself. Each creature that isn\xe2\x80\x99t a qumdaq within 10 feet of the qumdaq must make a DC 10 Constitution saving throw. On a failure, a creature takes 5 (2d4) bludgeoning damage and suffers one level of exhaustion for 1 hour, or until it drinks at least 1 pint of water. On a success, a creature takes half the damage and isn\xe2\x80\x99t exhausted. A creature can suffer no more than a total of three levels of exhaustion from Desiccation Field, regardless of how many qumdaqs use the action. \n'b'\n'b' ABOUT \n'b' The sand rises in a vaguely humanoid form with only the faintest suggestion of facial features. Then another rises. Then another. \n'b' Qumdaq are small, earthen elementals that live and move in groups. \n'b' Magical Guardian . The qumdaq are attracted to areas of magical corruption, where they slowly work to return the land to its natural state. This process takes years or decades, but the qumdaq are patient and hardworking. The elementals treat any magic-wielding creature they find near a tainted area as if that creature were responsible for the land\xe2\x80\x99s corruption and vent their wrath upon the unfortunate soul. \n'b' Desert Dwellers . These elementals are commonly found in arid or desert areas, though their attraction to magical corruption means they can be found in wastelands or other magic-blasted environs. In ancient times, the mages of desert lands knew how to summon and bind the qumdaq to guard hidden tombs and vaults, where some still patrol to this day.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quog \n'b' Medium humanoid (quog), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) 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' Skills Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed , poisoned , psychic Senses darkvision 60 ft., passive Perception 8 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Fear of Fire . If the quog takes fire damage, it has disadvantage on attack rolls and ability checks until the end of the next turn. \n'b' Sunlight Sensitivity . While in sunlight, the quog has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Unarmed Attack . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Spit Spores (1/day) . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) poison damage. The target must also make a successful DC 11 Constitution saving throw or have their Intelligence lowered by 2 for a day. \n'b' About \n'b' A species of mutant humanoids lives in the shadowy world of the sewers. Quogs were created when a crazed wizard\xe2\x80\x99s experiment with fungi went wrong. These stupid, lazy monsters live in dark caves. They sometimes get to the surface at night to hunt for food. \n'b' Subterranean Society . Quogs usually live in large communities deep under crowded cities. The strongest of their kind rule the chaotic society. Tough quogs bully their way to the top of the pecking order. \n'b' Fungi Foragers . These unintelligent humanoids live off of the fungi that created them. If other creatures eat the fungi it will lower their intelligence (-2 for a day). This strange mushroom grows throughout the quogs\xe2\x80\x99 grimy lairs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catilus Adventurer \n'b' Family: Catilus \n'b' Tiny fey (catilus), chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 10 (3d4 + 3) Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Performance +6, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan, telepathy 30 ft. Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The catilus has advantage on saving throws against spells and other magical effects, and resistance against the damage of spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Coloring Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage, and the target is marked with magically glowing paint. As long as the target is marked, it can\xe2\x80\x99t benefit from being invisible . The paint lasts for 1 minute, or until a creature takes an action to scrape it off. \n'b' Minor Illusion . The catilus casts minor illusion (spell save DC 14) requiring no material components. In addition to images of objects, the catilus can also create images of catili with minor illusion , subject to the spell\xe2\x80\x99s limitations. \n'b' Invisibility . The catilus magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the catilus wears or carries is invisible with it. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Catiloid Defense . The catilus can use a bonus action to retreat into its shell, gaining resistance to all damage and three-quarters cover while its speed drops to 0. It can use another bonus action to come out of its shell. \n'b'\n'b' ABOUT \n'b' A catilus adventurer spends most of its time traveling and, of course, adventuring. Eager to explore and discover new things, catilus adventurers seek out forgotten planar portals and merrily jump through to find out what lies on the other side. Many catilus adventurers travel across worlds on reconnaissance missions and return to report their findings to the Catilus. Others just travel for the sake of adventure and the excitement of discovery. Catilus adventurers value friendship more than physical treasure and for them, an expedition is truly successful only if it leads to a new friendship. \n'b' In combat, a catilus adventurer is bold but not reckless. When facing a dangerous foe, it prefers to stay invisible and try to confuse and misdirect them with minor illusion tricks and telepathic taunts. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a catilus adventurer for their familiar. Catilus adventurers are delighted to serve as familiars for warlocks who have made pacts with the Catilus as their otherworldly patron, and they may rarely also act as familiars for other warlocks as well. \n'b' The term \xe2\x80\x9cCatilus\xe2\x80\x9d refers to an entire species of curious feline creatures that float through dimensions inside (for them, catiloid) shells. There are catili of all ages, colors, and sizes, and the oldest and wisest of them is known as just \xe2\x80\x9cthe Catilus\xe2\x80\x9d. All catili, as well as their friends, make up what they like to call the Catilus Family. \n'b' Catili are native to the rim between worlds some call the astral plane. There, they wield the magic of creation to paint the nothingness of the void with delightful colors and create quirky curiosities out of formless matter. Many catili travel across the cosmos seeking adventure and new friends, on which they may bestow rare and unusual magic powers! All catili possess some form of whimsical, colorful magic, including short-range telepathy and their signature float-ina-shell flying. Most adults can cast minor illusion at will and love to compete in finding the most whimsically creative ways to use that spell. Many of the more adventurous catili can also turn invisible , an ability they use to surprise friends and confound enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Matter Entropic Ooze \n'b' Huge ooze , neutral \n'b' Armor Class 13 Hit Points 389 (37d10 + 185) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 21 (+5) INT: 1 (-5) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , charmed , deafened , exhaustion , prone Senses blindsight 60 ft. (blind beyond this distance), passive Perception 15 Languages \xe2\x80\x94 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . An entropic ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Devour Soul . A living creature slain by an entropic ooze has its soul devoured by the ooze. Such a creature cannot be returned to life until the entropic ooze that contains its soul is slain. Soulsight. An entropic ooze can automatically detect the location of any living creature within 120 feet. It also senses the strength of their life force automatically. \n'b' Spider Climb . The entropic ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An entropic ooze makes two pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (4d6 + 3) necrotic damage plus 7 (2d6) psychic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quoreq \n'b' Medium aberration , chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 93 (11d8 + 44) \n'b' Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 \n'b' Skills Perception +5 \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , charmed , frightened , poisoned , stunned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 \n'b' Languages understands Common but can\xe2\x80\x99t speak, telepathy 60 ft. \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The quoreq regains 10 hp at the start of its turn. If the quoreq takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the quoreq\xe2\x80\x99s next turn. The quoreq dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Unsettling Appearance . A creature that starts its turn within 30 feet of the quoreq and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the quoreq\xe2\x80\x99s Unsettling Appearance for the next 24 hours. \n'b' Whorling Jaws . Whenever the quoreq suffers 10 or more piercing or slashing damage in a single round, its flesh opens up to reveal a set of gnashing teeth. For 1 minute, the quoreq can make a bite attack as a bonus action on each of its turns. Alternatively, the quoreq can use a bonus action to lose 5 hp and activate this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The quoreq makes three claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the quoreq scores a critical hit, it rolls damage dice three times, instead of twice. \n'b'\n'b' ABOUT \n'b' Vaguely humanoid in appearance, this creature has long, raking claws, a jerking gait, and no facial features. Its mushroom-gray skin is covered in strange bumps and eddies as if something were seething just below the surface. \n'b' Faceless Nightmares . Dwelling on the fringes of human society in abandoned buildings, polluted thickets, and grimy backstreets, the quoreq is an aberration born from human misery and squalor, an agglomeration of negative and vile thoughts given form and motion. Though not especially picky in their choice of victims, they are empathetically drawn to creatures experiencing some form of despair or pain. \n'b' Emotionless Killers . Quoreqs do not experience emotions the same way most humanoids do and have no concept of fear or love. They do not inflict pain for simple enjoyment, instead inflicting it to share in the experience such intense emotions can produce. As they inflict pain, they often telepathically ask their victims how it feels. \n'b' Horrible Feeding . Quoreqs eat and sleep like any normal creature, but, since their mouths are concealed beneath their rigid flesh, they must use their claws to rip open their own bodies to quickly gulp down food before they can regenerate . This unusual and horrific practice lends some support to the theory that quoreqs are wholly unnatural creatures born directly from human nightmares.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Baba Yaga \n'b' Medium humanoid , neutral evil \n'b' Armor Class 20 ( Intelligence ) Hit Points 321 (30d8+180) Speed 30 ft., fly 60 ft. (in mortar and pestle)\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 22 (+6) INT: 24 (+7) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +14, Deception +12, Insight +11, Intimidation +12, Perception +11, Persuasion +12, Stealth +10, Survival +11 Damage Resistances bludgeoning, piercing, slashing Damage Immunities necrotic, poison Condition Immunities charmed , disease, frightened , insanity/madness, petrified , poisoned Senses darkvision 60 ft., detect magic and see invisibility , passive Perception 21 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Sylvan Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agonizing Cackle . Baba Yaga can use a bonus action to cackle wildly, focusing her ire on a creature able to hear her that she can see within 60 feet. The target makes a DC 22 Constitution saving throw or is racked with intense pain and stunned . At the end of each of its turns, the target makes a new saving throw to resist the effect. On a success, the condition ends. A creature targeted by Baba Yaga\xe2\x80\x99s Agonizing Cackle becomes immune to it for 24 hours after resisting its effects. \n'b' Child Scent . Baba Yaga has advantage on Wisdom ( Perception ) checks that rely on smell, but only with respect to humanoid children and immature animals. \n'b' Contingency (1/Day) . When Baba Yaga is attacked, she is affected by mislead . \n'b' Elongating Limbs . Baba Yaga has a natural reach of 15 feet. \n'b' Legendary Resistance (3/Day) . If Baba Yaga fails a saving throw, she can choose to succeed instead. \n'b' Lifegiver (1/Day) . Baba Yaga can use an action to touch a dead creature and bring it back to life. \n'b' Long-Lived . Baba Yaga has greatly expanded her lifespan with complex arcane rituals. She adds +3 to any ability check she makes that doesn\xe2\x80\x99t already include her proficiency bonus. \n'b' Magic Items . Baba Yaga has a magic broom and dancing chicken hut (see below), a portable hole disguised as a wicker basket, a gem of seeing , a hat of disguise , a ring of free action , a gigantic mortar and pestle (which functions as a carpet of flying ), and any other magic item the GM deems fit. \n'b' Magic Resistance . Baba Yaga has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . Baba Yaga regains 15 hit points at the start of her turn if she has at least 1 hit point. \n'b' Scar . Baba Yaga can use a bonus action to touch a creature and horribly scar it. The creature makes a DC 22 Charisma saving throw. On a failure it is permanently scarred. These scars are visible through disguises, when the creature shapechanges, and even when the creature is brought back to life. Baba Yaga knows the scarred creature\xe2\x80\x99s location and can target it with her spells as long as it is within range, regardless of whether or not she can see it. Baba Yaga may have up to 7 creatures scarred at a time and can use a bonus action to remove permanent scars from a creature. \n'b' Spellcasting . Baba Yaga is a 20th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 22; +14 to hit with spell attacks). Baba Yaga has the following spells prepared and access to all class spell lists:\n'b'\n'b'\n'b' Cantrips : eldritch blast, mending , minor illusion , prestidigitation , thaumaturgy , vicious mockery \n'b' 1st-level (4 slots) : charm person , cure wounds , faerie fire , feather fall , hideous laughter , hunter\xe2\x80\x99s mark, magic missile \n'b' 2nd-level (4 slots) : blindness/deafness , mirror image , suggestion , web \n'b' 3rd-level (4 slots) : bestow curse , dispel magic , fireball , haste , lightning bolt , protection from energy \n'b' 4th-level (4 slots) : confusion , dominate beast , greater invisibility , polymorph \n'b' 5th-level (3 slots) : dominate person , geas , legend lore , scrying \n'b' 6th-level (3 slots) : chain lightning , disintegrate , eyebite , heal \n'b' 7th-level (3 slots) : finger of death , symbol , teleport \n'b' 8th-level (2 slots) : clone , control weather , feeblemind \n'b' 9th-level (1 slots) : foresight , time stop , weird , wish \n'b'\n'b' Sorcery Points (17/Day) . Baba Yaga can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. \n'b' Creating Spell Slots & Sorcery Points . As a bonus action on her turn, Baba Yaga can expend one spell slot and either gain a number of sorcerer points equal to the slot\xe2\x80\x99s level or create a spell slot by expending sorcery points ( 1st-level -2 points, 2nd-level -3 points, 3rd-level -5 points, 4th-level -6 points, 5th-level -7 points). \n'b' Metamagic: Distant Spell . When Baba Yaga casts a that has a range of 5 feet or greater, she can spend 1 sorcery point to double the range of the spell. When Baba Yaga casts a spell that has a range of touch, she can spend 1 sorcery point to make the range of the spell 30 feet. \n'b' Metamagic: Quickened Spell . When Baba Yaga casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. \n'b' Metamagic: Subtle Spell . When Baba Yaga casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components. \n'b' Metamatic: Twinned Spell . When Baba Yaga casts a spell that targets only one creature and doesn\xe2\x80\x99t have a range of self, she can spend a number of sorcery points equal to the spell\xe2\x80\x99s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell\xe2\x80\x99s current level. \n'b'\n'b' ACTIONS \n'b'\n'b' Broom . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 4 (1d4+6) magical bludgeoning damage. \n'b' Death Curse . Baba Yaga uses an action to point at a living creature she can see within 30 feet. The target makes a DC 22 Wisdom saving throw at the start of each of its turns. On a failure it gains one level of exhaustion . The creature continues making saving throws until it has 2 successes or dies. A creature targeted by Baba Yaga\xe2\x80\x99s Death Curse becomes immune to it for 24 hours after resisting its effects. \n'b'\n'b' ABOUT \n'b' The world witch is as wise and wily as she is old-and there\xe2\x80\x99s no telling how old she is. Baba Yaga relishes the chance to toy with overly ambitious mages and foolhardy adventurers, using their exploits as a means to attain more power for herself. She creates lairs wherever it\xe2\x80\x99s most convenient for the next step in her plans to accrue greater magical knowledge or a lethal pet (she has a habit of \xe2\x80\x9ctaming\xe2\x80\x9d dragons.) The ancient woman has no fear and routinely brokers with more powerful entities than herself to deal with adventurers that pose too great of a threat to her-one does not live for millenia without learning the value of being cautious. \n'b' Baba Yaga rarely shows herself and much prefers to watch invisibly or from afar, greatly entertained by the struggles of mortals. When forced into combat she unleashes a dragon or two and then her chicken hut to test her foes, perhaps dominating one of them, but when engaged directly she metes out a Death Curse alongside powerful magics in a reality-shaking assault with no room for mercy or restraint. \n'b' The Iron Teeth of Baba Yaga \n'b' Tiny fey, chaotic neutral \n'b' Armor Class 14 Hit Points 67 (15d6+15) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 22 (+6) INT: 24 (+7) WIS: 19 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, History +6 Damage Resistances lightning Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish, Elvish, Infernal, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The teeth\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect magic , mending , ray of frost , true strike \n'b' 2/day each : grease , magic missile , shield \n'b' 1/day each : acid arrow , blur , heat metal \n'b'\n'b' Actions \n'b'\n'b' Pinch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (3d4 + 4) piercing damage. \n'b'\n'b' Legendary Actions \n'b' Baba Yaga can take 3 legendary actions , choosing from the options listed. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. She regains spent legendary actions at the start of her turn. \n'b'\n'b' At Will Spell . Baba Yaga casts one at will spell from her list or from her iron teeth\xe2\x80\x99s list if it is equipped. \n'b' Pestle Slap . Baba Yaga makes one pestle slap attack . \n'b' Breath of the Bone Mother (Costs 2 Actions) . Baba Yaga uses Breath of the Bone Mother, if it is available.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qutrub \n'b' Medium elemental , neutral evil \n'b' Armor Class 15 Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 9 (-1) CON: 14 (+2) INT: 16 (+3) WIS: 11 (0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +1, Con +4, Wis +2, Cha +1 Skills Perception +2, Stealth +1, Survival +2 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12 Languages Common, Terran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Cannibal . If the qutrub spends a minute eating a corpse, it regains all uses of a single spell. \n'b' Innate Spellcasting . The qutrub\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks), and they can innately cast the following spells:\n'b'\n'b'\n'b' 2/Day each : entangle , inflict wounds , jump \n'b' 1/Day each : pass without trace , shatter \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The qutrub makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d10 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' Qutrub are scavenging, earthly genies the size of a human with thick fur and canine heads. They eat corpses and scavenge from the dead, drawing magical power from the flesh of intelligent creatures. Qutrub prefer to inhabit ruins in inhospitable wilderness, ranging out to find prey or simply taking the bodies of those who have fallen to the elements of other predators. \n'b' Qutrub are intelligent and can talk but dislike doing so with potential meals. They often make deals with bandits, tyrants, and organized criminals, trading their physical might and spellcasting for more regular access to corpses.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Quyrua \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 6 (-2) CON: 21 (+5) INT: 15 (+2) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Nature +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Eternal Keeper . Embedded in the quyrua\xe2\x80\x99s shell is a +1 magic weapon. This weapon can\xe2\x80\x99t be removed unless the quyrua allows it with Honorable Absolution, or it dies. In some rare cases a quydra has a more powerful magic weapon in its shell. \n'b' Honorable Absolution . A quyrua can willingly allow a creature to remove the weapon embedded in its shell. When the weapon is removed in this way, the quyrua immediately dies, though part of its spirit remains within the weapon, allowing the wielder of the weapon use of the quyrua\xe2\x80\x99s innate spellcasting for the following 24 hours. At the GM\xe2\x80\x99s discretion, sometimes, the quyrua\xe2\x80\x99s sentience is absorbed into the weapon, effectively making it a unique sentient weapon. \n'b' Innate Spellcasting . The quyrua\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). It can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 3/day each : cure wounds , gust of wind \n'b' 1/day : control water \n'b'\n'b' Keen Smell . The quyrua has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sacred Charge . The quyrua\xe2\x80\x99s bite gains the magical benefits of the weapon embedded in its shell (included in the attack ). If the weapon deals any additional damage on a hit, the quyrua gains resistance to that damage type. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) piercing damage. \n'b' Water Jet . The quyrua magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the quyrua and forced\xc2\xa0 prone . On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced\xc2\xa0 prone . \n'b'\n'b' ABOUT \n'b' Quyrua are guardians of riverways and inland settlements bordering rivers or lakes. They resemble an oversized turtle with a brilliant shell of vibrant color, though the shell\xe2\x80\x99s most distinctive feature is that it is punctured by an impressive weapon. The quyrua\xe2\x80\x99s eyes show a measure of sentience and the glimmer of eternal patience. A quyrua is typically about 12 feet long and weighs around 2,200 pounds. \n'b' Heroic Origin . Quyrua often form the basis of regional legends, with the weapons embedded in their back being an implement used by some historic figure. These magical creatures are created when such a legendary (possibly mythic) hero embeds their weapon in the back of a venerable tortoise. \n'b' The tortoise is then given a spark of magical sentience, blessed by a sponsoring power-most often a deity affiliated with the hero. \n'b' Bearers of Legacy . The hero departs to unknown places after giving the quyrua its final instructions, which often consist of a required quest or traits to be found in a suitable heir for the weapon. The quyrua does its best to ensure they live up to the legacy of their creator, ready to gift the weapon they carry onto one capable of upholding the weapon\xe2\x80\x99s legacy. Such cases are obviously rare, for a quyrua giving up its embedded weapon also succumbs to a quick (but peaceful) death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Qwyllion \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 19 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Cha +6 Skills Acrobatics +11, Perception +4 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin, Infernal, Sylvan, Void Speech Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Nauseating Stench . A creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature that fails this saving throw is also incapacitated while poisoned in this way. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the qwyllion\xe2\x80\x99s Nauseating Stench for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Deadly Gaze . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 17 (4d6 + 3) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion\xe2\x80\x99s control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time. \n'b' Charm . One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the qwyllion\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion\xe2\x80\x99s Charm for the next 24 hours. The qwyllion can have no more than one Humanoid and up to three Beasts charmed at a time. If it charms another Humanoid or a fourth Beast, the oldest effect on a previous target ends. \n'b'\n'b' ABOUT \n'b' The reeking creature resembles a toothless, cadaverous hag. Its large eyes glow with unearthly green light, and ragged claws extend from its fingers. \n'b' Twisted Nymphs . Qwyllion (the name means \xe2\x80\x9cpolluter\xe2\x80\x9d in Old Elvish) are fey who have been twisted by the corrupted magic of magical wastelands or warped by alchemical experiments into baleful versions of their former selves. \n'b' Frighten Animals . Besides making them hideously ugly, the transformation leaves them with a deadly gaze and the ability to control a living creature with a mere glance. Most animals can sense the corruption within the fey and refuse to approach it. \n'b' Goblin Mercenaries . Qwyllion are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. \n'b' Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rabisu \n'b' Medium fey , chaotic evil \n'b' Armor Class 19 (harpy cloak) Hit Points 127 (17d8 + 51) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 21 (+5) DEX: 24 (+7) CON: 24 (+7) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +11, Con +6, Wis +8 Skills Intimidation +8, Perception +8, Stealth +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 13 Languages Aklo, Auran, Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The rabisu\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : command undead (as command but only affects undead), invisibility , ray of enfeeblement \n'b' 3/day each : charm monster, quickened invisibility (as the base spell, except it is cast as a bonus action), quickened ray of enfeeblement (as the base spell, except it is cast as a bonus action), ray of exhaustion (as ray of sickness but the target also gains a level of exhaustion ), vampiric touch \n'b' 1/day each : mirage arcane , disguise self , waves of fatigue (as ray of exhaustion but targets up to 1d6+1 targets in line of sight of the rabisu), wind walk \n'b'\n'b' Blood Frenzy . When a rabisu successfully drains blood from a creature, it becomes frenzied. For 1 minute after it drains blood, it acts as if affected by haste and gains the regenerate trait. \n'b' Regenerate . While in a blood frenzy, the rabisu regains 5 Hit Points at the start of its turn. If the rabisu takes salt or silverbased damage, this trait doesn\xe2\x80\x99t function at the start of the rabisu\xe2\x80\x99s next turn. The rabisu dies only if it starts its turn with 0 Hit Points and doesn\xe2\x80\x99t regenerate . \n'b' Susceptible to Salt . A handful of salt burns a rabisu for 1d6 points of damage per use. \n'b' Magic Fang . The rabisu\xe2\x80\x99s bite and claw attacks are considered magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rabisu makes four attacks, only one of which can be a bite attack . \n'b' Talon-Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 12 (2d4 + 7) slashing damage. Instead of dealing damage, the rabisu can grapple the target (escape DC 17). \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the rabisu, incapacitated , or restrained . Hit : 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the rabisu regains Hit Points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. This attack can trigger the blood frenzy trait. \n'b'\n'b' REACTIONS \n'b'\n'b' Bloody Rebuke . When the rabisu takes damage from a creature the rabisu can see within 60 feet of it, the rabisu can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage. The rabisu heals for the same amount as it draws blood out of the target creature. \n'b'\n'b' ABOUT \n'b' These hollow-eyed, blue-skinned women have a vulture\xe2\x80\x99s wings, birdlike talons for hands and feet, and fang-filled mouths. Despite their ghoulish appearance, rabisus are living creatures, not undead. While they can manipulate objects with their talons, they cannot wield weapons. Rabisus take great delight in the taste of blood. To these fey, this flavor can vary greatly, even between two similar creatures. \n'b' Rabisus might keep particularly delicious victims prisoner for months to prolong the pleasure of savoring their blood. \n'b' A rabisu stands 6 feet tall and weighs 160 pounds. \n'b' Salt Barrier . Ground sprinkled with salt functions as difficult terrain for a rabisu. A line of salt placed across a doorway, window, or other aperture can largely prevent a rabisu from passing through that opening. It can attempt to go through the opening as part of its movement, but unless it succeeds at a DC 17 Wisdom saving throw, the salt prevents it from completing the movement, retreating 5 feet and becoming frightened for 1 round.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Raccoon \n'b' Tiny beast , unaligned \n'b' Armor Class : 13 \n'b' Hit Points 2 (1d4) \n'b' Speed : 30 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 15 (+2) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +5, Survival +4, Stealth +5 \n'b' Senses : darkvision 60 ft., passive Perception 15 \n'b' Languages : \xe2\x80\x93 \n'b' Challenge : 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Hearty : Raccoons gain advantage on all saving throws related to Constitution . \n'b' Scent : Raccoons gain advantage on all Wisdom checks related to their sense of smell. \n'b'\n'b' Actions \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 point slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 point piercing damage. \n'b'\n'b' About \n'b' The only natural animal other than the great apes to possess an opposable thumb, raccoons demonstrate an instinctual cunning and mischievousness. They are primarily nocturnal creatures, and their gray and black coats blend naturally into shadows. Raccoons are highly adaptable, and thrive in urban settings (where they typically feed on garbage and other refuse).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Racked Seraph \n'b' Gargantuan construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 203 (14d20 + 56) Speed 20 ft., fly 90 ft. (hover)\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 2 (-4) WIS: 21 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, radiant Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , poisoned , prone Senses blindsight 120 ft., truesight 120 ft., passive Perception 15 Languages understands all languages but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Gaze . As a bonus action, the racked seraph can target one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 19 Constitution saving throw or catch fire. Until a creature takes an action to douse the fire, the target takes 16 (3d10) fire damage at the start of each of its turns. \n'b' Cleansing Burst (Recharge 5-6) . As a bonus action, the racked seraph can emit magical, divine energy it has trapped. Each creature within 10 feet of the seraph not in its Soul Rack must make a DC 19 Constitution saving throw. The creature takes 18 (4d8) radiant damage and is blinded until the start of the seraph\xe2\x80\x99s next turn on a failed save, or takes half as much damage and isn\xe2\x80\x99t blinded on a successful one. \n'b' Cleansing Weapons . The racked seraph\xe2\x80\x99s weapon attacks are magical. When the racked seraph hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Immutable Form . The racked seraph is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The racked seraph\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). The racked seraph can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility (self only) \n'b' 3/day each : dispel magic , flame strike \n'b' 1/day each : disintegrate , fire storm \n'b'\n'b' Magic Resistance . The racked seraph has advantage on saving throws against spells and other magical effects. \n'b' Soul Rack . When the racked seraph kills a creature, the creature must succeed on a DC 19 Charisma saving throw or its soul is trapped in the racked seraph until the racked seraph releases it as a bonus action or is destroyed. When a creature uses Incorporeal Movement to enter the racked seraph\xe2\x80\x99s space, that creature must succeed on a DC 19 Charisma saving throw or be incapacitated and have its speed reduced to 0 until it is damaged or the racked seraph releases it as a bonus action. The trapped creature moves with the racked seraph. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The racked seraph makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 19 (4d6 + 5) bludgeoning damage plus 18 (4d8) radiant damage. \n'b' Radiant Flame . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 27 (6d8) fire damage plus 27 (6d8) radiant damage. \n'b' Teleport (1/day) . The racked seraph magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' To get around their limited capacity for reanimating celestials, Fiend Lords have taken to constructing golem-like monstrosities that use their feathers as a focusing core. Many celestials leave their feathers to mortals as symbols of hope, which fiends delight in subverting. Collected in great enough numbers, these feathers can be used to form a spiritual lattice to catch celestial power and turn it to fiendish purposes as a titanic engine of magical destruction. The necessary core to activate the lattice and make the monstrosity active is a pair of ashen angels (page 145) stretched across a rack of bones and celestial wings. \n'b' The Fiend Lords looked upon these semi-living engines of pure energy and found them a perfect means of clearing the leftovers of a battlefield, where lone heroes may rise or survivors may warn others of the oncoming destruction of the Underhell. Although no true celestial is bound within, the engine can use power not unlike theirs to eradicate lingering mortals after a fiendish army has moved on. They are unfeeling constructs, destroying all creatures they see in an area, be they mortal or fiendish. \n'b' Incorporeal Transport . Racked seraphs can carry incorporeal undead to support fiendish efforts, including damned soul swarms and ashen angels . They also carry trapped mortal souls meant to be used for the creation of damned soul swarms, wicked magic items, or other horrific ends. \n'b' Rampant Scouring . Once it is engaged in combat, only a fourth-circle fiend or Fiend Lord can command a racked seraph; it simply burns away all other creatures it encounters. Tragically, the awe-inspiring forms of the racked seraphs lead many mortals to believe they may have encountered salvation, only to find utter destruction. The Fiend Lords, of course, revel in the cruel irony. \n'b' APPEARANCE \n'b' A ring of dozens of large wings hangs in the air. Inside the ring, a mass of bones and skulls are fused into a lattice around a flaming, glaring eye.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rafflesian \n'b' Small plant , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d6 + 80) Speed 15 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (\xe2\x80\x931) CON: 20 (+5) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Survival +5 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 Languages understands the languages of its host companion but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Symbiote . A rafflesian can bond with a willing Humanoid creature that remains in physical contact with it for 10 minutes. While bonded in this way, the host creature gains a +2 bonus to AC and saving throws and has resistance to all damage, and the rafflesian\xe2\x80\x99s speed is 0, moving with the host when it moves. Each time the host takes damage, the rafflesian takes the same amount of damage. If the host is subjected to an effect that would force it to make a saving throw, the host can use its saving throw bonuses or the rafflesian\xe2\x80\x99s. If both are subjected to the same effect, only one of them is affected, the rafflesian\xe2\x80\x99s choice. The rafflesian and the host otherwise retain their own statistics and take separate turns. The rafflesian and the host can\xe2\x80\x99t be separated, unless the rafflesian chooses to terminate the connection. The rafflesian can detach itself safely from a host over the course of 1 hour, or it can detach itself from the creature as an action, which immediately kills the host. \n'b' Symbiotic Thought . The rafflesian and its host can communicate telepathically while bonded. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rafflesian makes three Vine Whip attacks. It can replace one attack with a use of Blood Root. \n'b' Vine Whip . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) slashing damage. \n'b' Blood Root . The rafflesian launches a root toward one creature it can see within 30 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) necrotic damage as the rafflesian drains blood from it. The rafflesian or the host (the rafflesian\xe2\x80\x99s choice) then regains hp equal to the damage taken. \n'b'\n'b' REACTIONS \n'b'\n'b' Last Resort . When the host dies, the rafflesian can reanimate it for up to 10 days, provided the host\xe2\x80\x99s body is still intact. During this time, the host is protected from decay and can\xe2\x80\x99t become undead. The rafflesian can use a bonus action to cause the host to move as it could in life, but the host can\xe2\x80\x99t take any other actions . If the host could speak in life, the rafflesian can speak with the host\xe2\x80\x99s voice. A host body reanimated in this way can be restored to life by any spell capable of doing so. \n'b'\n'b' ABOUT \n'b' This conical red flower is a tight bud of scarlet pedals. A web of delicate vein-like roots keeps it in place on the human\xe2\x80\x99s back. \n'b' A rafflesian is a sentient tropical flower that develops a symbiotic relationship with a willing humanoid companion and uses willing humanoid hosts to germinate its offspring. \n'b' Long-Lived . Rafflesian flowers, even without a host creature, live for up to three centuries and germinate only one seed each century. When ready to plant a seed, each rafflesian works with its companion to find a willing humanoid host, and a fully formed offspring sprouts from that host\xe2\x80\x99s flesh soon after. \n'b' True Symbiosis . A rafflesian is interested in ensuring its host companion\xe2\x80\x99s survival, and it prefers to share its life with a singular companion and its descendants. A single rafflesian is often inherited by many generations of the same family until the flower eventually expires.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rageborn Sunder \n'b' Large elemental , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 300 (24d10 + 168) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 25 (+7) INT: 15 (+2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +14 Skills Athletics +12 Condition Immunities charmed , frightened , paralyzed , stunned Senses blindsense 60 ft., passive Perception 10 Languages Primordial, Sylvan Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive Escalation . At the start of the rageborn sunder\xe2\x80\x99s turn, it gains a +1 bonus to its attack rolls and saving throw DCs. These bonuses are cumulative and increase with each subsequent turn with no maximum. Additionally, some traits and abilities are marked with \xe2\x80\x9c(Round #+)\xe2\x80\x9d, which indicates that the rageborn sunder\xe2\x80\x99s escalation bonus must be at least the number indicated before it can use these abilities. The bonus resets to 0 if the rageborn sunder spends 1 minute without attacking or taking damage. \n'b' Ancient Power . Terrain hazards within 1 mile of the rageborn sunder use its attack bonus and saving throw DC in place of their own. This begins at +12 and DC 20, then it increases according to the Aggressive Escalation trait. \n'b' Break Magic . When attempting a saving throw or ability check against a spell or magical effect, the rageborn sunder can attempt a Strength saving throw in place of an Intelligence , Wisdom , or Charisma saving throw, or it can attempt a Strength ( Athletics ) ability check in place of an Intelligence , Wisdom , or Charisma ability check. \n'b' Relentless (Round 2+) . The rageborn sunder\xe2\x80\x99s speed can\xe2\x80\x99t be reduced by any means and it can move through any objects or structures in its way as difficult terrain , leaving a rageborn-sized hole in its wake. \n'b' Supreme Toughness (Round 4+) . The rageborn sunder gains resistance to all damage. \n'b' Tremendous Rage (Round 6+) . If the rageborn sunder hits a creature with an attack , that attack is an automatic critical hit. \n'b' Unleashed Apocalypse (Round 8+) . The rageborn sunder rolls initiative again and takes a second turn on that initiative result each round. It can now take a total of 6 legendary actions, regaining 3 spent legendary actions at the start of each of these turns, up to its new maximum of 6. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rageborn sunder makes two Brutal Slam attacks and can use one of its other actions . \n'b' Brutal Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 38 (6d10 + 5) bludgeoning damage, and the target is pushed up to 15 feet away from the rageborn sunder. \n'b' Earthbind (Round 1+) . The rageborn sunder strikes the ground with tremendous force, temporarily amplifying gravity. This forms a Micro-singularity hazard in an unoccupied space within 5 feet of the rageborn sunder. \n'b' Frack the Land (Round 2+) . The rageborn sunder pours magical energy into the earth, causing eruptions around it. Choose two points it can see within 120 feet, creating an Incendiary Quagmire hazard centered on each point, each occupying a 15-by-15-foot square. \n'b' Monolith of Power (Round 5+) . The rageborn sunder raises the Monolith of Power hazard from the earth, empowering its abilities. The monolith occupies a 10-by-10- foot space and is 10 feet tall, appearing in an unoccupied space within 10 feet of the rageborn sunder. \n'b' Thunderglass Tower (Round 7+) . The rageborn sunder calls forth a spire of shining glass that crackles with energy \xe2\x80\x93 a Thunderglass Tower hazard. It occupies a 5-by-5-foot space and is 15 feet tall, appearing in an unoccupied space within 5 feet of the rageborn sunder. \n'b' Vortex of the End (Round 9+) . The rageborn sunder creates the ultimate expression of its primal power. A 120-footradius vortex surrounds the rageborn sunder and moves when the rageborn sunder moves. Each time the rageborn sunder uses this ability, the vortex\xe2\x80\x99s radius extends an additional 120 feet, and it deals an additional 14 (4d6) necrotic damage. This effect is cumulative with no upper limit. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The rageborn sunder 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 rageborn sunder regains spent legendary actions at the start of its turn. \n'b'\n'b' Charge . The rageborn sunder moves up to its speed. \n'b' Smash . The rageborn sunder makes a single Brutal Slam attack . \n'b' Leaping Smash (Round 3+) . The rageborn sunder moves up to its speed without provoking opportunity attacks and can make a single Brutal Slam attack before, during, or after this movement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Dark Servant of Carcosa \n'b' Huge aberration (extraterrene), neutral evil \n'b' Armor Class 11 (natural armor) Hit Points 189 (18d12+72) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 19 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Wis +7 Condition Immunities disease, poison, frightened Damage Resistances cold, necrotic Senses darkvision 120 ft., passive Perception 12 Languages Mi-go (can\xe2\x80\x99t speak) Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Starflight A dark servant can survive in the void of outer space. It flies through space at incredible speeds. Exact travel times vary, but a trip within a single solar system normally takes months, while a trip between stars takes many years. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dark servant makes two talon attacks (if flying), or two wing attacks and one bite attack . \n'b' Talon . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 2d8+6 piercing damage and the target is grappled (escape DC 18). If the dark servant hits the same target with both talon attacks, it gains a bonus action to use its rend attack . \n'b' Wing . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 2d6+6 bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 2d6+6 piercing damage. \n'b' Rend . Melee Weapon Attack : +10 to hit, reach 10 ft., one grappled target. Hit : 4d8+6 slashing damage. \n'b'\n'b' ABOUT \n'b' This huge, gaunt creature is roughly bipedal and batlike, with taloned feet and vast, membranous wings. Rank black fur, gleaming chiten, and putrescent ebon flesh covers its body. \n'b' Known in some circles as byakhee or star-steeds, the dark servants are creatures of the black spaces between the stars that can be summoned to the Earth through forbidden magic. They are native to the far-distant world of Carcosa, domain of Hastur the Unspeakable, and are most commonly encountered while serving as that terrible being\xe2\x80\x99s minions or messengers to the Earth. \n'b' Dark servants also serve powerful cultists or magic-users as flying steeds. \n'b' Unlike many other extraterrenes, dark servants are rigidly bound by ancient pacts and serve their summoners obediently, provided the necessary rites are performed correctly. Even a small oversight can lead to catastrophe, because dark servants are very sensitive to their peculiar summoning rituals and always answer; they have been known to tear wizards limb from limb if some protective step is unfortunately omitted. \n'b' However, under the proper conditions, dark servants can be compelled to undertake tasks or obligations lasting for centuries-for example, appearing to bear away a summoner many years after being commanded to come when called, or returning to a specific place one day each year to perform a service for centuries uncounted. This makes them very useful as guardians or protectors of ancient secrets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ragecaster \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 21 Hit Points 322 (28d12 + 140) Speed 40 ft., swim 40 ft. (through lava only)\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 1 (+5) INT: 4 (+7) WIS: 20 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Int +14, Wis +12 Damage Vulnerabilities cold Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities charmed , frightened , unconscious Senses passive Perception 20 Languages \xe2\x80\x94 Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Legendary Resistances (2/day) . If the Ragecaster fails a saving throw, it can choose to succeed instead. \n'b' Magical Resistance . The Ragecaster has advantage on saving throws against magical effects. \n'b' Magical Weapon . Physical attacks by the Ragecaster count as magical weapons. \n'b' Spellcasting . The Ragecaster is an epic level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +13 to hit with spell attacks). Apply this when attacking with the Ragecaster\xe2\x80\x99s Staff. \n'b' Actions \n'b' Multiattack . The Ragecaster can make 2 attacks. One slam action and one spell from the Ragecaster\xe2\x80\x99s Staff. \n'b' Lair \n'b' The lair of the Ragecaster is a pit of boiling magma created as a physical embodiment of his anger. It flows through the cavern in swirling currents causing any that enter to suffer sever heat exhaustion . \n'b' On initiative 20, losing any ties, a creature who has spent the previous round in the cavern must make a DC 15 Constitution saving throw or suffer a level of exhaustion . The immense heat is also physically damaging. Any creature that starts their turn in the Ragecaster\xe2\x80\x99s lair is dealt 7 (2d6) fire damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and 14 (4d6) fire damage. \n'b' Ragecaster Staff . Choose one spell from those listed on the staff. Deduct the charges from the staff when using this attack . Once the staff has expended all of its charges it ceases to function. \n'b' Lava Wave (recharge 5-6) . The Ragecaster ushers a wave of lava forth in a 25ft. cone. Any creature caught in the cone must make a DC 19 Dexterity save or take 82 (15d10) fire damage and ignites in flames taking 5 (1d10) fire damage each round at the start of their turn until they spend an action to put themselves out. On a success they take half damage and do not ignite in flames. \n'b' Legendary Actions \n'b' The Ragecaster 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 Ragecaster regains spent legendary actions at the start of its turn. \n'b' Move . The Ragecaster can move away up to half of its movement speed without provoking attacks of opportunity. \n'b' Slam . The Ragecaster makes one slam attack . \n'b' Lava Plume (Costs 2 actions) . The Ragecaster sends a line of lava 15 feet forward in a straight line. Any creature caught in the path must make a DC 19 Dexterity saving throw or take 44 (8d10) fire damage and ignite in flames taking 5 (1d10) fire damage each round at the start of their turn until they spend an action to put themselves out. On a success they take half damage and do not ignite in flames. \n'b' About \n'b' This monstrosity was once a regular human . Obsession with creating the perfect magic item drove his life to ruin. \n'b' Upon presenting his creation to the world, a flaw was quickly pointed out. The crowd began to laugh at his work. This caused him to boil over with a blinding rage. He then turned his creation on the crowd, expending every spell he could. \n'b' Once his rage subsided, there were none left standing. He realized he could never be a part of this world and disappeared into the Fey Wilds where the magic of that land changed him into a large beastial form fueled by his wild raging emotions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rageipede \n'b' A three-foot-long centipede with a mottled carapace lunges from the undergrowth. Its front limbs end in sharp claws, while its mandibles drip venom. \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 55 (10d6 + 20) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses blindsight 30 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Natural Camouflage . The rageipede has advantage on Dexterity ( Stealth ) checks made while in forests and tall grass. \n'b' Surprise Bite . If the rageipede surprises a creature and hits it with a bite attack during the first round of combat, the target has disadvantage on its saving throw against the rage caused by the rageipede\xe2\x80\x99s bite. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The rageipede makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage and the target must succeed on a DC 12 Wisdom saving throw or be overcome with a fit of rage for 1 minute. While in a fit of rage, a creature has advantage on melee attack rolls and its melee weapon attacks deal an extra 3 (1d6) damage. The creature is unable to distinguish friend from foe and must attack the nearest creature other than the rageipede. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. 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' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' About \n'b' The rageipede is not commonly found in urban landscapes, though there have been reports of small forest hamlets becoming feeding grounds for the creature. The rageipede is commonly known as the fury worm due to its peculiar hunting methods. \n'b' Fury\xe2\x80\x99s Kiss . The bite of the rageipede holds powerful mind-altering venom that causes even the most conditioned individuals to fall into a mindless rage, attacking anyone or anything in sight. \n'b' Patient Stalkers . The rageipede\xe2\x80\x99s primary food source is carrion left in the wake of its enraged victims. The rageipede lies in wait for potential victims to pass within range, utilizing the element of surprise to bite. After biting its victim, the creature typically retreats and hides in nearby underbrush or tree cover, waiting to claim its spoils. \n'b' Rageipede Victims . Victims go on a rampage, killing and destroying everything in sight. Once the wave of rage passes, the victims typically suffer no lingering effects. However, the victims are left with the memories of their deeds, which often proves worse than the alternative.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Afya Elemental Overlord \n'b' Medium undead , any alignment \n'b' Armor Class 13 (16 with mage armor ) Hit Points 165 (30d8 + 30) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Constitution +7, Charisma +11 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 Skills Arcana +8, Intimidation +11, Persuasion +11 Damage Immunities varies (see Elemental Flexibility) Senses darkvision 60 ft., passive Perception 12 Languages any three languages Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Elemental Flexibility . At the start of its turn, the elemental overlord must choose one damage type: acid, cold, fire, or lightning. It has immunity to its chosen damage type until the start of its next turn. It can\xe2\x80\x99t choose the same damage type two rounds in a row. \n'b' Elemental Shield . A creature that touches the elemental overlord or hits it with a melee attack while within 5 feet of it takes 10 (3d6) damage of the type chosen with Elemental Flexibility. \n'b' Incorporeal Movement . The elemental overlord 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' Legendary Resistance (3/day). If the elemental overlord fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The elemental overlord has advantage on saving throws against spells and other magical effects. \n'b' Shadow Sight . Magical darkness doesn\xe2\x80\x99t impede the elemental overlord\xe2\x80\x99s darkvision . \n'b' Shadow Stealth . While in dim light or darkness, the elemental overlord can take the Hide action as a bonus action. \n'b' Shadow Walk (2/day). As a bonus action while in dim light or darkness, the elemental overlord can teleport to an unoccupied space it can see within 30 feet that is also in dim light or darkness. \n'b' Spellcasting . The elemental overlord is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The overlord has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will): acid splash , blade ward, fire bolt, light , prestidigitation \n'b' 1st level (4 slots): burning hands , detect magic , mage armor , magic missile , shield \n'b' 2nd level (3 slots): blur , flaming sphere , gust of wind , misty step \n'b' 3rd level (3 slots): counterspell , fly , lightning bolt \n'b' 4th level (3 slots): conjure minor elementals , ice storm , stoneskin , wall of fire \n'b' 5th level (3 slots): cone of cold , conjure elemental , wall of stone \n'b' 6th level (2 slots): chain lightning , wall of ice \n'b' 7th level (2 slots): delayed blast fireball , prismatic spray \n'b' 8th level (1 slot): control weather \n'b' 9th level (1 slot): meteor swarm \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the elemental overlord has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Nature . The elemental overlord doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Elemental Bolt . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 28 (8d6) damage of the type chosen with Elemental Flexibility, and the target must succeed on a DC 18 Constitution saving throw or have disadvantage on its next saving throw against a spell cast by the elemental overlord. \n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 36 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. \n'b'\n'b' Legendary Actions \n'b' The elemental overlord 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 overlord regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The elemental overlord casts a cantrip. \n'b' Move . The elemental overlord moves up to half its speed without provoking opportunity attacks. \n'b' Elemental Bolt (costs 2 actions). The elemental overlord makes one Elemental Bolt attack . \n'b' Power Uncontained (costs 3 actions ). The elemental overlord releases a burst of elemental energy. Each creature within 20 feet of it must make a DC 18 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage and is pushed up to 10 feet away and knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Baba Yaga \n'b' Medium humanoid ( human ), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 21 (+5) INT: 25 (+7) WIS: 23 (+6) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +12, Wis +11, Cha +9 Skills Arcana +12, Deception +9, Insight +11, Perception +11, Persuasion +9 Damage Resistances fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , paralyzed Senses truesight 120 ft., passive Perception 21 Languages Common, Abyssal, Elvish, Infernal, Sylvan Challenge 13 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . Baba Yaga has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn in the combat yet. In addition, any hit she scores against a creature that is surprised is a critical hit. \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of Baba Yaga and can see her true form must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Baba Yaga is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Baba Yaga\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the witch\xe2\x80\x99s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against Baba Yaga. \n'b' Innate Spellcasting . Baba Yaga\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : comprehend languages , dancing lights , detect magic , minor illusion , vicious mockery \n'b' 2/day each : blight , charm person , dispel magic , fear , fireball , misty step , ray of enfeeblement , sleep , witch bolt \n'b' 1/day each : circle of death , darkness , detect thoughts , finger of death , hallucinatory terrain , hex, see invisibility , silence \n'b'\n'b' Magic Resistance . Baba Yaga has advantage on saving throws against spells and other magical effects. \n'b' Mimicry . Baba Yaga can mimic the sounds of beasts or humanoids. \n'b' Regeneration . Baba Yaga regains 10 hit points at the start of her turn if she has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Baba Yaga makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 13 (3d8) necrotic damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage plus 13 (3d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' Adventurers head to their tents after a delicious meal. As they are beginning to lie down for the night, the ranger in their party hears an unusual raven\xe2\x80\x99s call. He shouts a warning to his companions, \xe2\x80\x9csomething wicked is coming this way!\xe2\x80\x9d \n'b' Wild Witch . Baba Yaga is one of the most famous witches in the world. The cunning, clever old woman is hideously ugly. Some say she is related to hags as she enjoys dining on humanoids. \n'b' The Little Grandmother . Even though she is truly a horrifying monster, many folks seek her out. Baba Yaga\xe2\x80\x99s wisdom is legendary, and sages, scholars, and explorers seek her advice. However, there is a price to be paid for her assistance. The witch will ask for a favor in return, usually in the form of a dangerous quest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Raggoth \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (13d10 + 65) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 6 (-2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +8 Skills Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The raggoth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The raggoth makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) slashing damage, and the target is grappled (escape DC 17) and restrained . \n'b' Tormenting Howl (Recharge 5-6) . The raggoth unleashes a piercing howl. All creatures within 60 feet of the raggoth that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the raggoth\xe2\x80\x99s Tormenting Howl for 24 hours. \n'b'\n'b' About \n'b' A sleek black-furred creature leaps from the underbrush, its gaping mouth showing a full allotment of sharpened fangs. It has a lupine head and six muscular legs. Its body is long and ends in a thick-furred tail. \n'b' Raggoths are aggressive predators with voracious appetites and a killing instinct that makes them quite deadly in battle. Though its hunting area typically covers only about a mile around its lair, raggoths are known to track their prey up to 10 or more miles. Whether this only occurs when food is scarce or if the raggoth simply hunts and tracks its prey for the sheer thrill of the hunt is unknown. \n'b' Raggoths, by their very nature, are solitary though sometimes they will work together to track down an elusive target or work together to bring down a particularly powerful opponent. Typically, two raggoths working in concert are a mated pair. \n'b' Raggoths dwell in thick forests and make their home amidst the foliage or in shallow caves and caverns. If a mated pair is encountered, there is a chance (40%) that 1d4 young are present. Young are born live and are fully dependent on their mother for the first year of their life. Around 12 to 18 months, they begin to gain their independence but do not fully leave the lair until they are around 2 years of age. A young raggoth reaches maturity around 4 years of age. \n'b' A raggoth is about 8 feet long and weighs about 450 pounds. Its fur is jet black, its nails and teeth are dull white, and its eyes are dull yellow. \n'b' Raggoths are ambush hunters and always use stealth tactics when hunting and tracking their prey. When spotted, a raggoth moves slowly toward its target and then quickly bursts from its hiding spot at its opponent. If the raggoth doesn\xe2\x80\x99t fell its opponent in the first round, it lets loose its tormenting howl to weaken its prey before attempting to finish it off with its terrible claws and bite. A raggoth fights to the death only if cornered or defending its lair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rahara \n'b' Huge plant , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 138 (12d12 + 60) \n'b' Speed 10 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 5 (-3) WIS: 16 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 \n'b' Damage Resistances bludgeoning, piercing \n'b' Condition Immunities blinded , deafened , exhaustion \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Damage Transfer . While a creature is swallowed, the rahara takes only half the damage dealt to it (rounded down), and that creature takes the other half. \n'b' False Appearance . While the rahara remains motionless, it is indistinguishable from a normal tree root or vine. \n'b' Hold Breath . While out of water, the rahara can hold its breath for 1 hour. \n'b' Lagoon Keeper . The rahara may cast create or destroy water (using a 9th level spell slot) once per day and purify water at will. \n'b' Speak with Birds and Reptiles . The rahara can communicate with birds and reptiles as if they shared a language. For the purposes of influencing these animals the rahara has Persuasion +5. \n'b' Underwater Camouflage . The rahara has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The rahara can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rahara makes two attacks but prefers to bite constricted foes in an attempt to swallow them. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 12 Dexterity saving throw or be swallowed by the rahara. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the rahara, and it takes 10 (3d6) acid damage at the start of each of the rahara\xe2\x80\x99s turns. If the rahara takes 20 damage or more on a single turn from a creature inside it, the rahara must succeed on a DC 21 Constitution saving throw at the end of that turn or defecate all swallowed creatures, which fall prone in a space within 5 feet of the rahara. The creatures are stripped of all their equipment and are execrated naked. Equipment maybe retrieved if this specific rahara is killed. If the rahara dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone and fully equipped. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the rahara can\xe2\x80\x99t constrict another target. \n'b' Jetstream . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 17 (2d10 + 6) bludgeoning and 11 (2d10) cold damage. \n'b'\n'b' ABOUT \n'b' The rahara is a savage predator of the rain forest, a creature whose woody body resembles nothing so much as a waterlogged and rotten pawpaw log, often sheathed in a twisted skein of fibrous strands like a manioc strainer basket. They are not particularly intelligent, but they recognize signs of civilization and travelers like cookfires and pack animals or mounts. While primarily aquatic, they are capable of rushing up onto the shoreline to grab their prey, grabbing them and dragging them back into their watery dens. \n'b' Raharas lurk in deep, permanent lagoons in rainforest and jungle terrain, often enlarging these basins to provide more room to lair. Their lairs are often noticed by canny travelers by the many footprints leading to the water but none leading away. When not hungry, they may make a loud snapping noise to warn off intruders; when raharas are known to be about, it is silence that is truly dangerous. \n'b' Jungle Pets . Raharas often befriend birds and reptiles and use them like living lures, roosting near the rahara\xe2\x80\x99s waterhole and drawing in hunters and poachers until the rahara can seize them. According to legend, a serpent befriended by a rahara that is killed and falls into the rahara\xe2\x80\x99s pool might return to life as a baby rahara. At first, it looks no different than it did in life, but it soon grows to titanic size and devours everyone and everything nearby.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rainman \n'b' Medium fey , chaotic evil \n'b' Armor Class 13 Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , restrained Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Water Blend . The rainman has advantage on Dexterity ( Stealth ) checks when he attempts to hide in water. \n'b' Magic Resistance . The rainman has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The rainman\xe2\x80\x99s attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The rainman makes two attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Drown (Recharge 2-3) . Each creature within 10 ft. of the rainman must make a DC 13 Strength saving throw. On a failure, a target takes 7 (1d8 + 3) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the rainman\xe2\x80\x99s space. The rainman can only grapple one Medium creature or up to two Small or Tiny creatures at one time with this ability. At the start of each of the rainman\xe2\x80\x99s turns, each grappled target takes 7 (1d8 + 3) bludgeoning damage. As an action, a creature within 5 feet of the rainman can pull a creature or an object away from it by succeeding on a DC 13 Strength check. \n'b'\n'b' About \n'b' Hiding in the heaviest of rainfalls, is a dangerous monster. The rainman is a cruel and vicious hunter. This fey only takes form in the rain and can\xe2\x80\x99t survive out of water. It will hide in the rain and surprise its victims. Surprisingly strong, this fey will then attempt to drown the unsuspecting creature. They are one of the most hated creatures in all of Feyland. \n'b' Patient Stalker . Rainmen have been known to stalk their victims for hours.\xc2\xa0They will wait patiently for the right moment to strike. \n'b' Deadly Drowning . If it kills a creature, the rainman absorbs it and leaves a puddle of water behind. Once a rainman is slain, it disolves into the ground.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rakasa Batu \n'b' Huge elemental , neutral \n'b' Though at first this creature seems to be an earth elemental, you notice part of its body phase out of existence and back in again, as if it were made of interdimensional sand. \n'b' Armor Class 17 (natural armor) Hit Points 184 (16d12 +80) Speed 20 ft., burrow 40 ft.\n'b' STATS STR: 28 (+9) DEX: 4 (-2) CON: 20 (+5) INT: 11 (+0) WIS: 9 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning, thunder Damage Resistances cold, fire, necrotic, radiance, bludgeoning, piercing, slashing damage from magical or adamantine weapons Damage Immunities acid, poison; bludgeoning, slashing, piercing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , stunned Senses darkvision 120 ft., tremorsense 60 ft Languages Terran Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Batu Solidity . The rakasa batu\xe2\x80\x99s body exists at the same time in the Material and the Ethereal plane, in a state of constant flux between the two. Due to this unique state of everlasting change between the planes, rakasa batu cannot grapple or be grappled and have advantage on all escape checks. \n'b' Earth Glide . The rakasa batu can burrow through nonmagical, unworked earth and stone. While doing so, the rakasa batu doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Innate Spellcasting . The rakasa batu\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material or somatic components.\n'b'\n'b'\n'b' At Will : speak with animals , spike growth , meld into stone , stone shape \n'b' 3/day : commune with nature , flesh to stone , wall of stone \n'b' 1/day : earthquake \n'b'\n'b' Siege Monster . The rakasa batu deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The rakasa batu makes 2 slam attacks. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 27 (4d8+9) bludgeoning damage. If the target is a creature of size Large or smaller, it must succeed on a DC 23 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' About \n'b' These mysterious entities first appeared along the Amber Roads shortly before the Confluence, blocking certain passages in an attempt to curb the destruction soon to wreak havoc across the interplanar transitway. \n'b' Their efforts were for naught, but the creatures found spiritual kinship with dwarves, in particular the zwerc-rakasa batu emissaries can now be found in virtually every one of their pocket demiplanes and, as time passes, more and more frequently in the endless caves of Aventyr. Encountering one of these creatures in the Underworld can be a dangerous proposition; they know much about the world around them and the veils between planes, but those who raise its ire can quickly find themselves buried underneath stone. \n'b' Rakasa batu are generally 13 feet tall or larger, but can weigh between 300 and 6000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rakklethorn Toad \n'b' Small monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 13 (3d6 + 3) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Smell . The rakklethorn toad has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Thorn Volley . Ranged Weapon Attack : +4 to hit, range 50 ft., one target. Hit : 5 (1d6 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. \n'b' About \n'b' A cat-sized toad, about three feet long with dozens of small needlelike thorns protruding from its back, hops forth. Its mottled brown and green skin glistens with a dull sheen, while its gray eyes study knowingly. \n'b' Relatives of poisonous toads, rakklethorns live in small squiggles in murky swamps. Rakklethorn toad squiggles are fiercely territorial, and battles between them are frequent. Occasionally, however, the rakklethorn toads enter a mating frenzy. Several packs merge and form a great swarm of noisy frogs that sweeps through the marshes like a wave. After a mating frenzy, females release hundreds of jelly-like eggs into the waters. Of all those eggs, only a very small fraction live long enough to hatch into tadpoles. \n'b' A rakklethorn toad attacks by arching its back and firing a volley of thorns at an opponent. It rarely ever closes to melee, preferring to attack at range. If confronted in close quarters, a rakklethorn toad usually flees or if cornered, attacks with its bite.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Maharaja Rakshasa \n'b' Family: Rakshasa \n'b' Medium fiend , lawful evil \n'b' Armor Class 24 (natural armor) Hit Points 310 (23d8 + 207) Speed 40 ft., fly 30 ft.\n'b' STATS STR: 26 (+8) DEX: 27 (+8) CON: 29 (+9) INT: 24 (+7) WIS: 21 (+5) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +15, Constitution +16, Wisdom +12, Charisma +16 Skills Arcana +14, Deception +16, Insight +12, Perception +12, Persuasion +16, Stealth +15 Damage Resistances cold; bludgeoning and slashing from nonmagical weapons Damage Immunities poison; piercing from nonmagical attacks Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 22 Languages all Challenge 22 (41,000 XP) \n'b' Special Traits \n'b'\n'b' Be Quick or Be Dead . The maharaja rakshasa has advantage on initiative rolls. \n'b' Limited Magic Immunity . The maharaja rakshasa can\xe2\x80\x99t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Polyglot . The maharaja rakshasa is fluent in all languages. \n'b' Innate Spellcasting . The maharaja rakshasa\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , clairvoyance \n'b' 3/day : charm person \n'b' 1/day : plane shift \n'b'\n'b' Spellcasting . The maharaja rakshasa is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , minor illusion , resistance , shocking grasp \n'b' 1st level (4 slots) : color spray , detect magic , fog cloud , magic missile \n'b' 2nd level (3 slots) : darkness , hold person , see invisibility , spider climb \n'b' 3rd level (3 slots) : bestow curse , dispel magic , nondetection , vampiric touch \n'b' 4th level (3 slots) : confusion , dimension door , greater invisibility , phantasmal killer \n'b' 5th level (3 slots) : dominate person , mislead , modify memory , scrying \n'b' 6th level (1 slot) : irresistible dance , mass suggestion , programmed illusion \n'b' 7th level (1 slot) : prismatic spray, project image , teleport \n'b' 8th level (1 slot) : feeblemind , mind blank \n'b' 9th level (1 slot) : prismatic wall , weird \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The rakshasa makes four bite attacks and one greatsword attack . \n'b' Greatsword . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 17 (2d8 + 8) piercing damage.'}