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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dark Stalker \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 15 Hit Points 52 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 9 (?1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +3 Skills Perception +4, Stealth +8 Senses darkvision 120 ft., passive Perception 14 Languages Undercommon (dark folk dialect) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The dark stalker\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 10). The dark stalker can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : deeper darkness, detect magic , fog cloud \n'b'\n'b' Death Throes . When a dark stalker dies, it combusts in a flash of white-hot flame, and each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success. A dark stalker\xe2\x80\x99s gear and treasure are unaffected by this explosion. \n'b' Envenomed Attacks . The dark stalker coats its weapons with black smear, a foul-smelling black paste distilled from fungi that live deep underground. \n'b' Exceptional Darkvision . Dark stalkers can see perfectly in darkness of any kind, including magical darkness. \n'b' Light Sensitivity . While in bright light, the dark stalker has disadvantage on attack rolls as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Sneak Attack . Once per turn, the dark stalker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of an ally of the dark stalker that isn\xe2\x80\x99t incapacitated , and the dark stalker doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dark stalker makes two Shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' Dark creepers are diminutive dwellers found in the depths of the earth. The wear layers of filthy rags to hide their pale, wan bodies. Unwilling to show their true forms even to each other, they do not remove their clothing, and merely add a new layer as the outermost grows too ragged or stained. Some say entire cities of these folk exist in the dark depths, and that they raid the surface for loot, kidnapped servants, and the love of mayhem. 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Myrmidon Rakshasa \n'b' Family: Rakshasa \n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (scale mail, shield) Hit Points 51 (6d8 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Stealth +4 Damage Vulnerabilities piercing from magic weapons wielded by good creatures Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Weapons . The myrmidon\xe2\x80\x99s weapon attacks are magical. When the myrmidon hits with any weapon, the weapon deals an extra 2d4 force damage (included in the attack ). \n'b' Dedicated Warrior . The myrmidon has advantage on saving throws against being charmed and frightened . \n'b' Limited Magic Immunity . The myrmidon can\xe2\x80\x99t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Tiger Tag Team . The myrmidon has advantage on attack rolls against a creature if at least one friendly rakshasa is within 5 feet of the creature and that rakshasa isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The myrmidon rakshasa makes two Forked Scimitar or Arcane Bolt attacks. \n'b' Forked Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 5 (2d4) force damage. Instead of dealing damage, the myrmidon can disarm a target wielding a weapon. The target must succeed on a DC 12 Strength saving throw or its weapon lands in a random space within 10 feet of the target. \n'b' Arcane Bolt . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 12 (4d4 + 2) force damage. \n'b' Spellcasting . The myrmidon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : detect thoughts , disguise self \n'b' 2/day : expeditious retreat \n'b'\n'b' REACTIONS \n'b'\n'b' Allied Parry . When a creature the myrmidon can see attacks a creature within 5 feet of it, the myrmidon can impose disadvantage on the attack roll. To do so, the myrmidon must be wielding a shield. \n'b'\n'b' ABOUT \n'b' A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. \n'b' In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. \n'b' The Saahase . The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger\xe2\x80\x99s claws.\xc2\xa0Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. \n'b' The Pustakam . When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body.\xc2\xa0Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. \n'b' To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. \n'b' The Chhota . The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the \xe2\x80\x9cUnnati\xe2\x80\x9d ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. \n'b' The Slayer . When a rakshasa or greater rakshasa\xc2\xa0needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Pustakam Rakshasa \n'b' Family: Rakshasa \n'b' Small fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 91 (14d6 + 42) Speed 25 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Insight +6, Stealth +5 Damage Vulnerabilities piercing from magic weapons wielded by good creatures Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Object Form Only) . While the pustakam remains motionless, it is indistinguishable from an ordinary object. \n'b' Limited Magic Immunity . The pustakam can\xe2\x80\x99t be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pustakam makes two Claw attacks or uses False Promises twice. It can replace one use of False Promises with a use of Spellcasting. \n'b' Claw (Fiend Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage plus 9 (2d8) psychic damage. \n'b' False Promises . The pustakam whispers promises of power and riches in the mind of one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is charmed for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t charmed . While charmed , a creature has disadvantage on saving throws against the pustakam\xe2\x80\x99s enchantment spells. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spellcasting . The pustakam casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : detect thoughts , mage hand , minor illusion \n'b' 3/day each : command , suggestion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The pustakam transforms into a Tiny object or back into its true form, which is a fiend. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. \n'b' In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. \n'b' The Saahase . The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger\xe2\x80\x99s claws.\xc2\xa0Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. \n'b' The Pustakam . When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body.\xc2\xa0Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. \n'b' To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. \n'b' The Chhota . The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the \xe2\x80\x9cUnnati\xe2\x80\x9d ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. \n'b' The Slayer . When a rakshasa or greater rakshasa\xc2\xa0needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa Ambari \n'b' Family: Rakshasa \n'b' Huge undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 187 (15d12+90) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 22 (+6) INT: 1 (-5) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9 Damage Immunities poison Condition Immunities poisoned Skills Athletics +10 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spectral Howdah . A rakshasa ambari is surrounded by the ghostly vestiges of long-dead warriors that once fought alongside it and mounted upon it. As a result, any creatures that are not adjacent to the rakshasa ambari have disadvantage on melee and ranged weapon attacks against the rakshasa ambari. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rakshasa ambari makes one gore attack and two stomp attacks. \n'b' Gore . Melee Weapon Attack : +10 to hit, 1reach 5 ft., one Large target or two adjacent Medium or smaller targets. Hit : 18 (2d10 + 7) piercing damage. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage If the target is a creature, it must succeed a DC 16 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Terrifying Trumpet (5-6) . All living creatures within 60 feet of the rakshasa ambari must succeed a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage and become frightened . A frightened creature can attempt another saving throw at the end of each of their turns in order to end this condition. \n'b'\n'b' ABOUT \n'b' Horrors born from the depths of endless jungles, the ambari are undead elephants granted terrible powers through necromantic rites of the wicked rakshasa . Massive and terrifying, many of these earth-shaking undead behemoths retain the exotic trappings and elegant finery of the princes who once doted upon them. The glory of such beasts is long forgotten, though, as most serve as unholy slaves and fearless beasts of war for uncaring necromancers who have learned the secrets of their creation or directly under the rod of the immortal rakshasa rajahs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa Honor Guard \n'b' Family: Rakshasa \n'b' Medium fiend , neutral evil \n'b' Armor Class 18 (mail cuirass, shield) Hit Points 76 (8d8+40) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 20 (+5) INT: 13 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, tactical advantage on saves vs spells and magical effects. Skills Insight +5, Perception +5 Damage Resistances weapon damage, except for magical piercing damage dealt by a good-aligned creature Senses passive Perception 15 Languages Low Atlantean, Rakshasa Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Shape As the spell alter self , but concentration is not required. \n'b' Protective Strike The honor guard has tactical advantage when attacking a target that is also adjacent to another rakshasa , and such attacks deal 2d6 extra damage on a hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The honor guard makes two attacks. \n'b' Flail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 2d8+7 bludgeoning damage and the target must succeed a Dex save (DC 15) or be forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Duty-Bound When an adjacent ally would be hit by an attack , the honor guard can intervene and be hit by the attack instead. \n'b'\n'b' ABOUT \n'b' Standing like a man, but with the head of a great tiger and strangely backward wrists, this humanoid wears finely crafted chainmail, ornate helm, and filigreed shield, and carries a three-headed flail. \n'b' Servitors of the rakshasa rajas, the honor guard are magically bound to protect their master. They serve well as bodyguards and shock troops, and despite their dwindling numbers, the rajas have no qualms about sacrificing an honor guard or two (or more) to protect themselves and their schemes. \n'b' Immortal beings with a ceaseless appetite for evil, the rakshasas have changed their tactics from overt destruction to covert corruption. They only reveal their true nature if they are in their homelands or want to gloat over certain victory. \n'b' Now the rakshasa rajas are building their empires again. Rakshasa spies infiltrate major city states, learning who to corrupt, and who to kill.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baba Yaga \n'b' Medium humanoid , neutral evil \n'b' Armor Class 20 ( Intelligence ) Hit Points 262 (25d8+150) 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 , madness, petrified , poisoned Senses darkvision 60 ft., detect magic and see invisibility , passive Perception 21 Languages Abyssal, Celestial, Common, Draconic, 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 . 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\xe2\x80\x942 points, 2nd-level\xe2\x80\x943 points, 3rd-level\xe2\x80\x945 points, 4th-level\xe2\x80\x946 points, 5th-level\xe2\x80\x947 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' Metamagic: 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' Are you ready for the Witch of Wilds, gourmand of children, and crone of crones? I hope so because we\xe2\x80\x99re cooking up something special with Baba Yaga! Baba Yaga is a capricious figure of Slavic folklore and the witch of witches\xe2\x80\x94when you think of a witch, you\xe2\x80\x99re probably thinking of her whether or not you know it. She eats children and others who become lost in the forest, but is often sought out for her great knowledge and wisdom. The crone is reluctant to offer aid however, as she ages one year for each question she answers, and though she can make a blue rose potion to reverse her aging she\xe2\x80\x99s got better things to do. Baba Yaga is likely best known for her chicken-legged hut and if you ever come across the walking building, remember: turn your back to the forest, your front to me. \n'b' Baba Yaga\xe2\x80\x99s Broom \n'b' Weapon (club), artifact (requires attunement) \n'b' This artifact has the statistics of a +3 weapon and dancing sword (plus on a critical hit the target is blinded for 1 round), and while attuned to it you can innately cast pass without trace and nondetection at will. In addition, you can use a bonus action to knock the broom against a lock, door, lid, shackles, chains, or the like to open them. Once you have used this feature 3 times, you require a long rest before it can be used again. \n'b' Baba Yaga\xe2\x80\x99s Chicken Hut \n'b' Wondrous item , legendary \n'b' This item first appears to be a shuttered Huge-sized wooden hut able to fit up to 7 Medium or smaller creatures inside along with a simple bed and table permanently affixed to the floor. After taking a long rest inside of it, you make a DC 20 Wisdom ( Perception ) check, seeing through the veil and revealing its true nature on a success\xe2\x80\x94strange markings and other signs of witchcraft cover nearly every surface of the interior and it reeks of chicken effluent. There are 8 glowing runes on the table, each only half-illuminated. When you pass your hand over a rune, the energies inside respond and you can fully illuminate it or remove its glow entirely. When certain runes are illuminated, enormous chicken legs beneath the hut rise it up off of the ground. Baba Yaga\xe2\x80\x99s Chicken Hut is a Huge object with the following statistics: \n'b' Armor Class 21 Hit Points 320 Speed 50 ft. or swim 10 ft. (or 0 ft. if the legs aren\xe2\x80\x99t extended) Damage Immunities cold, poison, psychic \n'b' To be used as a vehicle, the hut requires one pilot. While the hut\xe2\x80\x99s door and window shutters are closed, the interior is airtight and watertight. The interior holds enough air for 60 hours of breathing, divided by the number of breathing creatures inside. \n'b' Table: Baba Yaga\xe2\x80\x99s Chicken Hut Runes \n'b'\n'b' Rune \n'b' Lit \n'b' Dark \n'b'\n'b' 1 \n'b' Chicken legs extend, allowing the hut to walk and swim. \n'b' Chicken legs retract, reducing the hut\xe2\x80\x99s Speed to 0 and making it unable to benefit from bonuses to speed. \n'b'\n'b' 2 \n'b' Forward window shutter opens. \n'b' Forward window shutter closes. \n'b'\n'b' 3 \n'b' Side window shutters open (two per side). \n'b' Side window shutters close (two per side). \n'b'\n'b' 4 \n'b' Each extended chicken leg makes the following melee weapon attack : +10 to hit, reach 5 ft., one target. Hit : 9 (2d8) slashing damage. \n'b' The hut releases a disgusting and offensive miasma. All creatures in a 60-foot radius of the hut make a DC 18 Constitution saving throw or are poisoned until the end of the pilot\xe2\x80\x99s next turn. If the interior is not sealed, this includes any creatures inside the hut. 5 The apparatus walks or swims forward. The apparatus walks or swims backward. \n'b'\n'b' 6 \n'b' The apparatus turns up to 180 degrees left. \n'b' The apparatus turns up to 180 degrees right. \n'b'\n'b' 7 \n'b' Lanterns appear on the front of hut, emitting bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' If there are lanterns conjured on the front of the hut, they disappear. \n'b'\n'b' 8 \n'b' The front door unseals and opens. \n'b' The front door closes and seals. \n'b'\n'b' The hut floats on water. \n'b' A creature in the interior can use an action to control the illumination of as many as two of the hut\xe2\x80\x99s runes, and a bonus action to control a third. After each use, a rune goes back to its neutral position. Each rune, from left to right, functions as shown in the Baba Yaga\xe2\x80\x99s Chicken Hut Runes table. If you are not attuned to any magic items and spend a week inside of Baba Yaga\xe2\x80\x99s Chicken Hut, you can attune to it. The hut uses 2 of your attunement slots. Once attuned, you are always its pilot, and as long as you can see it you can use your bonus action to manipulate as many as 3 of its runes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa Lord \n'b' Family: Rakshasa \n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +12, Insight +10, Perception +10 Damage Vulnerabilities piercing from magical weapons wielded by good creatures Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 20 Languages Common, Infernal Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The rakshasa\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect thoughts , disguise self , mage hand , minor illusion \n'b' 3/day each : charm person , detect magic , invisibility , major image , suggestion \n'b' 1/day each : dominate person , fly , fog cloud , hypnotic pattern , plane shift , tongues , true seeing \n'b'\n'b' Limited Magical Immunity . The rakshasa is immune to spells of 7th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects. \n'b' Pounce . If the rakshasa moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The rakshasa makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target\xe2\x80\x99s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. \n'b'\n'b' Reactions \n'b'\n'b' Instinctive Charm . When a creature within 60 feet of the rakshasa makes an attack roll against it, and another creature is within the attack\xe2\x80\x99s range, the attacker must make a DC 20 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the rakshasa or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, that attacker is immune to the rakshasa\xe2\x80\x99s Instinctive Charm for 24 hours. \n'b'\n'b' About \n'b' A tall, handsome noble enters his master bedroom and closes the door. He takes off his patterned robes and strides forth. Suddenly his appearance changes and a tiger-like humanoid appears in the mirror opposite him. This is the incredibly powerful rakshasa lord. \n'b' Hidden Horror . This fiend can easily rule an entire city as a high-ranking noble, live the life of a high priest, or take on the role as an influential merchant.\xc2\xa0They could even rule a kingdom with many powerful henchmen under their command. At times other rakshasas will even serve this treacherous fiend. \n'b' Second Life . As with other rakshasas, this creature returns to Hell when it is killed. Once reborn, the rakshasa lord will seek out its killer. If the lord is killed in Hell, they are destroyed forever. \n'b' Amazing Appetites . These fiends have enormous appetites and usually hire the best cooks in the city. One clue that they might not be humanoid is the massive amount of food they eat. It is one of the main vices of this clever fiend, but not the only one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa Swordspirit \n'b' Family: Rakshasa \n'b' Medium fiend , neutral evil \n'b' Armor Class 13 Hit Points 27 (6d8) Speed 30 ft, fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages Rakshasa Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Phantom Demon The body of the swordspirit is invisible , though the weapon it wields is visible. \n'b' Transfer Lifeforce When a swordspirit is reduced to 0 hit points , the mystical energy binding the swordspirit breaks, but infuses the nearest ally with 15 temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Floating Weapon . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1d6+4 slashing damage. \n'b'\n'b' ABOUT \n'b' A curved blade hangs in the air, but the creature wielding it is invisible. Only the faint scuffle of unseen feet and soft hiss of its breath give away its presence. \n'b' Immortal beings with a ceaseless appetite for evil, the rakshasas have changed their tactics from overt destruction to covert corruption. They only reveal their true nature if they are in their homelands or want to gloat over certain victory. \n'b' Now the rakshasa rajas are building their empires again. Rakshasa spies infiltrate major city states, learning who to corrupt, and who to kill.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa, Greater \n'b' Family: Rakshasa \n'b' This fiendish mastermind appears as a sleek, white tiger-headed humanoid with bright blue eyes, striking markings and impressive whiskers. Dressed in fine silk robes woven with golden patterns, he lounges indolently on a low seat, smoking a hookah held in his backward paw. \n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 144 (17d8 + 68) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +10, Insight +8 Damage Vulnerabilities piercing from magic weapons wielded by good creatures Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Limited Magic Immunity . The greater rakshasa can\xe2\x80\x99t be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Puppet Master . When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell\xe2\x80\x99s duration is concentration, up to 8 hours. \n'b' Innate Spellcasting . The greater rakshasa\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect thoughts , disguise self , mage hand , minor illusion \n'b' 3/day each : charm person , detect magic , invisibility , major image , suggestion \n'b' 1/day each : dominate person , fly , plane shift , true seeing \n'b'\n'b' Actions \n'b' Multiattack . The greater rakshasa makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest , filling the target\xe2\x80\x99s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest . The curse lasts until it is lifted by a remove curse spell or similar magic. \n'b' Harrowing Visions (Recharge 5-6) . The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies\xe2\x80\x99 worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Legendary Actions \n'b' The greater rakshasa 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 greater rakshasa regains spent legendary actions at the start of its turn. \n'b' Claw Attack . The greater rakshasa makes one claw attack . \n'b' Misleading Escape (Costs 2 Actions) . The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa\xe2\x80\x99s next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then. \n'b' Cast a Spell (Costs 3 Actions) . The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal. \n'b' Lair \n'b' Greater rakshasas make their lairs in opulent mansions and palaces adorned with exquisite and valuable objects of gold and ivory and decorated with precious stones and draperies of the finest silk. They enjoy paintings and other works of art depicting their victories over foes, and they usually have a trophy room filled with skulls and other mementos taken from their enemies. \n'b' Their lairs are guarded by rakshasas and charmed humanoids and warded with deadly traps hidden behind cunning illusions. \n'b' A greater rakshasa encountered in its lair has a challenge rating of 16 (15,000 XP). \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the greater rakshasa can take a lair action to cause one of the following magical effects; the rakshasa can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' A sweetly scented invisible vapor fills the halls of the lair. Each humanoid creature in the lair must succeed on a DC 18 Wisdom saving throw or have disadvantage on saving throws against enchantment spells until initiative count 20 on the next round. \n'b' A psychedelic, twisting pattern of colored shapes appears in the air at a point the greater rakshasa can see within 120 feet of it. Each creature, other than the greater rakshasa, that can see the pattern must succeed on a DC 18 Wisdom saving throw or become incapacitated with a speed of 0 until initiative count 20 on the next round. \n'b' Four quasi-real Medium swarms of burning monkeys (use swarm of rats statistics) appear in spaces that the greater rakshasa can see within 60 feet; these spaces can be occupied. The monkeys act immediately. A creature starting its turn in a space occupied by burning monkeys takes 3 (1d6) fire damage and must make a DC 18 Wisdom saving throw or become confused. This works like the confusion spell, except it only lasts 1 round. The burning monkeys disappear on initiative count 20 on the next round. \n'b' Regional Effects \n'b' The region containing a greater rakshasa\xe2\x80\x99s lair is warped by the fiend\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b' A creature hostile to the greater rakshasa can\xe2\x80\x99t recover from exhaustion after a long rest while within 1 mile of the rakshasa\xe2\x80\x99s lair as its sleep is haunted by strange dreams. \n'b' The greater rakshasa cloaks the traps protecting its lair with clever illusions. Wisdom ( Perception ) checks to detect traps within the lair are made with disadvantage. \n'b' About \n'b' Greater rakshasas are more powerful cousins of standard rakshasas. When a truly wicked rakshasa is reincarnated after several lifetimes of treachery and depravity, it will return to the Material Plane from the Hells as a member of a higher caste. \n'b' Master Manipulators . Greater rakshasas are driven by a lust for power, keeping their true natures hidden as they maneuver themselves into the highest echelons of society.\xc2\xa0Some rule duchies, baronies, or even whole kingdoms, while others are content to be the power behind the throne, pulling the strings as the king\xe2\x80\x99s vizier or first minister.\xc2\xa0No scheme is ever too complicated for them, and they are willing to employ a variety of techniques to achieve their aims, including eloquence, deception, bribery, blackmail, and intimidation.\xc2\xa0Greater rakshasas are adept at assuming multiple identities to carry out their plots, sometimes whispering in the same person\xe2\x80\x99s ear from different guises to sway them. \n'b' Wickedly Decadent . A greater rakshasa seeks to live a life of luxury and vice. Like its lesser cousin, it takes pleasure in toying with mortals as it carries out its evil schemes, manipulating and corrupting foolish creatures, then feeding on their flesh when tiring of them. A greater rakshasa usually has several rakshasas in its service, as well as a number of charmed humanoid guards and retainers. Although it is a capable melee fighter, a greater rakshasa considers hand-to-hand combat beneath it, preferring to use magical domination and fear whenever possible.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa, Infiltrator \n'b' Family: Rakshasa \n'b' Medium fiend , neutral evil \n'b' Armor Class 19 (natural armor, leather) Hit Points 93 (11d8+44) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 21 (+5) CON: 19 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, tactical advantage on saves vs spells and magical effects. Skills Insight +6, Perception +6, Stealth +9 Damage Resistances weapon damage, except for magical piercing damage dealt by a good-aligned creature Senses passive Perception 16 Languages Low Atlantean, Rakshasa Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Shape As the spell alter self , but concentration is not required. \n'b' Canny Duelist If the infiltrator attacks only one target on its turn, that target has tactical disadvantage with weapon attacks against the infiltrator for one round. \n'b' Sneak Attack (1/turn) . The infiltrator deals 3d6 extra damage with its sneak attack , as per the rogue ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The infiltrator makes four attacks. \n'b' Dagger . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 1d4+5 piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Mimicry When the infiltrator is attacked while at least one creature other than the attacker is adjacent to it, the infiltrator can use change shape to duplicate the appearance of the adjacent creature. The attacker must make an Int save (DC 16) or attack the adjacent creature instead (regardless of range restrictions). \n'b'\n'b' ABOUT \n'b' What was once human reveals its true form. It is still humanoid, but with smooth, spotted fur like a jungle panther that matches the feline head atop its shoulders. A wavy-bladed dagger in its backward hand seems to gleam with a dark light, which distracts from the matching blade in its other hand. \n'b' The infiltrator is the ultimate spy, working its way into the powerful circles that rule the human cities. It is a master of subterfuge, and when fighting a group of foes will magically disguise itself to appear as a trusted ally or innocent bystander, creating a mirror entity nearly impossible to distinguish from the real person. \n'b' Immortal beings with a ceaseless appetite for evil, the rakshasas have changed their tactics from overt destruction to covert corruption. They only reveal their true nature if they are in their homelands or want to gloat over certain victory. \n'b' Now the rakshasa rajas are building their empires again. Rakshasa spies infiltrate major city states, learning who to corrupt, and who to kill.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa, Maharaja \n'b' Family: Rakshasa \n'b' Medium fiend (shapechanger) , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 594 (41d8+369) Speed 40 ft., fly 30 ft.\n'b' STATS STR: 26 (+8) DEX: 28 (+9) CON: 29 (+9) INT: 25 (+7) WIS: 22 (+6) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Vulnerabilities piercing from magic weapons wielded by good creatures Skills Arcana +16, Deception +19, History +16, Intimidation +19, Perception +15, Persuasion +19 Senses darkvision 60 ft., passive Perception 25 Languages Abyssal, Common, Infernal, Undercommon Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The maharaja rakshasa\xe2\x80\x99s spell casting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components: \n'b'\n'b' Constant : true seeing \n'b' At will : charm person , detect thoughts , disguise self , dispel magic , fear , haste , tongues \n'b' 3/day each : dominate person , dimension door , mirror image , phantasmal killer \n'b' 1/day each : dominate monster , mind blank , weird \n'b' Limited Magic Immunity . The maharaja rakshasa can\xe2\x80\x99t be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Mindslaver . The maharaja rakshasa is experienced in warping the minds of others. Creatures have disadvantage on saving throws against spells and abilities the maharaja rakshasa uses which would cause them to be charmed or frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The maharaja rakshasa makes four claw attacks, or it can cast a spell and make one claw attack \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 53 (8d10 + 9) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target\xe2\x80\x99s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. \n'b' Forced Reincarnation (1/Day) . The maharaja rakshasa can choose a humanoid that it sees within 60 feet. It must succeed a DC 25 Charisma saving throw or die then immediately be brought back to life in the same place in a new body as per the reincarnate spell. \n'b' Shapechanger . The maharaja rakshasa can take the shape of any Medium or smaller humanoid or transform into its natural form. \n'b'\n'b' REACTIONS \n'b'\n'b' Switch . When it is attacked, the rakshasa maharaja chooses one ally within 60 feet and switches places with it, each teleporting to the other\xe2\x80\x99s location. The maharaja can use its disguise self or shapechanger ability as part of this reaction to assume the appearance of its ally, and if its ally has a similar ability it can use it as a free action to assume the appearance of the maharaja. The attack is then resolved against the disguised ally rather than the maharaja itself. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The maharaja rakshasa 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 maharaja rakshasa regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a Spell (Costs 3 Actions) . The rakshasa maharaja casts a spell from its list of innate spells, consuming a use of the spell as normal. \n'b' Charming Gaze (Costs 2 Actions) . The maharaja rakshasa can focus its gaze on one creature which must succeed a DC 21 Wisdom saving throw or become charmed by the maharaja rakshasa. A charmed creature can attempt a saving throw at the end of each of its turns to end the condition. \n'b' Know Spells . The maharaja rakshasa can choose a creature within 60 feet that it can see. That creature must make an Intelligence saving throw. If it fails, the maharaja rakshasa knows all of the spells that it can cast and all spells that are currently affecting it, if any. \n'b' Warp Mind . The maharaja rakshasa can twist a creature\xe2\x80\x99s mind so that it is wracked with unbearable pain. A creature within 60 feet of the maharaja rakshasa must succeed a DC 21 Intelligence saving throw or take 7 (2d6) psychic damage and be stunned for 1 round. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the rakshasa maharaja can take a lair action to cause one of the following magical effects; the rakshasa can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A sweetly scented invisible vapor fills the halls of the lair. All living creatures in the lair must succeed on a DC 21 Wisdom saving throw or have disadvantage on saving throws against enchantment spells until initiative count 20 on the next round. \n'b' The rakshasa maharaja summons a rakshasa or rakshasa ambari, which appears in an unoccupied space within 60 feet and faithfully serves the maharaja for 1 hour or until slain. The maharaja cannot have more than three summoned rakshasas or ambaris at a time. \n'b' The rakshasa maharaja surrounds itself with a mantle of divine radiance that demands worship and obeisance. All living creatures within 120 feet of it other than rakshasa must succeed on a DC 21 Wisdom saving throw or fall prone and be incapacitated with a speed of 0 until initiative count 20 on the next round. \n'b' The rakshasa blesses all allies that can see or hear it within 60 feet. They regain 10 hit points and can add 1d4 to the result of one attack roll, ability check, or saving throw before the end of their next turn. If they are charmed or frightened , they can forgo these benefits to immediately make a new saving throw to end that effect. \n'b' The rakshasa maharaja can cast scrying on any creature within its lair, or any creature that has failed a saving throw against its dominate person or dominate monster ability within the past week regardless of range. This does not have the normal 10-minute casting time, but it only maintains concentration on the scrying for 1 round. If the creature fails its saving throw against the maharaja\xe2\x80\x99s scrying , it can send a message to the target of up to 25 words, as if it had cast sending . \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a rakshasa maharaja\xe2\x80\x99s lair is warped by the fiend\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Creatures hostile to the rakshasa maharaja can\xe2\x80\x99t recover from exhaustion after a long rest while within 1 mile of its lair, and each night it must succeed on a DC 21 Wisdom saving throw or be affected as a dream spell. \n'b' The rakshasa maharaja cloaks the traps protecting its lair with clever illusions. Wisdom ( Perception ) checks to detect traps within the lair are made with disadvantage. \n'b' Creatures who spend 1 week within 10 miles of the rakshasa maharaja begin leaving small offerings out at night, whether of food, incense, valuables, or even a bowl of blood, to appease the rakshasas. \n'b'\n'b' ABOUT \n'b' Each maharaja is unique, the process of its evolution granting it strengths and weaknesses that differentiate the being from all before it. Over its lifetimes, its path teaches it myriad lessons and grants distinctive powers. A typical maharaja is a master of divination, enchantment, and illusion. Other maharajas master various other techniques, such as necromancy or conjuration. As a maharaja continues to grow in malignant might, its powers outstrip those even of its peers. It might ultimately ascend to the rank of rajadhiraja-a king of kings.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anacite Predator \n'b' Family: Anacite \n'b' Large construct (anacite, robot, technological), unaligned \n'b' Armor Class 18 (heavy skymetal frame) Hit Points 161 (17d10 + 68) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 1 (-5) \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 fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages Common; shortwave 100 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Weakness . The anacite predator has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Shortwave . An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. \n'b' Sunlight Dependency . Anacite predators are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the poisoned condition (bypassing their normal immunity). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An anacite predator can use Automatic Laser five times. \n'b' Horn . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage. \n'b' Automatic Laser . Ranged Weapon Attack : +9 to hit, range 90 ft., one target. Hit : 12 (2d6 + 5) radiant damage, and the target is knocked prone . \n'b' Electric Ray (Recharge 6) . The anacite predator discharges electricity in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Target Lock . An anacite predator can lock on to a target within 60 feet that it can see. The anacite predator can have only one locked target at a time. The anacite predator has advantage on attack rolls against the locked-on target. \n'b'\n'b' REACTIONS \n'b'\n'b' Unicorn . If a creature moves adjacent to the anacite predator, it may use its Horn attack as a reaction against the triggering creature, and then move 10 feet away. This movement does not provoke attacks of opportunity. \n'b'\n'b' ABOUT \n'b' A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. Anacites have varied general designs, but some have been engineered for specialized tasks. Two such specialists are the ambassador and the predator drone. While \xe2\x80\x9canacite\xe2\x80\x9d officially refers only to the sentient varieties many off-worlders use it as a catchall term for the world\xe2\x80\x99s mechanical life. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances. \n'b' In the uncounted millennia since the departure of the so-called \xe2\x80\x9cFirst Ones,\xe2\x80\x9d anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. \n'b' While they variously wait for the First Ones to return or work toward taking on their progenitors\xe2\x80\x99 mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal\xe2\x80\x99s fulfillment. \n'b' These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet\xe2\x80\x99s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack off-worlders or other anacites. \n'b'\n'b' Ambassadors . Anacite ambassadors travel to foster diplomatic relations. Most often, anacite ambassadors serve on seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers. To avoid tension during diplomacy, ambassadors keep this weapon retracted until it\xe2\x80\x99s needed, though they usually notify their hosts about the laser unless there\xe2\x80\x99s a good reason to keep it a secret. \n'b' Predator Drone . An anacite predator drone resembles a rhinoceros beetle made of silvery metal with a reddish shell that opens to reveal enormous wings. The drone\xe2\x80\x99s weapons are part of its body, leaving its wings and appendages free. \n'b' Countless drones police megaplexes . Others serve as soldiers for anacites that have greater authority. \n'b' Wingbot . The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa, Raja \n'b' Family: Rakshasa \n'b' Medium fiend , neutral evil \n'b' Armor Class 19 (natural armor, leather) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 17 (+3) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +6, Cha +9, tactical advantage on saves vs spells and magical effects. Skills Deception +9, Insight +6, Perception +6 Damage Resistances weapon damage, except for magical piercing damage dealt by a Good-aligned creature Senses passive Perception 16 Languages Low Atlantean, Rakshasa Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Shape As the spell alter self , but concentration is not required. \n'b' Phantom Image As a bonus action, the raja creates an illusion of an exact duplicate of itself. As long as the phantom image is active, melee and ranged attacks against the raja have tactical disadvantage. The effect ends when the raja is hit by an attack . \n'b' Summon Swordspirit (2/Day) . The raja summons two rakshasa swordspirits (see below) to fight for it. The swordspirits appear within 30 feet and act immediately. \n'b' Spellcasting . The raja is a 12th-level caster. Its spellcasting ability is Charisma (DC 17, +9 to hit).\n'b'\n'b'\n'b' At will : friends, shocking grasp \n'b' 1st level (4 slots) : charm person , detect magic , magic missile , silent image \n'b' 2nd level (3 slots) : acid arrow , invisibility , mirror image , suggestion \n'b' 3rd level (3 slots) : dispel magic , lightning bolt , major image \n'b' 4th level (3 slots) : defy death*, dimension door , draining mist* \n'b' 5th level (2 slots) : animate blades*, hold monster \n'b' 6th level (1 slots) : chain lightning \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The raja makes three kukri attacks, or makes one kukri attack and uses its recruit ally power. \n'b' Kukri . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 1d4+4 piercing damage and the target must succeed on a Cha save (DC 17) or become frightened of the raja for 1 round. \n'b' Recruit Ally The raja magically compels a creature to become its ally, as per the dominate person spell (DC 17). The effect lasts for 1 round. \n'b'\n'b' ABOUT \n'b' This tiger-headed humanoid exudes an air of confidence and elegance with an undercurrent of evil. It is dressed in fine silk robes, with jeweled rings on the fingers of its unnatural hands. \n'b' The rakshasa raja is a scheming lord usually surrounded by servitors, either lesser rakshasa or summoned and bound demons. A raja revels in turning its foes against each other and sowing doubt and distrust in its enemies. \n'b' While it projects an air of sophistication and culture, it is still a dangerous spirit of unredeemable evil, and will not shirk away from violence and bloodlust if and when civility breaks down. \n'b' Immortal beings with a ceaseless appetite for evil, the rakshasas have changed their tactics from overt destruction to covert corruption. They only reveal their true nature if they are in their homelands or want to gloat over certain victory. \n'b' Now the rakshasa rajas are building their empires again. Rakshasa spies infiltrate major city states, learning who to corrupt, and who to kill.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rakshasa, Raktavarna \n'b' Family: Rakshasa \n'b' Tiny fiend (shapechanger), lawful evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 108 (24d4+48) \n'b' Speed 30 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities piercing from magic weapons wielded by good creatures \n'b' Skills Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Common, Infernal \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The maharaja raktavarna\xe2\x80\x99s spell casting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 1/day each : charm person , nondetection , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, 5 ft. reach, one target. Hit : 12 (2d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shapechanger . A raktavarna rakshasa can take the shape of a handheld object, most often an ornamental light , a one-handed weapon, or a piece of treasure. If the raktavarna rakshasa remains stationary in such a form, it can attempt Dexterity ( Stealth ) checks even while being observed. It can remain motionless in object form indefinitely but reverts to its true form as soon as it takes any action. \n'b'\n'b' ABOUT \n'b' Made up of smoke, blood, and gold, raktavarnas are the least of the rakshasas\xe2\x80\x94they are born not from humanoids, but from the souls of rakshasas who failed utterly in their previous incarnation and who are thus reborn from a serpent\xe2\x80\x99s egg. These terrors drift through society, passing from hand to hand as weapons or strange tokens from foreign lands, curiosities brought home by traders and emissaries and given to leaders as tribute. RakshasasSRD often give out raktavarnas as gifts to their minions, who do not even realize the weapon, trinket, or treasure they have received is a fiendish spy. In this manner, the raktavarnas gain entry into corridors of power throughout the world, and what they see, their foul masters know. A raktavarna\xe2\x80\x99s servitude to a master ends only when its master decrees, or (more commonly) upon the master\xe2\x80\x99s death. Little disconcerts raktavarnas more than having no master, and when they are cast adrift in this manner, they seek a replacement as soon as they can.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Servitor Rakshasa \n'b' Family: Rakshasa \n'b' Medium fiend , lawful evil \n'b' Armor Class 13 Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4 Damage Vulnerabilities piercing from magic weapons wielded by good creatures Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Magic Immunity . The servitor can\xe2\x80\x99t be affected or detected by cantrips unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Spellcasting . The servitor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):\n'b'\n'b'\n'b' At will : detect thoughts , disguise self \n'b' 1/day : cause fear \n'b'\n'b'\xe2\x80\x9c \n'b'\n'b' REACTIONS \n'b'\n'b' Protecting Pounce. When a rakshasa the servitor can see within 15 feet of it is the target of an attack , the servitor can move up to half its speed toward that rakshasa without provoking opportunity attacks. If it ends this movement within 5 feet of the rakshasa, the servitor becomes the target of the attack instead. \n'b'\n'b' ABOUT \n'b' A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. \n'b' In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. \n'b' The Saahase . The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger\xe2\x80\x99s claws.\xc2\xa0Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. \n'b' The Pustakam . When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body.\xc2\xa0Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. \n'b' To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. \n'b' The Chhota . The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the \xe2\x80\x9cUnnati\xe2\x80\x9d ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. \n'b' The Slayer . When a rakshasa or greater rakshasa\xc2\xa0needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Slayer Rakshasa \n'b' Family: Rakshasa \n'b' Medium fiend , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 142 (19d8 + 57) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Insight +6, Perception +6, Stealth +9 Damage Vulnerabilities piercing from magic weapons wielded by good creatures Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Magic Immunity . The slayer can\xe2\x80\x99t be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slayer makes three Rapier or Light Crossbow attacks. \n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Light Crossbow . Ranged Weapon Attack : +9 to hit, range 80/320 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Spellcasting . The slayer casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : detect thoughts , disguise self \n'b' 3/day : invisibility \n'b' 1/day : mislead \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The slayer takes the Dash , Disengage , or Hide action. \n'b' Gain the Upper Hand . The slayer studies one creature it can see within 30 feet of it, granting the slayer advantage on the next attack roll it makes against the target before the start of the slayer\xe2\x80\x99s next turn. If the attack hits, the slayer\xe2\x80\x99s weapon attack deals an extra 9 (2d8) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Shadow Leap . When a creature moves into a space within 5 feet of the slayer while the slayer is in dim light or darkness, the slayer can teleport to an unoccupied space it can see within 30 feet of it. The destination must also be in dim light or darkness. \n'b'\n'b' ABOUT \n'b' A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. \n'b' In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. \n'b' The Saahase . The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger\xe2\x80\x99s claws.\xc2\xa0Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. \n'b' The Pustakam . When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body.\xc2\xa0Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. \n'b' To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. \n'b' The Chhota . The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the \xe2\x80\x9cUnnati\xe2\x80\x9d ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. \n'b' The Slayer . When a rakshasa or greater rakshasa\xc2\xa0needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Raktavarna \n'b' Tiny fiend (shapechanger) , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 108 (24d4+48) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities piercing from magic weapons wielded by good creatures Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The maharaja raktavarna\xe2\x80\x99s spell casting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : charm person , nondetection , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shapechanger . A raktavarna rakshasa can take the shape of a handheld object, most often an ornamental light, a onehanded weapon, or a piece of treasure. If the raktavarna rakshasa remains stationary in such a form, it can attempt Dexterity ( Stealth ) checks even while being observed. It can remain motionless in object form indefinitely, but reverts to its true form as soon as it takes any action. \n'b'\n'b' ABOUT \n'b' Made up of smoke, blood, and gold, raktavarnas are the least of the rakshasas-they are born not from humanoids, but from the souls of rakshasas who failed utterly in their previous incarnation and who are thus reborn from a serpent\xe2\x80\x99s egg. \n'b' These terrors drift through society, passing from hand to hand as weapons or strange tokens from foreign lands, curiosities brought home by traders and emissaries and given to leaders as tribute. Rakshasas often give out raktavarnas as gifts to their minions, who do not even realize the weapon, trinket, or treasure they have received is a fiendish spy. In this manner, the raktavarnas gain entry into corridors of power throughout the world, and what they see, their foul masters know. A raktavarna\xe2\x80\x99s servitude to a master ends only when its master decrees, or (more commonly) upon the master\xe2\x80\x99s death. \n'b' Little disconcerts raktavarnas more than having no master, and when they are cast adrift in this manner, they seek a replacement as soon as they can.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baba Yaga\xe2\x80\x99s Horsemen \n'b' Medium fey , lawful neutral \n'b' Armor Class 20 (plate, shield) Hit Points 171 (18d8 + 90) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 21 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +8 Skills Arcana +7, Athletics +10, History +7, Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion , paralyzed , poisoned Senses passive Perception 18 Languages Celestial, Common, Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Enchanted Weapons . The horseman\xe2\x80\x99s weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra 2d8 damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day). \n'b' Magic Resistance . The horseman has advantage on saving throws against spells and other magical effects. \n'b' Peerless Rider . Any attacks directed at the horseman\xe2\x80\x99s mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw. \n'b' Timeless Nature . The horseman doesn\xe2\x80\x99t age and doesn\xe2\x80\x99t require food, drink, or sleep. The great witch Baba Yaga is a power to be reckoned with, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic and commands the elements and enchantments with ease, but she cannot be everywhere at once. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The horseman makes three Lance, Longsword, or Horseman\xe2\x80\x99s Bolt attacks. The horseman can replace one attack with a use of Spellcasting. \n'b' Lance . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (1d12 + 6) piercing damage plus 9 (2d8) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him. \n'b' Longsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) damage of the type defined in Enchanted Weapons. \n'b' Horseman\xe2\x80\x99s Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 22 (4d6 + 4) damage of the type defined in Enchanted Weapons. \n'b' Spellcasting . The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' 3/day : phantom steed (as an action) \n'b' 2/day each : darkness (black night horseman only), daylight (bright dawn and red sun horsemen only), dimension door , fire shield \n'b' 1/day : plane shift (self and mount only) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Temporal Strike (Recharge 5\xe2\x80\x936) . One creature the horseman can see and that the horseman hit with a Horseman\xe2\x80\x99s Bolt or Longsword attack within the last minute must succeed on a DC 17 Constitution saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength , Dexterity , and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a greater restoration spell or similar magic. On a successful saving throw, the creature is immune to the horseman\xe2\x80\x99s Temporal Strike for 24 hours. \n'b' One Rises, Two Set . The horsemen never co-exist with one another except within the confines of their mistresses\xe2\x80\x99 Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe. \n'b'\n'b' ABOUT \n'b' Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman\xe2\x80\x94embodied forms of the times of day and a symbol of Baba Yaga\xe2\x80\x99s mastery of time itself. She uses nicknames for them, calling them \xe2\x80\x9cMy Bright Dawn, my Red Sun, and my Dark Midnight\xe2\x80\x9d because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many servants, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are the greatest. \n'b' These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. \n'b' The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds. \n'b' Baba Yaga\xe2\x80\x99s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each horseman dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation. \n'b' Varied Origin . They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. \n'b'\n'b' Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor. The horsemen make good foes for the long term; their power is great enough that they can ignore considerable danger when serving their mistress. Here are some possible encounters involving them: \n'b' Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village\xe2\x80\x99s destruction. Red Sun rides off into the dawn. \n'b' Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if he is denied, \n'b'\n'b' All three horsemen use the statistics presented here, but each has a few unique characteristics from his brethren, as defined below. \n'b'\n'b' Bright Day . This horseman has darkvision out to a range of 60 feet and resistance to cold damage and fire damage. \n'b' Red Sun . This horseman is immune to being blinded , charmed , and frightened and has immunity to fire damage. \n'b' Black Night . This horseman has darkvision out to a range of 60 feet and magical darkness doesn\xe2\x80\x99t impede his darkvision . In addition, he has immunity to cold damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ram (Big Horn Sheep) \n'b' Medium beast , neutral \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d8+12) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cliff-climber . As long as the ram is on dry ground, it is not affected by difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Kick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) bludgeoning damage. \n'b' Ram . The ram moves at least 20 feet. Melee Weapon Attack : +5 to hit, reach 50 ft., one target. Hit : 17 (4d6+3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Wild sheep are agile mountain climbers found in a variety of mountainous regions. The males, known as rams, defend themselves with large, spiraling horns. \n'b' Aggressive . Rams can be aggressive, charging at opponents and head butting them with their horned heads.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramag \n'b' Medium humanoid (ramag), neutral \n'b' Armor Class 13 (leather armor) Hit Points 27 (6d8) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 16 (+3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Investigation +5 Senses passive Perception 11 Languages Common Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The ramag has advantage on saving throws against spells or other magical effects. \n'b' Portal Sense . The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal\xe2\x80\x99s destination and any requirements to use or activate it. \n'b'\n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Portal Traveler (Recharge 5\xe2\x80\x936) . The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a DC 13 Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport . Whatever the result, the portal disappears. \n'b'\n'b' ABOUT \n'b' The especially lanky man with long limbs and thick locks of hair traced magical symbols with delicate fingers, opening a small portal. \n'b' The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. They have angular features, and their limbs grow long in proportion to their bodies, giving them a stooped posture. A ramag\xe2\x80\x99s hair is impossibly thick, each strand being the width of a human finger, which they wear tied back with decorative clasps. \n'b' Portal Network . The ramag used their innate magical gifts and affinity for portals to maintain powerful magical conduits. \n'b' This mastery of the arcane allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading. \n'b' Studious and Powerful. Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given them innate control over magic as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check and fully know the danger of uncontrolled magical energies. Even the lowliest ramag has a keen intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramag Portal Master \n'b' Medium humanoid (ramag), neutral \n'b' Armor Class 12 (15 with mage armor ) Hit Points 71 (13d8 + 13) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 18 (+4) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Investigation +7, History +7 Senses passive Perception 11 Languages Abyssal, Celestial, Common, Giant, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The ramag has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The ramag portal master is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : burning hands , mage armor , magic missile \n'b' 2nd level (3 slots) : arcane lock , hold person , levitate , misty step \n'b' 3rd level (3 slots) : counterspell , dispel magic , fireball \n'b' 4th level (1 slot) : banishment \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ramag portal master makes two lightning stroke attacks. \n'b' Gate Seal . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 14 (4d6) force damage. \n'b' Lightning Stroke . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 14 (4d6) lightning damage. If the target is a creature, it can\xe2\x80\x99t take reactions until the start of the ramag\xe2\x80\x99s next turn. \n'b' Dimensional Seal (Recharges after a Short or Long Rest) . The ramag magically empowers its gate seal to dampen teleportation, planar gates, and portals within 60 feet of it. A creature that attempts to teleport while within or into the area must succeed on a DC 15 Charisma saving throw or the teleport fails. Spells and abilities that conjure creatures or objects automatically fail, and portals or gates are suppressed while they remain in the area. The seal lasts 1 hour, or until the ramag loses concentration on it as if concentrating on a spell. \n'b' Weave Dimensions . The ramag creates two magical gateways in unoccupied spaces it can see within 100 feet of it. The gateways appear as shimmering, opaque ovals in the air. A creature that moves into one gateway appears at the other immediately. The gateways last for 1 minute, or until the ramag loses concentration on them as if concentrating on a spell. \n'b'\n'b' ABOUT \n'b' This oddly-proportioned figure weaves its too-long arms in intricate gestures as arcane energy crackles through its thick strands of hair. \n'b' Portal masters are physically indistinguishable from other ramag, though they tend to occupy a higher station. Their clothing and equipment often clearly mark them as spellcasters. \n'b' The surest mark of a portal master is a gate seal, a large ring of silver, mithral, iron, and copper twisted together. The seal is a focus for the portal master\xe2\x80\x99s spellcasting and its manipulation of planar fabric. \n'b' Keepers of the Gates . Portal masters fill a potent role within ramag society; they exist to nullify portals, teleportation, and other methods of interplanar travel. Sometimes the flows of magic and the stars align, causing dormant gates to flicker to life. Beyond these gates lie ruins of the ancient titans and lost vestiges of ramag settlements. While some explorers take advantage of the opportunity to reclaim lost knowledge and wealth (and many are lost when the gates slam shut without warning), the portal masters are the first line of defense when other, fouler things come through from the other side.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramarie, Common \n'b' Family: Ramarie \n'b' Medium fey (enrooted), unaligned \n'b' Armor Class 8 \n'b' Hit Points 90 (12d8 + 36); Wound Threshold N/A \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 6 (-2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 \n'b' Skills Nature +4, Survival +4 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , deafened , exhaustion , frightened \n'b' Senses blindsense 60 ft. (blind beyond this radius), passive Perception 12 \n'b' Languages understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ramarie can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b' Choking Spores . When a creature enters within 10 feet of the ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 13 Constitution saving throw or become poisoned and mute 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 Choking Spores for the next 24 hours. \n'b' Innate Spellcasting . The ramarie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The ramarie can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : speak with plants \n'b' 1/day each : entangle , plant kingdom*, wild regression* \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) bludgeoning damage plus 13 (3d8) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained . The plentiful ramarie cannot simultaneously grapple more than four creatures. \n'b'\n'b' ABOUT \n'b' A ramarie is often mistaken for a simple plant, and for good reason: its appearance is that of a perpetually evolving fungal mass; a multitude of mushrooms too abundant to be numbered, growing, swelling, rotting, and regrowing in a perpetual cycle visible to the naked eye. Permanently surrounded by a cloud of spores, heralded by wet squelching and by a strong, conspicuous fungal smell, it spreads proliferating flora across the Netherworld. \n'b' The purpose of a ramarie is to spread life. It brings humidity and sometimes even makes springs burst forth. The spores that it carries drop lichens and mushrooms that grow at an accelerated rate on the rock and soil as long as the ramarie is present, thus quickly forming a fertile layer that serves as compost for moss, ferns, and other subterranean plants. \n'b' The passage of this enrooted fey is seen sometimes as a curse, sometimes as a blessing.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dark Womb \n'b' Huge monstrosity (titanspawn), neutral evil\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 19 (+4) INT: 21 (+5) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 136 (13d12 + 52) Speed 15 ft. Saving Throws Strength +8, Intelligence +9, Wisdom +6, Charisma +7 Skills Arcana +9, Deception +7, Insight +6, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities paralyzed , petrified , poisoned , prone Senses darkvision 120 ft., passive Perception 16 Languages Infernal, Primordial, Titan Speech, plus any two other tongues Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Clone Child . A dark womb can consume a morsel (blood, flesh, hair, nail cuttings, etc.) of any creature that has been dead for less than one week. One day later, the dark womb gives birth to a cloned version of the creature, appearing virtually identical to the original. The dark womb may not clone a creature of greater than Large size , and in any case the creature cannot have more than half the dark womb\xe2\x80\x99s Hit Dice. When birthed from the dark womb, the cloned creature is of the same age as the original was at the time the tissue sample was taken. Cloned creatures are typical members of their race, with natural armor, natural weapons, traits, skills, and statistics as appropriate. They do not possess any class levels, spellcasting, innate casting, or supernatural abilities of the original creature. A dark womb may not have more than one living clone child at a time derived from the same cloned creature. It cannot clone a clone . \n'b' Innate Spellcasting . The dark womb\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : detect evil and good , detect magic \n'b' 3/day each : dominate monster , sleep (as 5th-level spell; 13d8 hit points ) \n'b'\n'b' Legendary Resistance (3/Day) . If the dark womb fails a saving throw, it can choose to succeed instead. \n'b' Spellcasting . The dark womb is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , mage hand , message \n'b' 1st level (4 slots) : charm person , comprehend languages , grease , spectral hand \n'b' 2nd level (3 slots) : blindness/deafness , detect thoughts , misty step , shadow bolt \n'b' 3rd level (3 slots) : counterspell , penumbral trap, slow \n'b' 4th level (3 slots) : arcane eye , wall of darkness \n'b' 5th level (2 slots) : geas , modify memory \n'b'\n'b' Actions \n'b' Multiattack . The dark womb makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage. \n'b' Spit Poison . Ranged Weapon Attack : +8 to hit, range 15/30 ft., one target. Hit : The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 45 (10d8) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and is not poisoned . \n'b' Legendary Actions \n'b' The dark womb can take 3 legendary actions, choosing from the options below. It can use only one legendary action option at a time, and only at the end of another creature\xe2\x80\x99s turn. The dark womb regains spent legendary actions at the start of its turn. \n'b' Impose Drowsiness . The dark womb casts sleep as a 3rd-level spell (affecting 9d8 hit points ), requiring no material components and without expending any spell slots. \n'b' Shadowy Escape . The dark womb teleports up to 60 feet, along with any equipment it is wearing or carrying, into an unoccupied space it can see. The destination space cannot be in an area of bright light. \n'b' Poison Spittle . The dark womb makes a Spit Poison attack. \n'b' Tactics \n'b' Dark wombs always seek to bargain or maneuver their way out of difficult situations, relying on lies and subterfuge. They scorn physical combat, preferring to let their \xe2\x80\x9cchildren\xe2\x80\x9d do their dirty work. If necessary, a dark womb supports her children from a safe vantage using her spells and poison spittle, but she typically uses every means at her disposal to avoid physical confrontation. \n'b' Description \n'b' A dark womb is a revolting creature, looking like a huge, bloated, corpulent hag from the waist up, but with the lower half of an immense slug or perhaps a termite queen \xe2\x80\x93 a pale, reeking, semi-translucent, undulating sac. \n'b' Ever Spawning . Dark wombs seek to create large broods of cloned children to defend their lairs, seek out treasures, or even assassinate and replace the original creatures (for any number of nefarious or malicious reasons). To such ends, a dark womb sends its children out to collect pieces of other creatures, be they strands of hair, blood or viscera, or samples gained through other means. The children then bring back their samples, which the dark womb devours to produce ever more cloned offspring. \n'b' Very rarely, the female clone child of a dark womb spontaneously mutates into a dark womb herself and becomes free of the charm linking her to her dark womb mother. Such offspring are usually killed or exiled if they don\xe2\x80\x99t manage to kill their mother and her other children first. \n'b' Lair Actions \n'b' A dark womb\xe2\x80\x99s lair is well hidden, usually underground or in a high mountain cave. Since the dark womb needs other creatures in order to create its cloned children, its lair is almost always found near a settlement or colony of other creatures. In some cases, the lair may actually be hidden underneath or within another settlement. The lair is invariably guarded by the womb\xe2\x80\x99s children, utterly loyal to their foul mother. \n'b' On initiative count 20 (losing initiative ties), the dark womb takes a lair action to cause one of the following effects: \n'b'\n'b' The dark womb creates a small oil slick as though it had cast grease (save DC 17). \n'b' The dark womb creates a cloud of reeking, sickening vapor as if it had cast the stinking cloud spell (save DC 17). The fog lasts until initiative count 20 on the next round, and the dark womb need not concentrate to maintain it. \n'b'\n'b' Regional Effects \n'b' The region surrounding a dark womb\xe2\x80\x99s lair is warped subtly by its magic in the following ways: \n'b'\n'b' Shadows cast within 3 miles of the lair seem deeper and heavier. Areas of dim light within this region grant creatures advantage on Dexterity ( Stealth ) checks. \n'b' Nonmagical flames are extinguished within the dark womb\xe2\x80\x99s lair. Torches and lanterns are snuffed out and cannot be relit. \n'b' Magical light sources or spells of lower than 3rd level produce light of one category less within the lair. Bright light is reduced to dim light, and dim light becomes darkness. If the dark womb dies, these effects fade in 2d6 days.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramarie, Plentiful \n'b' Family: Ramarie \n'b' Large fey (enrooted), unaligned \n'b' Armor Class 8 \n'b' Hit Points 123 (13d10 + 52); Wound Threshold N/A \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 19 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +6 \n'b' Skills Nature +5, Survival +5 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , deafened , exhaustion , frightened \n'b' Senses blindsense 60 ft. (blind beyond this radius), passive Perception 12 \n'b' Languages understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The plentiful ramarie can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b' Choking Spores . When a creature enters within 10 feet of the plentiful ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 15 Constitution saving throw or become poisoned and mute 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 Choking Spores for the next 24 hours. \n'b' Innate Spellcasting . The plentiful ramarie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The plentiful ramarie can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : speak with plants \n'b' 3/day each : entangle \n'b' 1/day each : find the path , plant kingdom*, wild regression* \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 3 (1d6) bludgeoning damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the target is restrained . The ramarie cannot simultaneously grapple more than four creatures. \n'b'\n'b' Shadow Elementals \n'b' Shadow elementals lurk in the Ethereal Plane and in the shadows of the Material Plane. They can be encountered on the surface, on dark nights, but they are much more common in the Netherworld. The boundary between beast and elemental can be hard to draw where abymals are concerned. Similarly, scholars sometimes ponder whether skyggelack might not be tenebrous enrooted fey. \n'b' Elemental Magic \n'b' If the GM uses this option, Netherworld spellcasters will be proficient in the wielding of elements unknown to most surface dwellers. Accordingly, conjure minor elementals and conjure elemental can be used to summon shadow elementals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramarie, Proliferating \n'b' Family: Ramarie \n'b' Huge fey (enrooted), unaligned \n'b' Armor Class 8 \n'b' Hit Points 187 (15d12 + 90); Wound Threshold N/A \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 6 (-2) CON: 22 (+6) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +8 \n'b' Skills Nature +6, Survival +6 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , deafened , exhaustion , frightened \n'b' Senses blindsense 60 ft. (blind beyond this radius), passive Perception 12 \n'b' Languages understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The proliferating ramarie can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat). \n'b' Choking Spores . When a creature enters within 10 feet of the proliferating ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 18 Constitution saving throw or become poisoned and mute 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 Choking Spores for the next 24 hours. \n'b' Innate Spellcasting . The proliferating ramarie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). The proliferating ramarie can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : speak with plants \n'b' 3/day each : entangle , plant kingdom* \n'b' 1/day each : commune with nature , find the path , wild regression* \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The proliferating ramarie can use its Allied Fungi if able. It then makes a slam attack or uses its Swallow. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 14 (3d6 + 4) bludgeoning damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained . The proliferating ramarie cannot simultaneously grapple more than four creatures. \n'b' Engulf . The proliferating ramarie makes one slam attack against a Large or smaller creature it is grappling. If the attack hits, that creature is engulfed and the grapple ends. While engulfed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the proliferating ramarie, and it takes 7 (2d6) bludgeoning damage plus 7 (2d6) poison damage at the start of each of the proliferating ramarie\xe2\x80\x99s turns. When the proliferating ramarie moves, the engulfed creature moves with it. The proliferating ramarie can have only two creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the proliferating ramarie. \n'b' Allied Fungi (Recharge 6) . The proliferating ramarie creates 4 violet fungi that appear in unoccupied spaces within the area covered by the Choking Spores. The fungi act as allies of the proliferating ramarie and attack its enemies. The fungi remain for 1 hour, or until the proliferating ramarie dismisses them as a bonus action. \n'b'\n'b' Shadow Elementals \n'b' Shadow elementals lurk in the Ethereal Plane and in the shadows of the Material Plane. They can be encountered on the surface, on dark nights, but they are much more common in the Netherworld. The boundary between beast and elemental can be hard to draw where abymals are concerned. Similarly, scholars sometimes ponder whether skyggelack might not be tenebrous enrooted fey. \n'b' Elemental Magic \n'b' If the GM uses this option, Netherworld spellcasters will be proficient in the wielding of elements unknown to most surface dwellers. Accordingly, conjure minor elementals and conjure elemental can be used to summon shadow elementals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramhorse \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 22 (3d10 + 6) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sure-Footed . The ramhorse has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. If the ramhorse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) bludgeoning damage and if the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Loud Bleat . The ramhorse lets out a loud bleat audible out to 300 feet. When a ramhorse foal hears the loud bleat, it can use its reaction to move up to half its speed towards the source of the loud bleat, even if it can\xe2\x80\x99t see the ramhorse. \n'b'\n'b' ABOUT \n'b' Fast as horses, agile as goats, and fluffy as sheep, ramhorses represent a unique breed of hooved animals that have adapted to running on rough terrain. Also known as bockpferde in some dialects, ramhorses are cooperative and curious, making them relatively easy to domesticate and train. \n'b' Hardy mountain tribes and dwarven clans who left the safety of the mountain to live under the sky often favor ramhorses for their sheer versatility. Domesticated ramhorses can serve as excellent steeds or are otherwise raised for their wool and their milk that can produce rich yogurts and delicious cheeses. \n'b' Adult ramhorses are as robust and fast-footed as any warhorse. Many adventurers and knight-errants favor the ramhorse as their steed of choice for its superior balance and sometimes for its supple fleece as well. \n'b' Ramhorses are strongly social and will bleat loudly to communicate with each other over long distances or to beckon ramhorse foals to follow them. \n'b' Steed . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find steed may choose the form of a ramhorse for their steed. \n'b' Awakened Ramhorses . Ramhorses are eligible targets for the awaken spell. Awakened ramhorses love to sing loudly as they travel in the open and many of them develop remarkable yodeling skills to sing to each other across rugged mountain trails. Some awakened ramhorses might also pick up poetry and write long, epic poems about their riders and their adventures together.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ramhorse Foal \n'b' Small beast , unaligned \n'b' Armor Class 10 Hit Points 7 (2d6) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 8 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 8 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sure-Footed . The ramhorse has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Clumsy Kick . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Follow the Bleat . When the ramhorse foal hears the loud bleat of an adult ramhorse, it can use its reaction to move up to half its speed towards the source of the loud bleat, even if it can\xe2\x80\x99t see the ramhorse that bleated. \n'b'\n'b' ABOUT \n'b' Ramhorse foals are amiable and curious and love nothing more than playing, jumping around, and following their friends to see what they are up to. Fast and sure-footed from the moment they are born, these fluffy foals are eager to explore their surroundings but can be easily distracted. \n'b' Ramhorse foals rely on adult ramhorses to guide them with their bleats and will become very sad if they are alone. \n'b' An orphan ramhorse foal will quickly bond with any kindhearted humanoid that seeks to adopt it and will follow them around anywhere they go. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a ramhorse foal for their familiar. \n'b' Awakened Ramhorse Foals . Ramhorse foals are eligible targets for the awaken spell. Awakened ramhorse foals typically love to sing children\xe2\x80\x99s songs and most of them are eager to learn how to read and write. Two or more awakened ramhorse foals together might play board games or arrange a friendly spelling competition.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Raparee \n'b' Huge fiend , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d12 + 42) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 17 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Perception +8, Sleight of Hand +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, poisoned, restrained Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Common, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dimensional Compression . The raparee can move through a space as narrow as 1 inch wide without squeezing. \n'b' Legendary Resistance (3/day) . If the raparee fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The raparee\xe2\x80\x99s weapon attacks are magical. \n'b' Unsettling Burbling . Each creature within 5 feet of the raparee that isn\xe2\x80\x99t a fiend makes saving throws with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The raparee makes three attacks, although only one of these attacks may be with its stinger. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and the target must make a DC 18 Charisma saving throw or lose a valuable mental impression, such as a minor sense or personally significant memory. If the target has inspiration, the raparee takes that from the creature in addition to this effect; the rapparee can\xe2\x80\x99t spend stolen inspiration. While this mental impression is missing, the target is frightened of the raparee, can\xe2\x80\x99t take reactions, and can\xe2\x80\x99t gain inspiration. When the raparee dies or is banished, all stolen inspiration, memories, and senses are returned \n'b' Tail Stinger . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage, and the target must make a DC 18 Constitution save or take 17 (5d6) poison damage on a failed save, or half as much on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The raparee 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 raparee regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The raparee makes a claw attack. \n'b' Scuttle (Costs 2 Actions) . The raparee moves up to half its speed and can use the Hide action. \n'b' Steal Magic . The raparee casts dispel magic without expending a spell slot. Its spellcasting ability is Wisdom. If it dispels a spell, it chooses either to regain 10 hit points or to gain a flying speed of 60 feet until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This monstrous insectoid creature has the scuttling gait of an earwig. Two eyeless heads protrude from the front of its body, and its two front legs end in grasping, gaunt, five-fingered hands. \n'b' The raparee is a scuttling, covetous horror. It is a consummate thief, plucking valuables from its victims with supernatural agility. What the raparee considers \xe2\x80\x9cvaluable,\xe2\x80\x9d however, is rarely gold or magic items; instead, it prizes more ephemeral items, such as its victim\xe2\x80\x99s memories of their children, sense of taste, or ability to see the color red. The raparee can magically steal such mental impressions, hoarding them in its own mind like shiny baubles. Although their loss is rarely debilitating to the victim, the missing memories are both distracting and unnerving as well as emotionally painful, all of which please the fiend. The raparee rarely leads groups of fiends in battle; instead, it orchestrates elaborate heists and ambushes designed to humiliate mortals and steal their greatest treasures from them. \n'b' Dimensional Folding . The raparee can contort and fold its body along lines unknown to ordinary geometry. This allows it to enter spaces significantly smaller than its massive form, slip away from effects that would restrain it, and evade being grabbed by other creatures. \n'b' Legions . The raparee most often appears leading fiends of the Annwn, Dix, Lethe, Styx, and Tartarus legions. \n'b' Burbling Thorax . The raparee can inject poison from the paired stingers at the ends of its body, but the most disturbing feature of its thorax is the leering face adorning the underside. This face constantly smacks its lips and gnaws at its tongue, making a wet burbling sound that unsettles the raparee\xe2\x80\x99s enemies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rast \n'b' Medium aberration , neutral \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 17 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Actions \n'b' Multiattack . The rast uses its Paralyzing Gaze ability and makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage plus 3 (1d6) necrotic damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Paralyzing Gaze . The rast chooses one creature it can see within 30 feet of it to make a DC 14 Wisdom saving throw. On a failed saving throw, the creature is paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' About \n'b' Hailing from the barren wastes of the Plane of Fire, the rast is as dangerous as it is bizarre. Its body is a single tumorous sack that bulges with hidden organs and veins and bears no sensory apparatus beyond two miniscule eyes almost lost in the folds and wattles of its flesh. Instead, its defining feature is a mouth of flesh-ripping teeth and a wriggling mass of tangled legs. The exact number of legs on a particular rast is seemingly a random trait. Strangely, these tangled limbs do not support the creature, but rather hang twitching and waving beneath it as the rast floats through the air with an easy grace, only reaching out to manipulate objects or-more often-to slash at its prey. \n'b' Though rasts do not appear to have any spoken language, they display a degree of intelligence that places them above mere animals, and use this innate cunning to aid in their hunts. As prey is scarce in the barren, ashy deserts of the Plane of Fire where they make their home, rasts prefer to hunt in packs, swarming through the skies like schools of fish, their movements precise and coordinated despite their thrashing limbs. When they come across a likely target, they descend en masse, paralyzing those foes susceptible to their gaze and then abandoning them temporarily to focus on any opponents that remain mobile and dangerous, slashing with their claws and latching on with thick-lipped mouths to suck their victims\xe2\x80\x99 blood and viscera. Though each rast has roughly a dozen limbs, it can only control up to four at any given time, leaving the others to dangle uselessly. \n'b' Rasts make their homes in small ashen burrows, no more than holes scooped out by the thrashing of their claws, and bear their squirming young live. An adult rast is the size of a human and weighs 200 pounds. Rasts tend to be red, yellow, or purple, with darker coloration on their legs and heads, the better to blend in with the fiery plains of their homeland. Though most other intelligent species on the Plane of Fire are powerful enough (or wise enough) to avoid direct conflict with a rast pack, a cluster that stumbles through a portal to the Material Plane (or perhaps more tragically, is summoned to the Material Plane by a foolish spellcaster) can prove disastrous for the local ecosystem, consuming everything in its path with seemingly no limit to its repulsive hunger.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baba Yaga\xe2\x80\x99s Hut \n'b' Huge construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 92 (8d12 + 40) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhausted, frightened , paralyzed , petrified , poisoned , prone Senses blindsight 90 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . Baba Yaga\xe2\x80\x99s Hut is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . Baba Yaga\xe2\x80\x99s Hut has advantage on saving throws against spells and other magical effects. \n'b' Unhealthy Boundaries . When Baba Yaga\xe2\x80\x99s Hut sits on the ground, a fence made of human bones rises up out of the ground and surrounds the construct. Menacing human skulls decorate the ghastly fence. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Baba Yaga\xe2\x80\x99s Hut makes two kick attacks with its chicken legs. \n'b' Kick . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Entrap . Baba Yaga\xe2\x80\x99s Hut front door is unlocked, but once inside it locks. Any creature inside must succeed in a Strength contest or remain trapped inside for 1d8 hours. \n'b'\n'b' ABOUT \n'b' A clump of trees is parted on the edge of the woods and a wooden hut with long chicken legs appears. It pauses for a moment and then races through the woods. This is Baba Yaga\xe2\x80\x99s hut, the mobile home of the infamous witch. \n'b' Dead and Breakfast . Some legends speak of people who found their way into the hut and never came out. Whether these unfortunates died, or if they\xe2\x80\x99re still inside is an open question. \n'b' Spacious Home . Baba Yaga\xe2\x80\x99s Hut is filled with numerous chambers, as well as her minions. It is much larger inside than it appears on the outside. There are sleeping quarters, sitting rooms, grand halls, gardens, servants\xe2\x80\x99 quarters, alchemical storage rooms, and more. \n'b' Mortar and Pestle . The witch also stores her magical mortar inside her hut. When Baba Yaga flies around in this smaller construct, she sweeps the air with a birch broom to cover up the tracks she leaves behind.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rat King \n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 13 in humanoid form, 14 (makeshift armor) in hybrid form Hit Points 44 (8d8 + 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 Perception +3, Stealth +5, Survival +3 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 13 Languages Common and one other (can\xe2\x80\x99t speak in rat form) Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Smell . The rat king has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The rat king can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size , 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' Sunlight Sensitivity . While in sunlight, the rat king has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . The rat king makes three attacks, only one of which can be a bite. \n'b' Bite (Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy. \n'b' Longsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) slashing damage. \n'b' Summon Rats (1/day) . The rat king can summon a swarm of rats. They appear in 1d4 rounds and obey the rat king\xe2\x80\x99s commands. \n'b' About \n'b' Shadows dance in torchlight as a party of adventurers explores the sewers. Then an odd creature comes into view, it has a strange pointed nose and a long tail. These heroes have wandered into the lair of the Rat King. It unsheathes a glistening longsword and turns towards the intruders. \n'b' Underworld Boss . One of the leaders in the underground world of the sewers is this strange lycanthrope . \n'b' He commands a legion of wererats, many giant rats, and swarms of rats. \n'b' Lycanthrope Leader . Wererats are extremely loyal to their king and will even sacrifice themselves for him. He is incredibly lazy and prefers to have his minions do his dirty work for him. This lycanthrope leader has no trouble sending his henchmen on dangerous missions. \n'b' Big Dreams . The rat king dreams of leading a rebellion against the surface dwellers. He has other lycanthrope allies in the city who are ready to fight, namely several werewolves and werebears.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rat King \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 52 (8d6 + 24) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 \n'b' Skills Perception +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The rat king make one Bite attack and one Tail attack . It cannot make both attacks against the same target. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The king of the rats is known for its aggression and terror over any other creature in its territory. This monstrosity won\xe2\x80\x99t hesitate to attack most creatures. With fearsome bite and tail attacks, The rat king is a creature not to be trifled with.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rat King \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d8 + 36) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , prone , stunned Senses darkvision 60 ft., passive Perception 12 Languages Common, Thieves\xe2\x80\x99 Cant Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The rat king has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Plague of Ill Omen . The rat king radiates a magical aura of misfortune. A creature that starts its turn within 15 feet of the rat king must succeed on a DC 14 Charisma saving throw or have disadvantage on attack rolls and saving throws until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rat king makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion and become infected with a disease. Until the disease is cured, at the end of each long rest, the creature must repeat the saving throw. On a failure, the creature suffers another level of exhaustion . The exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease. \n'b' Call Rats (1/Day) . The rat king magically calls 2d4 rats, 1d4 giant rats, or 1 swarm of rats. The rates arrive in 1d4 rounds, acting as allies of the rat king and obeying its spoken commands. The rats remain for 1 hour, until the rat king dies, or until the rat king dismisses them as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Absorption . When a friendly rat, giant rat, or swarm of rats starts its turn within 5 feet of the rat king, the rat king can absorb it. If the rat king does so, the target dies, and the rat king gains temporary hp equal to the target\xe2\x80\x99s remaining hp . \n'b'\n'b' ABOUT \n'b' A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. \n'b' Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs. \n'b' Fused at the Tail . A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage\xe2\x80\x94and offer praise to the rat demon Chittr\xe2\x80\x99k\xe2\x80\x99k. Its numbers and powers grow quickly. \n'b' Rule Sewers and Slums . The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves\xe2\x80\x99 guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered. \n'b' Plague and Dark Magic . The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called \xe2\x80\x9cEnthroning the Rat King.\xe2\x80\x9d Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature\xe2\x80\x99s intelligence and force of will grow.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Darkfiend Vulture \n'b' Large fiend , neutral evil \n'b' Armor Class 10 Hit Points 22 (3d10 + 6) Speed 10 ft., fly 60 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances cold and fire; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision , 60 ft., passive Perception 13 Languages telepathy, 60 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Keen Sight and Smell . The darkfiend vulture has advantage on Wisdom ( Perception ) checks they rely on sight or smell. \n'b' Magic Resistance . The darkfiend vulture has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The darkfiend vulture has advantage on attack rolls against a creature if at least one of the vulture\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The darkfiend vulture makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 +2) slashing damage. \n'b'\n'b' About \n'b' This darkfiend is most likely a minor example of its kind. It prefers, to stalk its prey until they are weak and exhausted before finally closing-in for the kill and to feast.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rat Swarm, Hivemind \n'b' Huge swarm of Tiny beasts , unaligned \n'b' Armor Class 10 Hit Points 136 (13d12 + 52) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 19 (+4) INT: 15 (+2) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 30 ft., passive Perception 14 Languages telepathy 30 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting (Psionics) . The swarm\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : command , comprehend languages , detect thoughts \n'b' 1/day each : confusion , dominate monster \n'b'\n'b' Keen Smell . The swarm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Swarming . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving roll. Creatures that are not swarms are impaired while they remain in the swarm\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Swarming Bite . Each creature that shares a space with the swarm automatically takes 17 (5d6) piercing damage or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rat-Monkey \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit points 2 (1d4) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +5 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 30 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The rat-monkey has advantage on Wisdom ( Perception ) checks that rely on smell \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. If the target is a creature, it must succeed on a DC 8 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xe2\x80\x99s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies. A target that dies rises a fever zombie the next round. \n'b'\n'b' About \n'b' This bizarre, ugly animal looks like a cross between a rat and a monkey. It has the head and overall shape of a rat, but closer inspection reveals it has opposable thumbs and monkey-like legs. \n'b' Rat-monkeys are angry little beasts that will bite at the slightest provocation. What they lack in force they make up for in contagion , as their bite contains a highly virulent plague that turns anyone who succumbs to it into a brain-eating ravenous monster.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rat, Monstrous \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The monstrous rat gains advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The monstrous rat gains advantage on an attack roll against a creature if at least one of the rat\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. Rats are always considered allies of a monstrous rat. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The monstrous rat makes two attacks: one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft.; one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a living creature, it must succeed on a DC 12 Constitution saving throw against disease or become diseased. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. \n'b' Claw . Melee Weapon Attack : +2 to hit, reach 5 ft.; one target. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' About \n'b' Most animals are small enough and weak enough to be dealt with by a commoner. Even some of the more powerful animals like a lion can be dealt with by the town guard.\xc2\xa0Adventurers, however, are the only ones that can deal with the giant animals. These creatures are far too powerful for the likes of ordinary men and women.\xc2\xa0Most animals leave humanoids alone, so when they attack in mass numbers, either some nefarious mind is behind it or their food source has disappeared.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk \n'b' Family: Ratatosk \n'b' Tiny fey , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Charisma +5 Skills Deception +4, Insight +4, Persuasion +4, Perception +4, Stealth +5 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Familiar . The ratatosk can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the ratatosk senses as long as they are within 1 mile of each other. While the ratatosk is within 10 feet of its master, the master shares the ratatosk\xe2\x80\x99s Magic Resistance trait. If its master violates the terms of the contract, the ratatosk can end its service as a familiar, ending the telepathic bond . \n'b' Innate Spellcasting . The ratatosk\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:\n'b'\n'b'\n'b' At will : druidcraft, vicious mockery \n'b' 1/day each : confusion , dissonant whispers \n'b'\n'b' Keen Senses . The ratatosk has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Magic Resistance . The ratatosk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Horn . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage and if the target is a creature wearing wooden armor, carrying a wooden shield, or in possession of a wooden magic item that improves its AC, it must make a DC 13 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target\xe2\x80\x99s choice) magically deteriorates, taking a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed. \n'b' Weird Insight . The ratatosk targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the ratatosk\xe2\x80\x99s Wisdom ( Insight ) check. If the ratatosk wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed . \n'b'\n'b' About \n'b' This curious-looking squirrel has a sharp horn jutting from its forehead. \n'b' Ratatosks are the gossips of the faerie world, ferrying information to and from their contacts to sow as much strife as possible. They are technically capable of becoming familiars, although few desire them; those that do see them as spies and informants who spread rumors and lies. \n'b' Ratatosks are difficult to capture; their ability to destroy wood with the touch of their horn ensures few cages hold them for long.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk \n'b' Family: Ratatosk \n'b' Tiny celestial , chaotic neutral \n'b' Armor Class 14 Hit Points 42 (12d4 + 12) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 4 (-3) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +6 Skills Deception +6, Persuasion +6, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 10 Languages Celestial, Common, telepathy 100 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The ratatosk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ratatosk makes two Gore or Annoying Chitter attacks. It can replace one attack with a use of Divisive Chatter, if available. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 7 (2d6) psychic damage. \n'b' Annoying Chitter . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 14 (3d6 + 4) psychic damage. \n'b' Divisive Chatter (Recharge 5\xe2\x80\x936) . The ratatosk causes division and strife in up to four creatures it can see within 30 feet of it. Each target must succeed on a DC 14 Charisma saving throw or be irritated for 1 minute. While irritated, a creature must spend its action on each of its turns arguing with, complaining about, or otherwise expressing unhappiness toward one of its allies over a trivial matter. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spellcasting . The ratatosk casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (save DC 14):\n'b'\n'b'\n'b' At will : animal messenger , message \n'b' 3/day each : sending , suggestion \n'b' 1/day : commune (as an action) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Skitter . The ratatosk takes the Dash , Disengage , or Hide action. \n'b'\n'b' REACTIONS \n'b'\n'b' Desperate Lies . When a creature the ratatosk can see targets it with an attack , the ratatosk tells a lie while pointing to another creature within 5 feet of it. The attacker must succeed on a DC 14 Wisdom saving throw or believe the lie and attack the other creature instead. \n'b'\n'b' ABOUT \n'b' The chattering squirrel creature has tiny tusks and fur that shimmers in a way that defies the surrounding light. \n'b' Sleek-furred Celestials. The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintenance of its tusks. \n'b' Planar Messengers . Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages. \n'b' Maddening Gossips . Ratatosks are insatiable tricksters.\xc2\xa0Their constant chatter is not the mere nattering of their animal counterparts; it is a never-ending celestial gossip network.\xc2\xa0Ratatosks delight in learning secrets and spreading those secrets in mischievous ways. It\xe2\x80\x99s common for two listeners to hear vastly different words when a ratatosk speaks\xe2\x80\x94and for that misunderstanding to lead to blows.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk Assassin \n'b' Family: Ratatosk \n'b' Tiny celestial , chaotic neutral \n'b' Armor Class 14 Hit Points 63 (18d4 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +7 Skills Deception +7, Persuasion +7, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 10 Languages Celestial, Common; telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . The ratatosk assassin can nimbly dodge out of the way of certain area effects. When they are subjected to an effect that allows them to make a Dexterity saving throw to only take half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. \n'b' Innate Spellcasting . The ratatosk\xe2\x80\x99s spellcasting attribute is Charisma (save DC 14). They can innately cast the following spells without requiring material or somatic components.\n'b'\n'b'\n'b' At will : minor illusion , true strike , vicious mockery \n'b' 1/day each : longstrider , silence \n'b' 3/day : disguise self \n'b'\n'b' Pack Tactics . The ratatosk assassin has advantage on an attack roll against a creature if at least one other ratatosk is within 5 feet of the creature and the other ratatosk is not incapacitated . \n'b' Skitter . The ratatosk can take the Dash , Disengage , or Hide action as a bonus action on each of their turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ratatosk assassin makes two curved dagger attacks (melee or ranged) or one dagger attack and one gore attack . \n'b' Curved Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft or 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned . On a successful saving throw, the target takes half as much and is not poisoned . A poisoned target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 14 (4d6) psychic damage. \n'b' Psychic Strike (Recharge 5\xe2\x80\x936) . The assassin delivers a quick slashing blow to the mind of a single creature within 30 feet. The target must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed saving throw or half as much on a successful saving throw. \n'b'\n'b' REACTIONS \n'b'\n'b' Nimble Reposition . When a creature the ratatosk assassin can see hits them with an attack , the assassin can move up to their normal movement without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Most hidden blades work in pairs and excel at infiltrating secure camps or structures, launching coordinated strikes at any who pose a threat to the World Tree. Others, however, break away from traditional ratatosk society and venture forth to make their way as hired killers. Hidden blade ratatosk typically have darker colorations either naturally or by the application of dyes distilled from acorns.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk Commoner \n'b' Family: Ratatosk \n'b' Tiny celestial , chaotic neutral \n'b' Armor Class 13 Hit Points 63 (18d4 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 16 (+3) CON: 12 (+1) INT: 15 (+2) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +4 Skills Deception +4, Persuasion +4, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 10 Languages Celestial, Common; telepathy 100 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The ratatosk\xe2\x80\x99s spellcasting attribute is Charisma (save DC 14). They can innately cast the following spells without requiring material or somatic components.\n'b'\n'b'\n'b' At will : message , vicious mockery \n'b' 1/day : mirror image \n'b'\n'b' Skitter . The ratatosk can take the Dash , Disengage , or Hide action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 7 (2d6) psychic damage, and the target must make a successful DC 12 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe. \n'b'\n'b' REACTIONS \n'b'\n'b' Desperate Lies . A creature that can hear the ratatosk must make a DC 12 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack\xe2\x80\x98s reach or range. If no other target is in the attack\xe2\x80\x99s reach or range, the attack is still made (and ammunition or a spell slot is expended if appropriate), but it automatically misses and has no effect.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baboon, Howler \n'b' Medium beast , unaligned \n'b' Armor Class 12 \n'b' Hit Points 13 (2d8 + 4) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Wis +3 \n'b' Skills Athletics +4, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The baboon has advantage on attack rolls against a creature if at least one of the baboon\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +4 to hit, reach 20/60 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Howler baboons are territorial primates that claim stretches of forest and hills in large troops. Their presence is usually heard before it\xe2\x80\x99s seen, thanks to the whooping calls they use to communicate danger and call for their troop mates. When angered, they attack in ferocious packs, hurling rocks and pummeling threats en masse.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk Monk \n'b' Family: Ratatosk \n'b' Tiny celestial , chaotic neutral \n'b' Armor Class 15 (unarmored defense) Hit Points 87 (25d4 + 25) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +6 Skills Deception +6, Persuasion +6, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 11 Languages Celestial, Common; telepathy 100 ft. Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ki Power . The ratatosk monk has a pool of martial power represented by 4 ki points. These points can be spent to activate their Martial Maneuvers. \n'b' Martial Maneuver . Once per turn, when the ratatosk monk hits a target with their unarmed strike or gore attack, they can spend ki points to add one of the following effects to the attack. Unless indicated, each maneuver costs 1 ki point. Succeeding at the saving throw listed for a maneuver negates the effect but not the damage from the initial attack.\n'b'\n'b'\n'b' Apprehensive . The target has disadvantage on all attack rolls until the start of the monk\xe2\x80\x99s next turn (DC 14 Charisma ). \n'b' Confused . The target is affected as if by a confusion spell until the start of the monk\xe2\x80\x99s next turn (DC 14 Wisdom ). \n'b' Disarmed . An object, weapon, or item held by the target is knocked 10 feet away (DC 14 Strength ). \n'b' Knockdown . The target falls prone (DC 14 Dexterity ). \n'b' Stun (Costs 3 Ki Points) . The target is stunned until the start of the monk\xe2\x80\x99s next turn. (DC 14 Constitution ) \n'b'\n'b' Unarmored Defense . While the ratatosk monk is wearing no armor and wielding no shield, their AC includes their Wisdom modifier. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ratatosk monk makes two unarmed attacks or one unarmed attack and one gore attack . \n'b' Unarmed Strike . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage plus 21 (6d6) psychic damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 14 (4d6) psychic damage, and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe. \n'b'\n'b' REACTIONS \n'b'\n'b' Kinetic Recovery . If the ratatosk monk begins a turn with no ki points and is hit with a melee or ranged weapon attack, the monk gains 1 ki point. \n'b'\n'b' ABOUT \n'b' Utilizing secret techniques stolen from the Eastern Lands of Midgard, some ratatosk learn to harness the power of ki. The Clawed Acorn Order is a loose community of martial artists usually denoted by the braided headbands worn by members. \n'b' The ratatosk monks of the Order of the Acorn seek to unlock the power inherent in the bond they share with the World Tree. While not religious in nature, the order does acknowledge the gods while venerating Yggdrasil itself. The order is run by a council of the oldest and most powerful monks, all of whom bear the title farfar (or grandfather). Members of the Order of the Acorn also believe it is their task to safeguard the World Tree no matter where it resides and as such are bitter foes. \n'b' Joining the Order of the Acorn. Full membership in the Order of the Acorn is limited to ratatosk, though non-squirrel-folk can petition one of the farfars to become an umgas (or companion). Some farfars require petitioners to complete a quest (determined by the GM) or donate some needed relic or magic item. \n'b' Once your petition is accepted, the next time you gain an ability score improvement, you may choose to limit this bonus to a +1 increase to a single ability score (instead of the usual options), and in return gain 1 ki point and the War Chatter class feature (see below). If you have levels in another class that grants ki, these points stack. Otherwise, they function as a monk \xe2\x80\x99s ki points. \n'b' New Class Feature \n'b'\n'b' War Chatter . As a bonus action, you can spend 1 ki point to utter the chittering battle cry of the ratatosk. Each foe within 15 feet that can hear you must succeed on a Charisma saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or have disadvantage on all attack rolls until the start of your next turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk Warlock \n'b' Family: Ratatosk \n'b' Tiny celestial , chaotic neutral \n'b' Armor Class 17 (Armor of Shadows) Hit Points 63 (18d4 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +8 Skills Deception +8, Persuasion +8, Perception +4 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Common; telepathy 100 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The ratatosk\xe2\x80\x99s spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components.\n'b'\n'b'\n'b' At will : animal messenger , message , vicious mockery \n'b' 1/day each : commune, mirror image \n'b' 3/day each : sending , suggestion \n'b'\n'b' Invocations . The ratatosk warlock knows the following warlock invocations: agonizing blast, armor of shadows, mask of many faces, misty visions, and one with shadows. \n'b' Skitter . The ratatosk can take the Dash , Disengage , or Hide action as a bonus action on each of their turns. \n'b' Spellcasting . The ratatosk warlock is an 11th-level spellcaster. Their spellcasting attribute is Charisma (spell save DC 16, +8 to hit with spell attacks). They have two 5th-level spell slots, which they regain after finishing a short or long rest, and know the following warlock spells.\n'b'\n'b'\n'b' Cantrips (at will) : eldritch blast, hobble*, minor illusion , pummelstone \n'b' 1st level : hellish rebuke, twist the skein \n'b' 2nd level : hold person , thorn cage \n'b' 3rd level : dispel magic , phase bolt \n'b' 4th level : banishment , power word: pain \n'b' 5th level : hold monster , exsanguinate* \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 14 (4d6) psychic damage, and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe. \n'b' Yggdrasil\xe2\x80\x99s Wrath (Recharge 5\xe2\x80\x936) . Up to six creatures within 60 feet that the ratatosk warlock can see must make DC 16 Dexterity saving throws as spear-like tree roots explode out of the ground beneath them. On a failure, the creature takes 28 (8d6) piercing damage and is restrained . On a success, the creature takes half as much damage and is not restrained . A restrained creature can use its action to make a DC 16 Strength check to free itself or another creature restrained by the roots. \n'b'\n'b' ABOUT \n'b' Many ratatosk believe Yggdrasil possesses a spirit, or a living energy, and worship it as a deity in its own right. Some, however, take this adoration further, fusing their souls to the World Tree with a binding pact. These fanatical squirrel-folk defend Yggdrasil from all threats, both actual and perceived.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Darkmantle, Trained \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 27 (5d6 + 10); Wound Threshold 7 Speed 10 ft., flight 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses blindsight 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The darkmantle can\xe2\x80\x99t use its blindsight while deafened . \n'b' False Appearance . While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. \n'b'\n'b' ACTIONS \n'b'\n'b' Crush . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target\xe2\x80\x99s head, and the target is also blinded and suffocating while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 14 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. \n'b' Darkness Aura (1/Day) . A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\xe2\x80\x99t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \n'b'\n'b' ABOUT \n'b' It\xe2\x80\x99s possible to tame darkmantles. Their way of life naturally makes them effective sentinels, and this is how several societies in the Netherworld use them. \n'b' Once trained, a darkmantle is more aggressive than its wild counterpart, and may be taught to react to certain stimuli, so it will only attack specific individuals or in response to certain signals. \n'b' In the Netherworld, a darkmantle may be used as a guard animal or even a pet, in the same manner as a mastiff on the surface. In subterranean towns, it isn\xe2\x80\x99t rare to find darkmantle trainers, or \xe2\x80\x9cmantlers\xe2\x80\x9d as they\xe2\x80\x99re commonly called. \n'b' A rather young, frail, or untrained darkmantle will cost about 200 gp as a fair price. A trained darkmantle will cost double that, and \xe2\x80\x9cpurebred\xe2\x80\x9d specimens with rare patterns or colors may be worth up to 1,000 gp! \n'b' In addition, these are prices for underdwellers. \n'b' A surface dweller can expect the price to be raised by 10 to 50 %, depending on their relations with the peoples of the Netherworld and the seller\xe2\x80\x99s hostility toward the traveler\xe2\x80\x99s kind.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratatosk Warlord \n'b' Family: Ratatosk \n'b' Small celestial, chaotic neutral \n'b' Armor Class 16 (breastplate) Hit Points 77 (14d6 + 28) Speed 25 ft., climb 25 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +5 Skills Acrobatics +7, Intimidation +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages Celestial, Common; telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' I\xe2\x80\x99m Bigger That\xe2\x80\x99s Why . As a bonus action , the ratatosk warlord commands one ratatosk within 30 feet of it to make one melee attack as a reaction . \n'b' Warlord Skitter . The ratatosk warlord can take the Dash or Disengage action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ratatosk warlord makes two attacks: one with its gore and one with its ratatosk shortspear. \n'b' Ratatosk Shortspear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 14 (4d6) psychic damage. \n'b' Chatter of War (Recharges 5-6) . Each non-ratatosk creature within 30 feet that can hear the warlord must succeed on a DC 15 Charisma saving throw or have disadvantage on all attack rolls until the start of the warlord\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' This large rodent stands upright, wearing a wooden breastplate and gripping a leaf -bladed silver spear. It chitters with menace. \n'b' Preening Protectors . These sleek-furred celestial beings act as the defenders of their kind. Every bit as egotistical as their smaller kin, their fur is always immaculate, and the wooden breastplates they wear often bear intricate carvings of arboreal patterns. \n'b' Useful Nuisances . Though they have gained greater size and strength, ratatosk warlords have lost their connection to the celestial network of other ratatosks. Consequently, they are often found pestering their smaller kin for current news and bits of gossip while exaggerating the protection their greater size provides. The other ratatosks humor this for the most part, though with much sighing. \n'b' Eager Guardians . While most ratatosk are messengers of the gods, many ratatosk warlords claim an even greater purpose: protecting Yggdrasil and the world trees that unite many elements of the cosmos with the realms of the gods and mortals. Their small watchtowers, sprawling tree cities, and portals to particular branches of Yggdrasil maintain a bit of order on the sprawling planar pathways or, in some cases, simply a safe place for a night\xe2\x80\x99s rest. However, convincing a ratatosk warlord that a particular traveler is not a servant of darkness is sometimes a quite difficult task; they see danger and demons everywhere.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratfolk \n'b' Variants \n'b' Small humanoid (ratfolk), neutral \n'b' Armor Class 14 (studded leather) Hit Points 17 (5d6) Speed 25 ft., swim 10 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Nimbleness . The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn\xe2\x80\x99t difficult terrain for the ratfolk. \n'b' Pack Tactics . The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\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' 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' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratfolk Mercenary \n'b' Family: Ratfolk \n'b' Small humanoid (ratfolk), neutral \n'b' Armor Class 15 (leather armor) Hit Points 45 (13d6) Speed 25 ft., swim 10 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 11 (+0) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Intelligence +4 Skills Acrobatics +8, Deception +2, Intimidation +2, Perception +2, Stealth +8 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Chopper Squad . The ratfolk mercenary\xe2\x80\x99s melee weapon attacks deal one extra die of damage if at least one of the mercenary\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Nimbleness . The ratfolk mercenary can move through the space of any Medium or larger creature. \n'b' Pack Tactics . The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Packing Heat . If the ratfolk mercenary moves at least 10 feet straight toward a target and then hits it with a shortsword attack on the same turn, the mercenary can make one dart attack against another target within 20 feet as a bonus action without disadvantage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ratfolk mercenary makes two attacks with its shortsword or dart. If both shortsword attacks hit the same target, the ratfolk mercenary can use its bonus action to automatically deal an extra 4 (1d8) piercing damage as it bites the target. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Dart . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b'\n'b' Reactions \n'b'\n'b' Guard the Big Cheese . When a creature makes an attack against the ratfolk mercenary\xe2\x80\x99s current employer, the mercenary grants a +2 bonus to the employer\xe2\x80\x99s AC if the mercenary is within 5 feet of the employer. \n'b'\n'b' About \n'b' With filthy tunics and well-kept leathers, ratfolk slink through fights, always looking to flank, turn, or strike from behind. Their ability to work in large groups leads dwarves to despise them as a \xe2\x80\x9clowly swarm of guttersnipes\xe2\x80\x9d-but they are effective. \n'b' Ratfolk survive by their wits and bargains. They are notorious for their willingness to work as mercenaries in large dungeon complexes and to strike pacts with far greater powers than themselves. Ratfolk mercenaries often work in tandem with warlocks acting as captains or sergeants for their employers. \n'b' Mercenary Flexibility . Ratfolk mercenaries can be bribed and corrupted with a large enough payment, but they like to say that they \xe2\x80\x9cstay bought until payday comes.\xe2\x80\x9d Usually their loyalty is strong until matters turn against their current master-in some cases they have been known to offer their services to a foe mid-fight! Night and Tunnel Specialists. Ratfolk mercenaries excel at work in dark, tight quarters, against cavern monsters, and in old dwarven holds. They also enjoy city kidnappings, guarding towers or dungeons, or silent moonlight scouting in hills or forests. They prefer to avoid working in full sun on open fields, though they are professional enough that they can create an effective ambush on riverbanks, in forest shadow, or elsewhere. \n'b' Overbold and Full of Themselves . Ratfolk warlocks tend to serve dark powers of shadow or diabolism, though sometimes they simply find the first power willing to make a pact for power (fey or genie-infused ratfolk warlocks are not unknown). The influx of power generally makes ratfolk warlocks insufferably bold, snide, and arrogant-they are convinced that their arcane power makes them the smartest, strongest, and handsomest ratfolk ever to slink through a darkened alley. \n'b' Staves and Amulets . As tokens of their pact, ratfolk warlocks always carry or display a profusion of decorated staves, gilded amulets, or clinking silver sigils and rune-encrusted bells. They are notably less stealthy than most ratfolk.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratfolk Warlock \n'b' Family: Ratfolk \n'b' Small humanoid (ratfolk), any alignment \n'b' Armor Class 13 (16 with mage armor ) Hit Points 27 (6d6 + 6) Speed 25 ft., swim 10 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3, Charisma +5 Skills Arcana +4, Deception +5, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Nimbleness . The ratfolk warlock can move through the space of any Medium or larger creature. \n'b' Pack Tactics . The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Innate Spellcasting . The ratfolk warlock\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , eldritch blast, fire bolt, mage armor , mage hand , minor illusion , poison spray, speak with animals \n'b' 3/day each : command , darkness , hellish rebuke \n'b' 1/day each : blindness/deafness , hold person \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Quarterstaff . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 2 (1d6 \xe2\x80\x93 1) bludgeoning damage or 3 (1d8 \xe2\x80\x93 1) bludgeoning damage if used with two hands. \n'b' Darken . The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' With filthy tunics and well-kept leathers, ratfolk slink through fights, always looking to flank, turn, or strike from behind. Their ability to work in large groups leads dwarves to despise them as a \xe2\x80\x9clowly swarm of guttersnipes\xe2\x80\x9d-but they are effective.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ratfolk Rogue \n'b' Small humanoid (ratfolk), neutral \n'b' Armor Class 15 (studded leather) Hit Points 31 (7d6 + 7) Speed 25 ft., swim 10 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +2, Stealth +7 Senses darkvision 60 ft., passive Perception 12 Languages Common, Thieves Cant Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Nimbleness . The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn\xe2\x80\x99t difficult terrain for the ratfolk. \n'b' Pack Tactics . The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk\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' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The ratfolk rogue takes the Dash , Disengage , or Hide action. \n'b'\n'b' ABOUT \n'b' The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail. \n'b' The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies\xe2\x80\x94though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues. \n'b' Adaptable . Ratfolk swim well and can survive on little.\xc2\xa0Some groups are endemic to tropical and subtropical islands.\xc2\xa0Others inhabit forests, sewers, labyrinths, and ancient, ruined cities. \n'b' Fast Fighters . Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \xe2\x80\x9crat king\xe2\x80\x9d who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravager Spawn (Brawler) \n'b' Huge monstrosity , neutral \n'b' Armor Class 24 (natural armor) Hit Points 450 (36d12 + 216) Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 20 (+5) CON: 23 (+6) INT: 5 (-3) WIS: 24 (+7) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +13 Skills Perception +14 Damage Resistances acid, cold, fire, lightening, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 24 Languages \xc2\x97 Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Charge . If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone . If the target is prone , the ravager can make one claw attack against it as a bonus action. \n'b' Form-Shifting . The ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions , though it is not considered incapacitated. \n'b' Improved Critical . The ravager\xc2\x92s bite and claws score a critical hit on a roll of 19 or 20. \n'b' Legendary Resistance (3/day) . If the ravager fails a saving throw, it can choose to succeed instead. \n'b' Magic Disruption . Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 5th level spell slot with a +5 spellcasting ability modifier. \n'b' Magic Weapons . The ravager\xc2\x92s melee attacks are magical. \n'b' Rampage . When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The ravager regains 10 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn\xc2\x92t function at the start of the ravager\xc2\x92s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn\xc2\x92t regenerate. \n'b' Tunneler . The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. \n'b' Vampiric Healing . Whenever the Ravager hits with a melee attack , it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. \n'b' Actions \n'b' Multiattack . The ravager makes one bite and four claw attacks. It can also make a smash attack if it is grappling a creature. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 31 (6d6 + 10) piercing damage. \n'b' Claws . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 38 (8d6 + 10) slashing damage and the target is grappled (Escape DC 21). \n'b' Smash . If a target is grappled at the beginning of its turn, the ravager may smash it into the ground, doing 31 (6d6 + 10) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravager Spawn (Crawler) \n'b' Huge monstrosity , neutral \n'b' Armor Class 25 (natural armor) Hit Points 558 (36d12 + 324) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 27 (+8) DEX: 20 (+5) CON: 29 (+9) INT: 5 (-3) WIS: 24 (+7) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +16 Skills Perception +14 Damage Resistances acid, cold, fire, lightening, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 24 Languages \xc2\x97 Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Charge . If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone . If the target is prone , the ravager can make one claw attack against it as a bonus action. \n'b' Form-Shifting . The ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions , though it is not considered incapacitated. \n'b' Improved Critical . The ravager\xc2\x92s bite and claws score a critical hit on a roll of 19 or 20. \n'b' Legendary Resistance (3/day) . If the ravager fails a saving throw, it can choose to succeed instead. \n'b' Magic Disruption . Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 5th level spell slot with a +5 spellcasting ability modifier. \n'b' Magic Weapons . The ravager\xc2\x92s melee attacks are magical. \n'b' Rampage . When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The ravager regains 10 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn\xc2\x92t function at the start of the ravager\xc2\x92s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn\xc2\x92t regenerate. \n'b' Tunneler . The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. \n'b' Vampiric Healing . Whenever the Ravager hits with a melee attack , it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. \n'b' Actions \n'b' Multiattack . The ravager makes one bite and four claw attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 31 (6d6 + 8) piercing damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 38 (8d6 + 8) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravager Spawn (Flier) \n'b' Huge monstrosity , neutral \n'b' Armor Class 26 (natural armor) Hit Points 450 (36d12 + 216) Speed 20 ft., fly 100 ft.\n'b' STATS STR: 27 (+8) DEX: 25 (+7) CON: 23 (+6) INT: 5 (-3) WIS: 24 (+7) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +14, Constitution +13 Skills Perception +14 Damage Resistances acid, cold, fire, lightening, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 24 Languages \xc2\x97 Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Charge . If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone . If the target is prone , the ravager can make one claw attack against it as a bonus action. \n'b' Flyby . The ravager doesn\xc2\x92t provoke an opportunity attack when it flies out of an enemy\xc2\x92s reach. \n'b' Form-Shifting . The ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions , though it is not considered incapacitated. \n'b' Improved Critical . The ravager\xc2\x92s bite and claws score a critical hit on a roll of 19 or 20. \n'b' Legendary Resistance (3/day) . If the ravager fails a saving throw, it can choose to succeed instead. \n'b' Magic Disruption . Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting ability modifier. \n'b' Magic Weapons . The ravager\xc2\x92s melee attacks are magical. \n'b' Rampage . When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The ravager regains 10 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn\xc2\x92t function at the start of the ravager\xc2\x92s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn\xc2\x92t regenerate. \n'b' Tunneler . The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. \n'b' Vampiric Healing . Whenever the Ravager hits with a melee attack , it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. \n'b' Actions \n'b' Multiattack . The ravager makes one bite and four claw attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 29 (6d6 + 8) piercing damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 36 (8d6 + 8) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baboonwere \n'b' Medium beast (shapechanger), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+ 2) CON: 13 (+1) INT: 10 (+ 0) WIS: 12 (+1) CHA: 12 (+ 1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing attacks from nonmagical attacks that aren\xe2\x80\x99t silver Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Displacement . The baboonwere projects an illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If the baboonwere is hit by an attack , this trait is disrupted until the end of its next turn. This trait is also disrupted if the baboonwere is incapacitated or reduced to a speed of 0. \n'b' Shapechanger . The baboonwere can use its action to polymorph into a humanoid, a baboon- human hybrid, or a baboon. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying doesn\xe2\x80\x99t transform. It reverts to its true form of a baboon- human hybrid if it dies. \n'b' Keen Scent . The baboonwere has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b' Voice mimicry . The baboonwere can mimic the voice of a creature it hears. Listeners can determine that this is an imitation with a successful DC 11 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The baboonwere makes two attacks, only one of which can be a Bite attack . \n'b' Bite (hybrid and baboon form only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longsword (hybrid and humanoid form only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' Baboonweres are evil baboons born with the ability to assume human or a hybrid human form. Baboonweres are most often found among normal baboons, though some prefer to maintain their human form and live among ordinary people in small towns and villages. When the livestock and cattle begin turning up missing or slain is when the baboonwere usually moves on, before the finger of suspicion is pointed its way. In its hybrid form, a baboonwere stands just over five feet tall and weighs roughly 130 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravager, Brawler \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 27 (natural armor) Hit Points 738 (36d20 + 360) Speed 70 ft.\n'b' STATS STR: 30 (+10) DEX: 23 (+6) CON: 30 (+10) INT: 6 (-2) WIS: 24 (+7) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +15, Constitution +19 Skills Perception +16 Damage Resistances acid, cold, fire, lightening, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 26 Languages \xc2\x97 Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Charge . If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone . If the target is prone , the ravager can make one claw attack against it as a bonus action. \n'b' Form-Shifting . The ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions , though it is not considered incapacitated. \n'b' Improved Critical . The ravager\xc2\x92s bite and claws score a critical hit on a roll of 19 or 20. \n'b' Legendary Resistance (3/day) . If the ravager fails a saving throw, it can choose to succeed instead. \n'b' Magic Disruption . Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting ability modifier. \n'b' Magic Weapons . The ravager\xc2\x92s melee attacks are magical. \n'b' Rampage . When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The ravager regains 15 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn\xc2\x92t function at the start of the ravager\xc2\x92s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn\xc2\x92t regenerate. \n'b' Tunneler . The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. \n'b' Vampiric Healing . Whenever the Ravager hits with a melee attack , it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. \n'b' Actions \n'b' Multiattack . The ravager makes one bite and four claw attacks. It can also make a smash attack if it is grappling a creature. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 34 (7d6 + 10) piercing damage. \n'b' Claws . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 45 (10d6 + 10) slashing damage and the target is grappled (Escape DC 23). Until this grapple ends, the creature is restrained . \n'b' Smash . If a target is grappled at the beginning of its turn, the ravager may smash it into the ground for 37 (6d8 + 10) bludgeoning damage. \n'b' Legendary Actions \n'b' The ravager 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\xc2\x92s turn. The ravager regains spent legendary actions at the start of its turn. \n'b' Attack . The ravager makes one claw or bite attack . \n'b' Move . The ravager moves up to half of its speed. \n'b' Charge . The ravager charges at a target of its choice.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Darkstone Sculptor \n'b' Large elemental , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 5 (-3) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran, Umbral, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Earthglide . The sculptor can burrow through nonmagical, unworked earth and stone. While doing so, the creature doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Earthsprint (Recharges after a Short or Long Rest) . The sculptor can increase its burrow speed to 180 feet until the end of its next turn. \n'b' Hatred . The sculptor has advantage on attack rolls against dwarves and gnomes. \n'b' Sunlight Sensitivity . While in sunlight, the sculptor has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sculptor makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 15).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravager, Crawler \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 27 (natural armor) Hit Points 984 (48d20 + 480) Speed 50 ft., burrow 20 ft.\n'b' STATS STR: 30 (+10) DEX: 23 (+6) CON: 30 (+10) INT: 6 (-2) WIS: 24 (+7) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +15, Constitution +19 Skills Perception +16 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 26 Languages \xc2\x97 Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Charge . If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone . If the target is prone , the ravager can make one claw attack against it as a bonus action. \n'b' Form-Shifting . The ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions , though it is not considered incapacitated. \n'b' Improved Critical . The ravager\xc2\x92s bite and claws score a critical hit on a roll of 19 or 20. \n'b' Legendary Resistance (3/day) . If the ravager fails a saving throw, it can choose to succeed instead. \n'b' Magic Disruption . Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting ability modifier. \n'b' Magic Weapons . The ravager\xc2\x92s melee attacks are magical. \n'b' Rampage . When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The ravager regains 15 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn\xc2\x92t function at the start of the ravager\xc2\x92s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn\xc2\x92t regenerate. \n'b' Tunneler . The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. \n'b' Vampiric Healing . Whenever the Ravager hits with a melee attack , it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. \n'b' Actions \n'b' Multiattack . The ravager makes one bite and four claw attacks. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 34 (7d6 + 10) piercing damage. \n'b' Claws . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 45 (10d6 + 10) slashing damage. \n'b' Legendary Actions \n'b' The ravager 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\xc2\x92s turn. The ravager regains spent legendary actions at the start of its turn. \n'b' Attack . The ravager makes one claw or bite attack . \n'b' Move . The ravager moves up to half of its speed. \n'b' Charge . The ravager charges at a target of its choice.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravager, Flier \n'b' Gargantuan monstrosity , neutral \n'b' Armor Class 27 (natural armor) Hit Points 738 (36d20 + 360) Speed 20 ft., fly 140 ft.\n'b' STATS STR: 30 (+10) DEX: 30 (+10) CON: 30 (+10) INT: 6 (-2) WIS: 24 (+7) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +19, Constitution +19 Skills Perception +16 Damage Resistances acid, cold, fire, lightening, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 26 Languages \xc2\x97 Challenge 30 (155,000 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the ravager can make one claw attack against it as a bonus action. \n'b' Flyby . The ravager doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Form-Shifting . The ravager can physically alter its physiology to take on one of the three listed forms: the crawler , the brawler , or the flier . Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated. \n'b' Improved Critical . The ravager\xe2\x80\x99s bite and claws score a critical hit on a roll of 19 or 20. \n'b' Legendary Resistance (3/day) . If the ravager fails a saving throw, it can choose to succeed instead. \n'b' Magic Disruption . Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting ability modifier. \n'b' Magic Weapons . The ravager\xe2\x80\x99s melee attacks are magical. \n'b' Rampage . When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack . \n'b' Regeneration . The ravager regains 15 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn\xc2\x92t function at the start of the ravager\xe2\x80\x99s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Tunneler . The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. \n'b' Vampiric Healing . Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ravager makes one bite and four claw attacks. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 34 (7d6 + 10) piercing damage. \n'b' Claws . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 45 (10d6 + 10) slashing damage. \n'b'\n'b' Legendary Actions \n'b' The ravager 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\xc2\x92s turn. The ravager regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The ravager makes one claw or bite attack. \n'b' Move . The ravager moves up to half of its speed. \n'b' Charge . The ravager charges at a target of its choice.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravenala \n'b' Large plant , neutral \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +4 Damage Vulnerabilities cold, fire Damage Resistances bludgeoning, piercing Condition Immunities blinded , deafened Senses passive Perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The ravenala has advantage on saving throws against spells and other magical effects. \n'b' Woodland Stride . Difficult terrain composed of magical or nonmagical plants doesn\xe2\x80\x99t cost the ravenala extra movement. In addition, it can pass through magical or nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ravenala makes two Bursting Pod or Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is grappled (escape DC 14), and the ravenala uses its Lamenting Engulfment on the target. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Bursting Pod . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage, and each creature within 5 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking 5 (2d4) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Lamenting Engulfment . The ravenala engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained , it has total cover against attacks and other effects outside the ravenala, and it must succeed on a DC 14 Charisma saving throw at the start of each of the ravenala\xe2\x80\x99s turns or sing a lament of the mistakes and misdeeds it has performed in its lifetime. While singing, the engulfed creature can still act, but it can\xe2\x80\x99t otherwise speak, including casting spells with verbal components. If the ravenala moves, the engulfed creature moves with it. The ravenala can have only one creature engulfed at a time. \n'b' Healing Leaves (3/Day) . The ravenala removes a leaf from its head and wraps the leaf around the wounds of one creature it can see within 5 feet of it. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness. \n'b' Encourage Growth (3/Day) . The ravenala whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours. \n'b'\n'b' ABOUT \n'b' The tree steps forward on bark-covered legs. Its head is crowned by long-stemmed, green-paddled fronds and spiked seed pods, and its dangling arms end in hooked, wooden talons. \n'b' Leafy Advisors . Wise and long-lived like treants, ravenalas tend their coastal forest homes far from most societies. Tribal humanoids respect and venerate ravenalas and sometimes seek their advice or aid in times of great need. Ravenalas seldom interact with others unless approached. \n'b' Prisoner\xe2\x80\x99s Lamentation . Unlike treants, ravenalas avoid physical conflict in favor of diplomacy and compromise. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating the attackers. Trapped creatures must sing their own lament as they are carried off to a distant locale away from the ravenala\xe2\x80\x99s home.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravenfolk Doom Croaker \n'b' Family: Ravenfolk \n'b' Medium humanoid (ravenfolk), neutral \n'b' Armor Class 14 (studded leather) Hit Points 88 (16d8 + 16) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +7 Skills Deception +5, Intimidation +5, Perception +10 Senses darkvision 120 ft., passive Perception 20 Languages Common, Feather Speech, Ravenfolk Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The doom croaker has advantage on saving throws against spells and other magical effects. \n'b' Mimicry . As the ravenfolk scout, except the Wisdom ( Insight ) DC is 15. \n'b' Rune-Powered Weapons . As the ravenfolk warrior, except weapons deal 2d8 radiant damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The doom croaker makes one Peck attack and one Runestaff attack , or it makes two Rune Blast attacks. It can replace one attack with a use of Ghost Wings or Prophetic Call, if available. \n'b' Peck . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage plus 9 (2d8) radiant damage. \n'b' Runestaff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) radiant damage. \n'b' Rune Blast . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 17 (3d8 + 4) radiant damage. \n'b' Ghost Wings . As the ravenfolk scout, except the save DC is 15. \n'b' Prophetic Magic . The ravenfolk doom croaker can cast the augury spell and thaumaturgy cantrip at will, requiring no material components and using Wisdom as the spellcasting ability. \n'b' Prophetic Caw (Recharge 6) . The ravenfolk doom croaker caws a prophecy that sounds different to each listener. Each creature within 30 feet of the ravenfolk that can hear it must make a DC 15 Wisdom saving throw. Ravenfolk have advantage on the saving throw. On a failure, a creature hears a prophecy of its doom and is frightened for 1 minute. On a success, a creature hears a prophecy of its greatness and has advantage on the first attack roll it makes on each of its turns for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings. \n'b' The ravenfolk are an avian race of scoundrels, schemers, and sneaks\xe2\x80\x94but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears. \n'b' These oracles sing the doom of gods and mortals. In addition, they know the runes, and can keep runestaves and runespears humming with the power of runic magic. Assume that many Doom Croakers have mastered one or more runes (explosives runes and glyphs of warding), and that they have access to prophetic knowledge, such as the names of heroic characters, their goals, and the time of their arrival in a ravenfolk rookery or settlement.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravenfolk Scout \n'b' Family: Ravenfolk \n'b' Medium humanoid (ravenfolk), neutral \n'b' Armor Class 14 (studded leather) Hit Points 27 (6d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Deception +3, Perception +6, Stealth +6 Senses darkvision 120 ft., passive Perception 16 Languages Common, Feather Speech, Ravenfolk Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . The ravenfolk scout can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Peck . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Rapier . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Ghost Wings . The ravenfolk scout furiously \xe2\x80\x9cbeats\xe2\x80\x9d a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 12 Dexterity saving throw or be blinded until the start of its next turn. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings. \n'b' The ravenfolk are an avian race of scoundrels, schemers, and sneaks\xe2\x80\x94but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears. \n'b' Odin\xe2\x80\x99s Children . To this day, the ravenfolk are Odin\xe2\x80\x99s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. \n'b' Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else\xe2\x80\x99s. \n'b' Flightless But Bold . Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\xe2\x80\x93105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n'b' Feather Speech . The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. \n'b' Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can\xe2\x80\x99t be used by creatures without feathers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravenfolk Warrior \n'b' Family: Ravenfolk \n'b' Medium humanoid (ravenfolk), neutral \n'b' Armor Class 15 (studded leather armor) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 Skills Deception +2, Perception +4, Stealth +5 Senses darkvision 120 ft., passive Perception 14 Languages Common, Feather Speech, Ravenfolk Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . As the ravenfolk scout , except the Wisdom ( Insight ) check DC is 12. \n'b' Rune-Powered Weapons . The ravenfolk\xe2\x80\x99s weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ravenfolk warrior makes one Peck attack and one Runespear attack, or it makes two Longbow attacks. It can replace one attack with a use of Ghost Wings. \n'b' Peck . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage plus 4 (1d8) radiant damage. \n'b' Runespear . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage. \n'b' Ghost Wings . As the ravenfolk scout , except the save DC is 13. \n'b'\n'b' REACTIONS \n'b'\n'b' Odin\xe2\x80\x99s Call (Recharge 6) . When the ravenfolk warrior takes damage while below half its hp maximum, it moves up to half its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings. \n'b' The ravenfolk are an avian race of scoundrels, schemers, and sneaks\xe2\x80\x94but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears. \n'b' Odin\xe2\x80\x99s Children . To this day, the ravenfolk are Odin\xe2\x80\x99s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets.\xc2\xa0Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else\xe2\x80\x99s. \n'b' Flightless But Bold . Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\xe2\x80\x93105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n'b' Feather Speech . The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers.\xc2\xa0Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can\xe2\x80\x99t be used by creatures without feathers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravenous Creeper \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 19 (+4) INT: 7 (-2) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +0, Wis +3 Skills Perception +6 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Keen Smell . The creeper has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The creeper makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 16 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Legendary Actions \n'b' The creeper 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 creeper regains spent legendary actions at the start of its turn. \n'b' Crawl . The creeper moves up to half its speed without provoking opportunity attacks. \n'b' Bite . The creeper makes a bite attack . \n'b' Claw (Costs 2 Actions) . The creeper makes a claw attack . \n'b' About \n'b' In the frozen wastes, they tell of men who, in the sunless days in the depths of winter when the flesh of beasts is hard to come by, eat of their own dead. It is not an abomination to them, but a simple act of survival. Should the rumors be believed though, there are some who develop a taste for it. Not content with cold meat, they hunt the living, snatching them from their camps and dragging them into the icy night, never to be seen again. \n'b' Ghouls, of course, may be a part of the phenomenon, but one should not dismiss entirely the darkness which can be unlocked by desperation.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ravic \n'b' Small beast , lawful good \n'b' Armor Class 13 Hit Points 15 (4d6) Speed : 10 ft., fly 50 ft.\n'b' STATS STR: 12 (+2) DEX: 16 (+3) CON: 11 (+0) INT: 15 (+2) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Insight +5, Intimidation +3, Perception +5 Senses : truesight 120 ft., passive Perception 15 Condition Immunities : charmed Languages : Common, Elvish, Sylvan Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Hearing and Sight . The ravic has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Mimicry . The ravic can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom ( Insight ) check. \n'b' Pack Tactics . The ravic has advantage on an attack roll against a creature if at least one of the ravic\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' About \n'b' Ravics are intelligent, eagle-sized birds that resemble blue feathered ravens with white talons, white beak and milky eyes. \n'b' These birds do not caw; instead, they mimic any conversation that they have heard. Known for their honesty, ravics actively seek out falsehoods. Focusing on liars and thieves, ravics circle above these miscreants declaring their transgressions word for word in the villain\xe2\x80\x99s voice. They cannot be bribed or magically charmed so the only ways to end their display are for the target to confess their crimes, or the bird to be chased away or killed, though murdering a ravic is rarely the best course of action. \n'b' Pickpockets and scoundrels attract ravics like flies to dead bodies. However, even assassins who fear having their crimes pronounced avoid killing ravics. Murdering a ravic can result in a flock of the birds, known as a jury, gathering to pass judgment on the murderer. The punishment varies based on the laws of the land. \n'b' Incapable of lying, their storied honesty is so respected that some rural settlements present grievances before them and abide by the bird\xe2\x80\x99s ruling. In legend, ravics were known as divine truth given wing and were empowered to act as the ultimate judge of all, even kings. \n'b' Yet, ravics do not have a mystic command of the truth. They assess the situation using their owl-like hearing combined with their insight into humanoids to discern the truth of most statements. \n'b' Able to detect illusions of all types, they are compelled to repeat what the object\xe2\x80\x99s true form is or what an illusion hides. \n'b' Unsubstantiated tales suggest that ravics were created as inquisitors of an ancient elvish state but left because the elves were so honest that they lacked cause to render any judgments. \n'b' Rogues and Ravics : When rogues receive mystical companions, the gods of good sometimes send a ravic as divine intervention.\xc2\xa0The ravic will announce to the reprobate that they are a conscience not a companion. If they witness misdeeds, the ravic will call them out, going so far as to recruit the local authorities to thwart their charge\xe2\x80\x99s actions. If possible, the bird will prod the rogue down a righteous path and, if they commit no crimes, the ravic will offer them magical insight into the world around them. \n'b' Clerics, Paladin s & Ravics : The good gods of justice and truth send messages through ravics to their followers. Due to their unwavering honesty, a ravic claiming to have a divine message can be taken as the voice of that deity. Cleric s and paladins often find their guidance and integrity helpful in holy quests. \n'b' Certain mages and alchemists will buy ravic feathers. The feathers are useful in the creation of zone of truth potions. \n'b' Each ravic feather used reduces the cost of the potion\xe2\x80\x99s creation by 25 gp up to half of the total.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Razor Shoal \n'b' Large swarm of tiny beasts , unaligned \n'b' Armor Class 13 (natural) Hit Points 48 (6d10+12) Speed 0ft., swim 40 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft, passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Breathing . The swarm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Feeding Frenzy . The razor shoal may make one attack on every creature in its space if at least one of those creatures has less than full hit points . If there is only one creature in the shoal\xe2\x80\x99s space with less than full hit points , the shoal instead makes two attacks against that target. \n'b' Razor Fin . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 18 (5d6) piercing damage. The razor shoal deals only 10 (3d6) piercing damage if it is at half hit points or less. \n'b'\n'b' ABOUT \n'b' This fish humanoid has shining silver-green scales, except for its crimson belly. It wears no clothing or armor, and it has no weapons.\xc2\xa0It snaps its mouth open repeatedly, displaying rows of gleaming white triangular teeth. \n'b' Fishermen, whose nets are shredded by the fish, hate razor shoals.\xc2\xa0Blades can be removed from the fish and made into a workable knife with the same statistics as a dagger.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bag o\xe2\x80\x99 Bones \n'b' Large undead , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 65 (10d10+10) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Resistances poison; piercing and slashing from nonmagical weapons Damage Immunities necrotic Condition Immunities poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Multi-Limbed . The bag o\xe2\x80\x99 bones has (1d6+1 (4)) limbs grafted to its body. It can use each limb independently of all others. \n'b' Turning Defiance . The bag o\xe2\x80\x99 bones has advantage on saving throws against effects that turn undead. \n'b' Undead Fortitude . If damage reduces the bag o\xe2\x80\x99 bones to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bag o\xe2\x80\x99 bones drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bag o\xe2\x80\x99 bones makes one attack per limb. The attacks below are examples; a bag o\xe2\x80\x99 bones may have additional weapon attacks depending on what is available. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8+3) bludgeoning damage. \n'b' Sword . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b'\n'b' ABOUT \n'b' The bag o\xe2\x80\x99 bones is a skeletal colossus of various human and animal bones grafted together in odd patterns to create a terrible, yellow-boned figure of grotesque proportions. Its eye sockets glow with amber light whenever its master is inn control of it, and it fulfills its orders with deadly precision. The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to that of a stone golem, and it requires the magical coordination of both a high-level cleric and a master wizard. \n'b' Alchemical Abomination . The bag o\xe2\x80\x99 bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation. Necromancers predominantly use it as a guardian due to its resistance to turning and its ease of control. This allows the necromancer to telepathically communicate with it and, if necessary, guide its actions. \n'b' Simple-minded Guardian . The bag o\xe2\x80\x99 bones has little Intelligence on its own, and it can only follow simple commands like those given to skeletons or zombies. When under the control of its necromancer creator, the construct has the necromancer\xe2\x80\x99s Intelligence score and makes all Intelligence , Wisdom , and Charisma saves as per the necromancer. This is also a liability, as any spells that affect such statistics will affect the necromancer instead of the bag o\xe2\x80\x99 bones.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Razorleaf \n'b' This vaguely humanoid-shaped plant boasts shimmering black and plum-colored leaves sprouting from from its head, back, and arms. The leaves are wickedly sharp and can be shaken loose to form deadly slashing clouds. \n'b' Medium plant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities fire Damage Resistances cold, necrotic Condition Immunities blinded , deafened, exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Dark Ground . As an action, the razorleaf can dig its roots into the ground, securing itself in place and causing the area in a 20-foot radius around it to be shrouded in shadow. While rooted in this way, the razorleaf\xe2\x80\x99s speed becomes 0, it can\xe2\x80\x99t be knocked prone , and its attacks deal an extra 3 (1d6) necrotic damage. This area is difficult terrain and nonmagical sources of light are only half as effective while within it. Small and smaller beasts with Intelligence 3 or lower in the area lose their natural coloration and turn pale grey. These creatures are charmed by the razorleaf while within the area. Plants and trees inside the area turn an ashen color. The razorleaf can recall its roots and end this effect as a bonus action . \n'b' Do Not Touch . A creature that touches the razorleaf or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage. \n'b' Light Sensitivity . While in bright light, the razorleaf has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The razorleaf makes two lacerating leaves attacks. \n'b' Lacerating Leaves . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (3d6 + 2) slashing damage. \n'b' Shower of Razors (Recharge 5-6) . The razorleaf shakes loose a deadly shower of slicing leaves. Each creature within 10 feet of the razorleaf must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Roots in Shadow . Razorleaves grow where the veil between the Shadow Plane and the Material Plane has thinned and darkness bleeds through into the soil. Their plant-like bodies are tinged with shadow magic but are as tangible as any other shrub or tree. Their roots are made of pure shadow and have a corrupting effect on other plants and animals around them. \n'b' Letting the Light Out . Mature razorleaves have a darkening effect on the area in which they live. Nonmagical sources of light are only half as effective in these plants\xe2\x80\x99 groves. \n'b' There is a 50% chance that a portal to the Shadow Plane will appear wherever three or more razorleaves dwell. Sustained by the presence of the plants, the portal serves as a doorway between worlds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Re-Animated Guard \n'b' Family: Re-Animated \n'b' A humanoid corpse shambles toward you, its flesh riddled with large hoses and metal plates. Grotesque metal rods replace large portions of its form with no rhyme or reason as to their placement or purpose. \n'b' Medium construct , unaligned \n'b' Armor Class 18 (plate armor) \n'b' Hit Points 45 (6d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 17 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 2 (450 XP) \n'b' Actions \n'b' Multiattack . The re-animated guard qmakes two attacks. \n'b' Automatic Crossbow . Ranged Weapon Attack : +2 to hit, range 100/400 ft., one target. Hit : 5 (1d10) piercing damage. This crossbow doesn\xe2\x80\x99t have the loading property. \n'b' Grabbing Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage and a medium or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the re-animated guard can\xe2\x80\x99t use that claw to attack another creature. \n'b' About \n'b' The scientifically- and magically-advanced underground race of humans oft-known as the Ancients never leave their subterranean cities, but their creations are often sent forth to forestall contact with the Outside. One of the more-common constructs seen in the mortal world are the horrible entities known as the re-animated. \n'b' Sometimes, the re-animated are sent into the mortal world as raiders, or guardians of sites which the Ancients wish to preserve for a time. Because of their rather simple mental workings, the re-animated can be subverted and, in effect, repurposed by an evil sorcerer or powerful entity. Thus, their use has spread around the world. Some entities or dark cults even engage in regular trade with the Ancients via their agents, in order to obtain re-animated for their own uses. \n'b' The largest group of re-animated originate as prisoners or criminals of the Ancients, who are executed by exotic tortures. The bodies are resuscitated, but only as biological machines, with no souls or minds. Instead, they are programmed to undertake limited activities. They are not true undead and cannot be turned or controlled by a cleric. \n'b' Constructed . Despite their organic components, the re-animated need no sleep, food, water, or air.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Re-Animated Laborer \n'b' Family: Re-Animated \n'b' A humanoid corpse shambles toward you, its flesh riddled with large hoses and metal plates. Grotesque metal rods replace large portions of its form with no rhyme or reason as to their placement or purpose. \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 30 (4d8 + 12) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 8 (-1) CON: 17 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 1/2 (100 XP) \n'b' Actions \n'b' Grabbing Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). \n'b' About \n'b' The scientifically- and magically-advanced underground race of humans oft-known as the Ancients never leave their subterranean cities, but their creations are often sent forth to forestall contact with the Outside. One of the more-common constructs seen in the mortal world are the horrible entities known as the re-animated. \n'b' Sometimes, the re-animated are sent into the mortal world as raiders, or guardians of sites which the Ancients wish to preserve for a time. Because of their rather simple mental workings, the re-animated can be subverted and, in effect, repurposed by an evil sorcerer or powerful entity. Thus, their use has spread around the world. Some entities or dark cults even engage in regular trade with the Ancients via their agents, in order to obtain re-animated for their own uses. \n'b' The largest group of re-animated originate as prisoners or criminals of the Ancients, who are executed by exotic tortures. The bodies are resuscitated, but only as biological machines, with no souls or minds. Instead, they are programmed to undertake limited activities. They are not true undead and cannot be turned or controlled by a cleric. \n'b' Constructed . Despite their organic components, the re-animated need no sleep, food, water, or air.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Re-Animated Raider \n'b' Family: Re-Animated \n'b' A humanoid corpse shambles toward you, its flesh riddled with large hoses and metal plates. Grotesque metal rods replace large portions of its form with no rhyme or reason as to their placement or purpose. \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 60 (8d8 + 24) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Explosive . When the re-animated raider is reduced to 0 hit points, it explodes, and each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren\xe2\x80\x99t being worn or carried, and it destroys the raider\xe2\x80\x99s components. \n'b' Actions \n'b' Multiattack . The re-animated raider qmakes two attacks. \n'b' Automatic Crossbow . Ranged Weapon Attack : +4 to hit, range 100/400 ft., one target. Hit : 7 (1d10 + 2) piercing damage. This crossbow doesn\xe2\x80\x99t have the loading property. \n'b' Grabbing Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage and a medium or smaller target is grappled (escape DC 14). Until this grapple ends, the target is restrained , the re-animated raider can\xe2\x80\x99t use that claw to attack another creature, and if the creature is Medium, the re-animated raider gets a +2 bonus to its AC as if from a shield. If the re-animated raider moves, the grappled creature moves with it. \n'b' About \n'b' The scientifically- and magically-advanced underground race of humans oft-known as the Ancients never leave their subterranean cities, but their creations are often sent forth to forestall contact with the Outside. One of the more-common constructs seen in the mortal world are the horrible entities known as the re-animated. \n'b' Sometimes, the re-animated are sent into the mortal world as raiders, or guardians of sites which the Ancients wish to preserve for a time. Because of their rather simple mental workings, the re-animated can be subverted and, in effect, repurposed by an evil sorcerer or powerful entity. Thus, their use has spread around the world. Some entities or dark cults even engage in regular trade with the Ancients via their agents, in order to obtain re-animated for their own uses. \n'b' The largest group of re-animated originate as prisoners or criminals of the Ancients, who are executed by exotic tortures. The bodies are resuscitated, but only as biological machines, with no souls or minds. Instead, they are programmed to undertake limited activities. They are not true undead and cannot be turned or controlled by a cleric. \n'b' Constructed . Despite their organic components, the re-animated need no sleep, food, water, or air.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Reaper \n'b' Medium outsider , neutral \n'b' Armor Class : 20 Hit Points 26 (4d8+4) Speed : fly 50 ft..\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 15 (+2) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Insight +5, Perception +5, Survival +5, Stealth +10 Senses : darkvision 120 ft., passive Perception 15 Damage Vulnerability : radiant Damage Resistances : bludgeoning, slashing, piercing from nonmagical weapons Damage Immunities : necrotic, poison Condition Immunities : poisoned , restrained , paralyzed , petrified Languages : All Challenge : 5 (1,800 XP) \n'b' Special Traits \n'b' Assassination : Any creature the reaper strikes with advantage, must succeed at a Constitution saving throw (DC 15) or suffer double damage from the attack . \n'b' Cause Fear : Reapers have the ability to cause fear in mortals. Beings affected by the reaper must flee as far from the reaper as possible at full speed for 2d6 rounds, and are thereafter frightened until the reaper leaves or is defeated. Beings that succeed in a Charisma saving throw (DC 15) are not afraid and may not be affected by that particular reaper again. \n'b' Ethereal Sight : The reaper can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement : The reaper can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Invisibility (Recharge 6) : As a bonus action, the reaper can become invisible. This ability lasts until it does something to reveal itself (such as attacking another creature). \n'b' Paralysis : Beings struck with the reaper\xe2\x80\x99s scythe must make a Wisdom save (DC 15) or become paralyzed for 1d4+4 rounds. \n'b' Plane Shift : The reaper may transport between the mortal planes of existence and the Ethereal plane (or any demiplane therein) at will as a standard action. They do not have the power to bring the living with them to the land of the dead. While in the Ethereal plane it can neither affect nor be affected by creatures on the Prime Material. \n'b' Soul Collection : A reaper who kills a foe or is in the presence of a newly deceased body whose soul is unclaimed by any other deity or fiendish lord may trap the lost soul and claim it for their own master. Souls claimed by a reaper may not be raised by means of a raise dead or reincarnate spell. A resurrection spell cast on a body claimed by a reaper has an 80% chance of failure. Only a wish , or undertaking of a great quest into the land of the dead may bring the spirit and body of one thus claimed by a reaper to life again. \n'b' Actions \n'b' Ethereal Scythe (Life Drain) : Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 12 (3d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' About \n'b' These tall dark figures appear as an insubstantial skeletal humanoid, swathed in dusty robes of black velvet bearing a wicked silver bladed scythe whose handle is of polished ebon wood. Referred to by mortals as the Grim Reaper, these beings are the extra planar servants of the various Gods of Death who are sent to cull the souls of faithless mortals who have gone unclaimed by other gods. They appear at the moment of a being\xe2\x80\x99s demise, where they wait invisibly to claim the soul of their newly deceased for their benighted masters. \n'b' Reapers are seldom seen by mortals, save for times when death itself is near, or by those beings under the effect of true seeing , or see invisible spells, though their presence is considered a bad omen, and disconcerting to those who observe their dark work.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Reaver Beaver \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 Hit Points 85 (10d8 + 40) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 7 (-2) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Senses passive Perception 15 Languages understands Druidic but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The beaver has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Lumberjack Hatred . The beaver has advantage on attack rolls against any creature that is wielding an axe. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The beaver attacks twice: once with its bite and once with its tail. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 3 (1d6) acid damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is already prone , it takes an extra 7 (2d6) bludgeoning damage. \n'b' Spit Acid . Ranged Weapon Attack : +6 to hit, range 30/60 ft., one target. Hit : 14 (4d6) acid damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Tail Sweep . When a creature within 5 feet of the beaver that the beaver can see stands up from a prone position, the beaver attacks the creature with its tail. \n'b'\n'b' ABOUT \n'b' When seen from a distance, there is little to distinguish the reaver beaver from its more innocuous namesake, save its much larger size. Upon closer examination, the differences become obvious and terrifying. Glowing red eyes filled with hate squint over a snarling, acid-coated maw dominated by two incisors the size of daggers. A thick, leathery tail covered in jagged barbs extends from the back of a stocky frame which is up to 8 feet long and can weigh over 300 pounds. \n'b' Prevailing wisdom suggests that evil druids created reaver beavers as a weapon to unleash upon settlers and despoilers of nature, but no one can claim to know the monsters\xe2\x80\x99 origins for certain. What is known for sure is that reaver beavers possess a malicious intellect entirely out of line with their animalistic forebears and that they are driven to terrorize anyone who encroaches upon their domain. \n'b' Hunters, farmers, and miners are all often targets of their predations. Reaver beavers seem to harbor a specific hatred for lumberjacks; often the first signs of a nearby colony of reaver beavers are the remains of a destroyed lumber camp or sawmill. Survivors who can speak of the assault are rare, but the monsters\xe2\x80\x99 grisly tendency to gnaw off their victims\xe2\x80\x99 legs and leave the shredded appendages behind leave little doubt as to the culprits. \n'b' Reaver beavers are equally as industrious as normal beavers, but, in a perverse echo of their natural kin, they favor not wood as their primary building material but rather the bodies of their victims. Horrific corpse dams upriver from settlements can obstruct the flow of water as well as befoul it with disease. \n'b' Reaver beavers\xe2\x80\x99 colonies are constructed in the same way, often supplementing humanoid corpses with those of other animals to create obscene mounds of rotting flesh. These gruesome dens are usually built near the shore of a lake and extend underneath the surface, with the entrance accessible only by diving beneath the fetid water. \n'b' In combat, reaver beavers unleash volleys of acidic spittle before swarming forward in an ungainly rush. They often work in tandem with disturbing coordination, one attacking a target\xe2\x80\x99s legs to topple them to the ground, the other using its powerful tail to pulverize the now- prone victim.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Red Cap \n'b' Medium fey, any evil \n'b' Armor Class 12 (leather armor) Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 11 (+0) INT: 13 (+1) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Saving Throws Dex +3, Wis +4, Cha +2 Senses darkvision 60 ft., passive Perception 12 Languages Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The red cap can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 3/day : fog cloud \n'b' 1/day : invisibility \n'b'\n'b' Regeneration . As long as the red cap is wearing its cap and its cap is wet with blood, it regenerates 5 hit points at the beginning of its turn as long as it is alive. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The red cap attacks once with either its claws or its poleaxe, and once with its bite. \n'b' Claws . +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage. \n'b' Pole Axe . +3 to hit, reach 5 ft., one target. Hit : 6 (1d10+1) slashing damage. \n'b' Bite . +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) piercing damage. \n'b'\n'b' ABOUT \n'b' Red caps are rare creatures related to goblins. They stand about 4 feet at the shoulder, are tall and straight. They ape the mannerisms and clothing of other humanoid races and prefer to carry a poleaxe in all their wanderings. Their faces are wide and round, mouths filled with sharp fangs and heads sparsely covered in shaggy hair. Their most distinguishing feature, however, is their red skullcaps. These caps embody their soul which they dye in the blood of their victims to keep the soul fresh and alive. \n'b' Sadistic . Redcaps are very evil and haunt the back roads and lonely paths made by men. They hunt solitary travelers or those unwary on the road. When they spot a likely victim, they attack. They stalk their prey, often following them to a well-known location where they are able to take advantage of the land or a pre-set trap. They attack from behind, striking their foes with their magical pole-axes. There is no rhyme or reason behind the attack, only the desire to cause pain and suffering. They have no feelings of mercy or remorse. They rob their victims and amass the treasure for no purpose other than to have it on hand. They must, however, dip their caps in the blood of a victim at least once a month or they fade away. \n'b' Leaders of Goblins . On rare occasions, the red cap gather bands of goblins under their command, and these they use for their own purpose, having no loyalty to their distant kin. They sometimes serve other evil creatures. \n'b' Magic Cap . The red cap itself is a magical item that player characters can claim if they wish. The cap will give the player character the same regenerative benefits as this goblin-like creature enjoys, as long as the cap is kept supplied with fresh blood. However, beware, as those who do evil to claim its benefits will themselves become twisted by their own acts. Over time, continued use of the red cap will twist the character into a dark and evil form, until the character is no more and only a red cap remains.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Red Jester \n'b' Medium undead , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 67 (15d8) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 10 (+0) INT: 15 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6, Deception +6, Sleight of Hand +6 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common and any two others Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Unassailable Mind . The mind of a red jester is a twisted and dangerous place to peer into. If a living creature targets a red jester with an attack that normally causes psychic damage or tries to use telepathy on a red jester, that creature must make a successful DC 13 Intelligence saving throw or be cursed, with an effect identical to a permanent confusion spell. The confusion effect can be ended only by magic that lifts the curse. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A red jester makes two Fist attacks or two Mace attacks. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d12 + 3) bludgeoning damage. \n'b' Jester\xe2\x80\x99s Deck . Ranged Weapon Attack : +6 to hit, range 20 ft., one creature. Hit : The target creature is affected as if it drew a random card from the deck of many things . In the hands of anyone but a red jester, the jester\xe2\x80\x99s deck acts as a normal, nonmagical deck of playing cards. +2 Mace of Merriment. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) bludgeoning damage and the target must make a successful DC 14 Wisdom saving throw or be paralyzed with merriment for 1d3 rounds. In the hands of anyone but a red jester, the weapon acts as a +1 mace. \n'b' Fear Cackle (1/day) . The red jester unleashes a fear -inducing cackle. All creatures within 60 feet that hear the cackle must make a successful DC 14 Wisdom saving throw or be frightened for 2d4 rounds. A frightened creature has a 50% chance of immediately dropping everything it holds in its hands. \n'b'\n'b' ABOUT \n'b' Red jesters are thought to be undead court jesters put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to \xe2\x80\x9centertain\xe2\x80\x9d those the demon prince has chosen to pay special attention to. While they can be encountered anywhere from the coldest to the warmest regions of the world and on any type of terrain, a red jester is generally encountered near civilized areas. Though it is dead (or undead) now, it still delights in entertaining living creatures through its humor and obviously cannot do that if it resides far away in unsettled lands. Some red jesters, in an effort to disguise their undead nature, don masks or wear makeup.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Red Stag \n'b' Huge beast , lawful good \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 66 (7d12 + 21) \n'b' Speed 60 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7 \n'b' Skills Acrobatics +7, Nature +2, Perception +6, Survival +4 \n'b' Senses passive Perception 16 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the red stag moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Sure-Footed . The red stag has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b' Variable Illumination . The red stag sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The red stag can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The red stag makes two attacks: one with its antlers and one with its hooves. \n'b' Antlers . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 22 (4d8 + 4) bludgeoning damage. \n'b' Ring . The red stag rings its bell, audible within 300 feet of it. The bell continues to ring for 1d4 of the red stag\xe2\x80\x99s turns afterward. \n'b' Sudden Rush . Until the end of the turn, the red stag\xe2\x80\x99s speed increases by 60 feet and it doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'\n'b' ABOUT \n'b' Huge and sandy, with antlers of tremendous breadth, this huge creature stands quiet as a statue. From one antler prong hangs a flashing silver lantern. From another dangles a silver bell. \n'b' Red stags are guardians of Red Top forest, where they protect travelers from harm . They are loyal to a fault and will protect any who return their kindness. They are also incredibly swift, capable of running faster than eagles can fly , than water can fall down the mountain, faster than any creature on Red Top. \n'b' Red stags wear bells and lanterns on their horns to drive off beasts and lead travelers to safety. These bells and lanterns are fashioned by knooks, who enlist the red stags as allies in their endless struggles with bug-bears and kalidahs. \n'b' Guardian Pairs . Red stags mate for life and bond strongly with their mate. They patrol their forests together and will not hesitate to offer their services as mounts to travelers in dire need. This bonding doubles the threat of a red stag nearby which is why large groups of bug-bears give them a wide berth; where there\xe2\x80\x99s one red stag, there almost always two.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Red Wisp \n'b' Huge undead , chaotic evil \n'b' Armor Class 16 Hit Points 105 (14d12 + 14) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 22 (+6) CON: 12 (+1) INT: 8 (-1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Ephemeral . The red wisp can\xe2\x80\x99t wear or carry anything. \n'b' Fear Leech . As a bonus action, the red wisp feeds on the fear of all creatures within 60 feet. Each frightened creature, within range, must succeed on a DC 15 Wisdom saving throw, or take 21 (6d6) psychic damage. Additionally, the red wisp regains 10 (3d6) hit points for each creature that fails its saving throw. \n'b' Incorporeal Movement . The red wisp 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' Variable Illumination . The red wisp sheds bright light in a radius of between 30 and 60 feet, and dim light in a radius of an equal number of feet. The red wisp can change the radius as a bonus action. \n'b' Actions \n'b' Shock . Melee Spell Attack : +8 to hit, reach 5 ft., one creature. Hit : 13 (3d8) lightning damage. \n'b' Lightning Strike (Recharge 5-6) . The red wisp fires a red bolt of lightning in a 60-foot line that is 5 feet wide. Each creature in the area must make a DC 17 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Invisibility . The red wisp, and its light, magically turn invisible until the red wisp attacks or uses its Lightning Strike. The red wisp must concentrate to maintain its invisibility, like concentrating on a spell. \n'b' Frightening Flash (While Invisible Only) . The red wisp becomes visible for a moment, flashing with its eerie, red light . Creatures within the radius of the red wisp\xc2\x92s bright light must succeed on a DC 15 Wisdom saving throw, or become frightened for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Darkwolf Druid \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 12 (16 with barkskin ), 14 in dire wolf form Hit Points 53 (7d8 + 21) Speed 30 ft., 50 ft. (dire wolf form)\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities (only in wild shape) bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Skills Nature +2, Perception +5, Stealth +4, Survival +4 Senses passive Perception 15 Languages Common, Druidic, one other language (can\xe2\x80\x99t speak in dire wolf form) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The darkwolf is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , resistance \n'b' 1st level (4 slots) : entangle , longstrider , speak with animals , thunderwave \n'b' 2nd level (3 slots) : animal messenger , barkskin \n'b' 3rd level (3 slots) : conjure animals , call lightning \n'b'\n'b' Keen Hearing and Smell (dire wolf form only) . The darkwolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics (dire wolf form only) . The darkwolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Skin-changer . Unlike a true lycanthrope , darkwolves do not pass on the curse of lycanthropy with their bite, and they are themselves immune to the curse of lycanthropy. \n'b' Wild Shape . The darkwolf can use its bonus action to polymorph into the form of a Large dire wolf, a humanoid wolf-humanoid hybrid, or back into its true form, which is humanoid. Its statistics, other than its AC and immunities, are the same in each form. However, it cannot speak in dire wolf form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (human or hybrid form only) . The darkwolf attacks once with its bite and once with its claws, or twice with its quarterstaff. It may attack with its quarterstaff instead of its claws. \n'b' Quarterstaff (human form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, 7 (1d8 + 3) bludgeoning damage if wielded with two hands. \n'b' Bite (hybrid form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) slashing damage. \n'b' Savage Bite (dire wolf form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . In addition to typical druids, some evil druids abandon the paths of green and growing things and commit their souls to the depths of depravity, reveling in rot and decay in the service of the demon-queen of fungus. These druids leave their living bodies behind, consigning their flesh to decay and ruin as fungus and spores sprout and spread, dissolving their tissues into a deliquescent mass that clings to their bones in a blighted semblance of their former appearance crossed with a misshapen feminine guise that evokes their demonic mistress. Fungus queens seek to enslave the living beings they once might have befriended and protected, forging them into an army of moldering soldiers and fungus beasts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bagiennik \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 75 (10d8 + 30) \n'b' Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 9 (-1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The bagiennik makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Acid Spray . The bagiennik sprays acid on one creature it can see within 30 feet of it, creating a puddle of oil beneath the creature. The target must make a DC 13 Dexterity saving throw. On a failure, the creature takes 18 (4d8) acid damage and is forced prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t forced prone . The slippery oil covers the ground in a 5-foot square centered on the point where the target was standing for 1 minute. A creature that enters the oily area or ends its turn there must succeed on a DC 13 Dexterity saving throw or fall prone . \n'b' Healing Oil (3/Day) . The bagiennik applies healing oil to a creature it can see within 5 feet of it. The target magically regains 7 (2d6) hp and is freed from any disease or poison. The target must then succeed on a DC 13 Constitution saving throw or its speed is halved and it takes a -2 penalty to AC and Dexterity saving throws for 1 minute. With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous\xe2\x80\x94but it might be, if most of it wasn\xe2\x80\x99t concealed by a thick coating of muck and mud. \n'b'\n'b' ACTIONS \n'b'\n'b' Bathing Uglies . When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours, it seeks a target for mischief or charity. \n'b' Unpredictable Moods . One never knows what to expect with a bagiennik . The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to coat with its acidic oil. If a victim falls, the foul-tempered bagiennik often applies healing oil to stabilize them, grumbling all the while. \n'b' Acid Oils . Collecting a dead bagiennik\xe2\x80\x99s black oils must be done within an hour of the creature\xe2\x80\x99s death. A successful DC 15 Wisdom ( Medicine ) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm , but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Redcap \n'b' Medium fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6 Skills Athletics +8, Intimidation +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan, Undercommon Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Clomping Boots . The redcap has disadvantage on Dexterity ( Stealth ) checks. \n'b' Red Cap . The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can\xe2\x80\x99t remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust. \n'b' Solid Kick . The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone . \n'b' Actions \n'b' Multiattack . The redcap makes two pike attacks and one bite attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it\xe2\x80\x99s been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom ( Medicine ) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect. \n'b' Pike . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Redcap \n'b' Medium fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Athletics +8, Intimidation +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan, Undercommon Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Red Cap . The redcap must soak its cap in the blood of a Humanoid that has been dead for no more than 1 hour at least once every 3 days. Every 24 hours past the third day that it goes without soaking its cap in blood in this way, it suffers one level of exhaustion . This exhaustion can be reduced only when the redcap finishes a long rest after soaking its cap in fresh Humanoid blood, which reduces its exhaustion level to 0. If the redcap dies as a result of this exhaustion, it crumbles to dust. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The redcap makes one Bleeding Bite attack and two Pike attacks. \n'b' Bleeding Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or lose 7 (2d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . \n'b' Pike . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Solid Kick . The redcap kicks a Medium or smaller creature within 5 feet of it. The target must succeed on a DC 15 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' This grizzled, weather-beaten creature looks like a sour old man, complete with scraggly beard. It carries a great pike and wears a blood-soaked hat and heavy boots shod with iron. It grins with massive yellow teeth. \n'b' Blood-Soaked Caps . Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their very existence\xe2\x80\x94these caps must constantly be revived with fresh blood. \n'b' Compelled to Kill . Redcaps aren\xe2\x80\x99t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing. \n'b' Bandits and Mercenaries . Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Redcap Fanatic \n'b' Family: Redcap \n'b' Small fey , neutral evil \n'b' Armor Class 15 Hit Points 75 (10d6 + 40) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +7, Cha +5 Skills Athletics +7, Acrobatics +6, Deception +5, Insight +4, Intimidation +8, Nature +5, Perception +7, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not silvered Senses passive Perception 17 Languages Aklo, Common, Giant, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Irreligious Outrage . Bitter and blasphemous, the redcap fanatic cannot stand the symbols of good-aligned religions. If an enemy spends an action presenting a holy symbol , the redcap must make a DC 15 Wisdom saving throw or become frightened for 1d4 rounds. A redcap who successfully saves is enraged for 1 minute or until that foe is incapacitated , whichever is shorter. An enraged redcap fanatic focuses its attacks against the foe who presented the holy symbol whenever possible and continues attacking until that foe is dead. While enraged, a redcap fanatic deals an additional 1d4 damage on all its attacks, but takes a \xe2\x80\x932 penalty to its AC. It cannot end its rage voluntarily. \n'b' Red Cap . The redcap fanatic wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap fanatic gains a +2 damage on its stomp attacks (included in its attacks) and has 5 temporary hit points that renew at the start of each of its turns. These benefits are lost if the cap is removed or destroyed and stop functioning if the redcap is at 0 hit points . Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes an action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses. \n'b'\n'b' ACTIONS \n'b'\n'b' Scythe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) slashing damage. \n'b' Boot Stomp . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (1d12+6) bludgeoning damage. If the target of Boot Stomp is prone , it takes an additional 6 (1d12) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Death to Thieves . The redcap can make an attack against a creature that attempts to disarm its scythe, or steal its red cap. If this attack deals damage, the red cap regains a spent legendary action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The redcap fanatic 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 redcap regains spent legendary actions at the start of its turn. \n'b'\n'b' Scythe . The redcap fanatic makes a scythe attack. \n'b' Shove . The redcap fanatic makes a Strength ( Athletics ) check to shove an adjacent Large or smaller creature. \n'b' Stomping Mad (Costs 2 Actions) . The redcap fanatic jumps up and down on feet and prone creatures in a 10-foot square area, dealing its Boot Stomp damage to any creature in that area. \n'b'\n'b' ABOUT \n'b' Redcaps embody both capriciousness and sadism. \n'b' These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. \n'b' Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. Rumors and fairy stories abound concerning rituals and the cultural significance of their blood-soaked caps, though the practice likely evolved as an easy way for the brutish runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Redkind \n'b' Small fey , neutral evil \n'b' Armor Class 14 (flowing shadows) Hit Points 45 (6d6 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The redkind\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). The redkind can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , darkness , detect thoughts , prestidigitation \n'b' 1/day each : grease , silent image , snare, sleep \n'b'\n'b' Situational Blindness . Redkind have trouble targeting creatures who can\xe2\x80\x99t see them. Any creature that can\xe2\x80\x99t see a redkind (such as by closing its own eyes) forces the redkind to have disadvantage on all d20 rolls against the hidden creature. \n'b' Twisted Shadows . In areas of dim illumination or darker, a redkind\xe2\x80\x99s presence animates the shadows within 30 feet of it into leering or wicked shapes. The first time a creature ends its turn within this aura, it must succeed at a DC 11 Wisdom saving throw or become frightened for 10 minutes. If the creature succeeds at the saving throw, it cannot be affected again by the same redkind\xe2\x80\x99s twisted shadows for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The redkind makes three attacks with its wicked claws. \n'b' Wicked Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Deception . The redkind may use the polymorph spell to turn into a cat, child, snake or spider. \n'b'\n'b' ABOUT \n'b' Redkind are simple and secretive fey that feed on fear like the far more dangerous bogeyman does, but they work in quieter and subtler ways. They tickle the simplest and most childlike fears in victims\xe2\x80\x94darkness, loneliness, strangers, or the abject paranoia of the unknown. To the redkind, chases are little more than mealtime fun, and their cruel practical jokes are delightful games. \n'b' Cowardly . Afraid of bright lights and loud noises and unable to understand most of the world, these fey prefer to latch on to lonely, solitary creatures and torture them night after night, lurking under beds, in closets, or outside windows while their presence animates and twists the shadows into unsettling shapes. They might spend months or even years shaping a victim into just the flavor of fear they enjoy. \n'b' Despite their cowardice, redkind are extremely protective of these seasoned victims\xe2\x80\x94some going so far as to label these unfortunates as their \xe2\x80\x9conly real friends.\xe2\x80\x9d'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Reefhammer \n'b' Huge beast , unaligned \n'b' Armor Class 19 (carapace) Hit Points 333 (29d12 + 145) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 4 (-3) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Str +11 Skills Perception +13 Damage Resistance(s) thunder Senses blindsight 60 ft., darkvision 60 ft., passive Perception 23 Languages \xe2\x80\x93 Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clawed Terror . All creatures that take thunder damage from the reefhammer\xe2\x80\x99s pincer attack must attempt a DC 19 Constitution saving throw or be stunned for 1 round. They must then attempt a DC 19 Constitution saving throw or be blinded until the start of the reefhammer\xe2\x80\x99s next turn. A successful saving throw renders a creature immune to the corresponding condition from the reefhammer\xe2\x80\x99s pincer attacks until the beginning of a reefhammer\xe2\x80\x99s next turn. \n'b' Shattering Strike . A reefhammer deals double damage to objects, and gains advantage on attacks rolls against armored targets. \n'b' Uncanny Eyesight . A reefhammer gains double its normal proficiency bonus on Perception checks, and it has advantage on saving throws against illusions. A reefhammer can see hidden or invisible creatures within 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A reefhammer makes 3 pincer attacks. \n'b' Pincer . Melee Weapon Attack : +11 to hit, reach 15 ft., Hit : 20 (4d6 + 6) bludgeoning damage. All creatures within 20 ft. of a pincer attack take 10 (3d6) thunder damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A reefhammer can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A reefhammer regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The reefhammer moves up to half its speed. \n'b' Reflexive Snap . The reefhammer makes a pincer attack against one foe within reach. \n'b'\n'b' ABOUT \n'b' Ferocious hunters, reefhammers terrorize both coastal waters and major rivers, feeding voraciously on fish, crustaceans, dolphins, and even land mammals come to riverbanks to drink. Once a reefhammer latches onto a victim it stays attached until either it or its prey is dead. \n'b' Reefhammers are vicious predators. They possess greater intelligence than animals, but rely mainly on their strength and instincts to survive. They hunt fish, giant crabs, dolphins, and even land-dwelling creatures that come within a hundred paces of the water. \n'b' In populated areas, reefhammers prey on beachcombers, divers, and fishermen, sometimes abandoning their usual solitary nature and coordinating attacks with other reefhammers. The creatures must be wary, however, because in some regions, these abominations find their way to the dinner plate. Brave fishermen troll bays and coastlines infested with reefhammers, baiting the creatures with fresh meat and then harvesting their powerful claws with axes. \n'b' Reefhammers cannot speak, but the creatures understand the languages used by humanoids near their hunting grounds. They use this knowledge in order to avoid fishermen and coordinate attacks. Reefhammers keep no treasure, instead savoring the taste of flesh and crunch of bone and shell as much as a miser covets his gold. \n'b' A typical reefhammer reaches approximately 3-1/2 feet long at adulthood and weighs 70 pounds. Females gather to breed once every 2 to 3 years, engaging in a predatory hunt for a male and leaving him shredded to pieces.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Reigon \n'b' Large monstrosity (psionic), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 17 (+3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 120 ft., passive Perception 13 Languages Reigon Challenge 3 (700 XP) \n'b' Special Traits \n'b' Chameleon . Whenever the reigon takes the Hide action, it has advantage on Dexterity ( Stealth ) checks as it uses psionic illusions to assist its attempt. Creatures with truesight automatically notice the reigon while it attempts to hide . \n'b' Keen Smell . The reigon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The reigon makes one bite attack , and two greatclub attacks or two claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Greatclub . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Mindthrust (1/day) . One creature the reigon can see within 60 feet of it must make a DC 13 Intelligence saving throw. On a failed saving throw, the target takes 25 (4d10 + 3) psychic damage, or half as much damage on a successful saving throw. \n'b' Concussion Blast (1/day) . The reigon releases a blast of psionic force in a 15-foot cone. Creatures in the area must make a DC 13 Constitution saving throw. On a failed saving throw, the target takes 21 (4d8 + 3) force damage and is stunned until the end of their next turn. On a successful saving throw, the target takes half damage and is not stunned. \n'b' About \n'b' This powerful creature resembles a gorilla with thick, brownish-black fur. Its face is white and its eyes are brown. Its mouth is lined with rows of sharp teeth with the canines being slightly longer than the rest. Its hands end in wickedly sharp black nails. \n'b' A reigon is an aggressive predatory biped that dwells in dark forests away from general civilization, but not so far away that a small band of these creatures can\xe2\x80\x99t go out hunting in the night hours. A reigon\xe2\x80\x99s diet consists of berries, plants, forest game (both large and small), and sometimes humanoids (particularly if a supply, such as a small town or village, is readily available). \n'b' Reigons are tribal, territorial, and never associate with creatures outside their own tribe or family (including other reigons). If two reigon tribes move into the same area, a small war usually ensues with the victor claiming rights to the area and any survivors of the defeated side moving on to greener pastures. If a common threat presents itself, however, reigon tribes will band together in order to remove said threat before each tribe goes its own way. \n'b' A reigon tribe makes its home in thickly wooded areas usually well-hidden and out of the way, but fairly close to a natural source of water. Once seated, a tribe rarely moves, unless a new tribe moves into the area and forces them to flee or food and water become extremely scarce. \n'b' Reigon lairs are simple wooden structures covered with bark, cloth, leaves, and vines. \n'b' A reigon stands about 8 feet tall and weighs around 600 pounds. Its entire body, save for its face and palms are covered in thick fur. A reigon generally lives for about 40 years, with young reaching maturity around 4 to 6 years of age. \n'b' Reigons speak their own guttural language consisting of grunts, growls, and howls. \n'b' Reigons attack from ambush, using their chameleon psi-like ability to hide and wait for their targets to wander close by. Once in range, a reigon leaps to the attack, slashing and biting with its claws (though occasionally, a reigon employs a club). If an opponent isn\xe2\x80\x99t killed immediately it is assaulted in the following rounds by a barrage of psi-like abilities, most notably a reigon\xe2\x80\x99s mind thrust or concussion blast. \n'b' Slain prey is dragged or carried back to the reigon\xe2\x80\x99s lair and either stored for later consumption or distributed among the other reigon\xe2\x80\x99s in the lair.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Relentless Haunt \n'b' Medium undead , any alignment \n'b' Armor Class 15 Hit Points 121 (22d8 + 22) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 21 (+5) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Ethereal Sight . The haunt can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The haunt can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Multiattack . The haunt can use its Horrifying Visage. It then attacks with its Blood-Chilling Touch. Alternatively, the haunt can make two Fling Object attacks. \n'b' Blood-Chilling Touch . Melee Spell Attack : +9 to hit, reach 5 ft., one target. Hit : 26 (6d6 + 5) necrotic damage. \n'b' Fling Object (Requires Possessed Object) . Ranged Weapon Attack : +9 to hit, range 50 ft. (measured from the object\xc2\x92s space), one target. Hit : 13 (2d8 + 5) damage if the object is Medium, 11 (2d6 + 5) damage if the object is Small, or 7 (1d4 + 5) damage if the object is Tiny. The damage type depends on the shape of the object. If the object has sharp points, it deals piercing damage, if it has a cutting edge, it deals slashing damage, otherwise the object deals bludgeoning damage. Weapons and pieces of ammunition always deal the type of damage that they would deal when wielded normally. A flung object is no longer possessed. \n'b' Etherealness . The haunt 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' Horrifying Visage . Creatures within 60 feet of the haunt, other than undead , that can see it must succeed on a DC 17 Wisdom saving throw, or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful, or the effect ends for it, the target is immune to this haunt\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b' Object Possession . The haunt possesses up to six Medium or smaller objects of its choice, that are in the Material Plane, within 60 feet of it that are not being worn or carried. Each object remains possessed until the haunt relinquishes possession of it, leaves the Material Plane, or the object is more than 60 feet away from the haunt. The haunt can independently move each possessed object up to 40 feet in any direction immediately after using this ability, or as an action on subsequent turns. While possessed, objects can be suspended in the air. Additionally, after possessing objects, the haunt can choose to make one Fling Object attack as a bonus action. The haunt can never possess more than 6 objects at once. If the haunt uses this ability again, while possessing objects, it must choose any number of objects to relinquish in order to be able to possess any others. \n'b' Possession (Recharge 6) . One humanoid , that the haunt can see within 5 feet of it, must succeed on a DC 17 Charisma saving throw, or be possessed by the haunt; the haunt then disappears, and the target is incapacitated and loses control of its body. The haunt now controls the body, but the target is still aware of its surroundings. The haunt can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that turn undead , and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being charmed and frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or takes an amount of radiant damage from a single hit equal to the haunt\xe2\x80\x99s current hit points . The possession also ends if the haunt is turned, or forced out, by a dispel evil and good spell or similar effect, or the haunt ends the effect as a bonus action. When the possession ends, the haunt reappears in an unoccupied space within 5 feet of the possessed creature. The target is immune to this haunt\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw, or after the possession ends. \n'b' Legendary Actions The haunt 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 haunt regains spent legendary actions at the start of its turn. \n'b' Reconstitute . The haunt rolls again to recharge its Possession ability. \n'b' Fling . The ghost makes one Fling Object attack . \n'b' Deathly Strafe (Costs 2 Actions) . The haunt moves up to half its flying speed. If it passes through another creature\xe2\x80\x99s space, it can make an attack with its Blood-Chilling Touch against the first hostile creature it passes through. \n'b' Possess (Costs 3 Actions) . The haunt uses its Possession ability. It can only use this legendary action if use of its Possession ability is available.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Relentless Hound \n'b' Medium undead , chaotic neutral \n'b' Armor Class 12 Hit Points 52 (8d8 + 16) Speed 40 ft., fly 20 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 4 (\xe2\x80\x933) WIS: 11 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Skills Perception +4, Stealth +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft, passive Perception 14 Languages \xe2\x80\x94Challenges 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Good Dog . If a Humanoid that hasn\xe2\x80\x99t harmed the relentless hound in the last 24 hours takes an action to offer the hound a morsel of food or speak kind words to it, the hound must succeed on a DC 12 Wisdom saving throw or be charmed by that Humanoid for 1 hour or until the Humanoid or its companions do anything harmful to the hound. In addition, the relentless hound has disadvantage on saving throws against the command spell. \n'b' Multiplying Menace . When struck while near death, the relentless hound splits, creating a duplicate of itself. In this way, packs of relentless hounds can quickly double or triple in size just when an opponent seems to have gotten the upper hand. \n'b' Hounds at Heart . Despite the misery they endured, relentless hounds are still hounds hurting over their mistreatment. Stories abound of relentless hounds that have been redeemed and put to rest by a kind traveler offering food; other stories tell of relentless hounds refusing to attack travelers who treat their canines well. \n'b' Incorporeal Movement . The relentless hound can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Pack Tactics . The relentless hound has advantage on attack rolls against a creature if at least one of the hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Undead Nature . The relentless hound doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The relentless hound makes two Spectral Bite attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Spectral Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) necrotic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Multiply (3/Day) . When the relentless hound takes damage while below half its hp maximum, it creates a spectral hound. The spectral hound uses the statistics of a shadow, except it doesn\xe2\x80\x99t have the Sunlight Weakness trait and it can\xe2\x80\x99t make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 feet of the relentless hound and acts on the same initiative as that hound. After the spectral hound finishes a long rest, it becomes a relentless hound. \n'b'\n'b' ABOUT \n'b' A low, deep growl rumbles in the darkness where two colorless and pitiless eyes blink above the canine\xe2\x80\x99s foaming maw. \n'b' Legend has it that a merciless thief made a network of caverns his base of operations. His only companions in his ruthless attacks from this network were abused hounds trained to do his dirty work. When the hounds refused to carry out orders to destroy a helpless family, the thief trapped them in the deepest cavern to die, alone and abandoned by their only master. There, their cries and howls went unheard, and one by one, they perished\xe2\x80\x94 but not before their grief turned to rage. Bound to the places where they were left to die, the ghosts of the maddened hounds lurk, stronger and more vicious than any living canine, looking for vengeance.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Reliquary Guardian \n'b' Large construct , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 170 (20d10 + 60) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 17 Languages speaks and understands the languages of its creator Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Divine Blessing . The reliquary guardian deals an additional 14 (4d6) damage with its weapon attacks, included below. This damage is either radiant, if lawfully aligned, or necrotic, if chaotically aligned. \n'b' Immutable Form . The reliquary guardian is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The reliquary guardian\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : chill touch (17th level, if chaotically aligned), protection from evil and good , sacred flame (17th level, if lawfully aligned) \n'b' 3/day each : lightning bolt , flame strike (deals necrotic instead of radiant if chaotically aligned), spirit guardians , spiritual weapon \n'b' 1/day each : commune, dispel evil and good , dispel magic \n'b'\n'b' Magic Resistance . The reliquary guardian has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The reliquary guardian\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The reliquary guardian makes two attacks with either its greatsword or its slam attack . \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) slashing damage and 14 (4d6) necrotic or radiant damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 22 (4d8 + 4) bludgeoning damage and 14 (4d6) necrotic or radiant damage. \n'b' Pronouncement (1/day) . All creatures within 120 feet of the reliquary guardian that can hear it must succeed on a DC 17 Wisdom saving throw. On a failed saving throw, the target takes 66 (12d10) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' About \n'b' A 12-foot-tall statue of exquisite craftsmanship, a pair of finely carved wings folded over its back, holds a large greatsword over an altar to ancient gods before it. \n'b' Reliquary guardians are constructs found guarding the bones of saints or protecting religious icons and relics against would-be thieves or plunderers. They stand unmoving unless activated by intrusion into their protected sanctuary by unbelievers. At this time they activate and reap great ruin upon foes with divine magic and deadly blows from their weapon or fists. \n'b' Reliquary guardians are aligned with the faith of their creator. All weapons and spells used are thus aligned accordingly whether on the lawchaos axis, the good-evil axis, or both. There are no true neutral aligned reliquary guardians known to exist. \n'b' Imbued with a spark of intellect by the deity involved in their creation, reliquary guardians may travel great distances and even seek to cross into other planes of existence in order to retrieve the icons placed in their protection. They may possibly enlist the aid of heroes in their quest to return certain relics to their rightful sanctuary. \n'b' A reliquary guardian stands 12 feet tall and weighs 5,000 pounds. It speaks Common, and at least one other language (Abyssal or Infernal if evil-aligned or Celestial if good-aligned). \n'b' A reliquary guardian begins combat by making a pronouncement against its foes. Those that survive or manage to escape it relatively unharmed are assaulted by a barrage of spell-like abilities and repeated blows by the reliquary guardian\xe2\x80\x99s mighty greatsword.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catilus Color Wizard \n'b' Family: Catilus \n'b' Tiny fey (catilus), chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 31 (9d4 + 9) Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 13 (+1) INT: 19 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Perception +5, Performance +6 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan, telepathy 30 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \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' Chromatic Spells . When the catilus casts a spell that deals a damage type from the following list, it can change that damage to one of the other listed types: acid, cold, fire, lightning, poison, or thunder. \n'b' Spellcasting . The catilus is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The catilus has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , mending , prestidigitation \n'b' 1st level (4 slots) : color spray , faerie fire , silent image , shield \n'b' 2nd level (3 slots) : misty step , shatter (chromatic) \n'b' 3rd level (3 slots) : counterspell, dispel magic , fireball (chromatic), hypnotic pattern \n'b' 4th level (3 slots) : hallucinatory terrain , ice storm (chromatic) \n'b' 5th level (1 slot) : cloudkill (chromatic) \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' Prismatic Burst . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 120 ft., one target. Hit : 20 (3d10 + 4) acid, cold, fire, lightning, poison, or thunder damage. \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' For some catili, understanding the nature of magic represents the greatest adventure one can undertake. Catilus scholars who seek to explore the inner workings of magic in their own colorfully whimsical way become color wizards, sages of art and arcana both. \n'b' Though devoted to their arcanoartistic studies, catilus color wizards appreciate friendship and understand the value of dependable allies, especially those that can lead them to more magical knowledge. \n'b' Catilus color wizards base their study of the arcane on their own innate catilus magic and compile their findings in peculiar coloring spellbooks. Instead of \xe2\x80\x9cwriting\xe2\x80\x9d spells, catilus color wizards create magically charged drawings in their coloring spellbook, which allows them to manipulate the nature of many spells in creative ways. \n'b' A catilus color wizard is too strong and too focused on its arcanoartistic projects to serve as a familiar, but it can be a powerful ally for good-aligned heroes or a fearsome adversary against evil adventurers. \n'b' In combat, the more disciplined catilus color wizards will stay invisible and strategically use spells that don\xe2\x80\x99t require concentration, while the more spontaneous ones will blast enemies with prismatic bursts and the most powerful and colorful spells in their coloring spellbooks. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dau \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 49 (9d6 + 18) Speed 20 ft., fly 60 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 14 (+2) INT: 14 (+1) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +5, Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Deep Speech, Primordial, Sylvan, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The dau has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dau makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hp equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0. \n'b' Spellcasting . The dau casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : detect thoughts , minor illusion \n'b' 3/day each : invisibility , major image \n'b' 1/day each : programmed illusion , project image \n'b'\n'b' REACTIONS \n'b'\n'b' Mirror Dodge . When a creature the dau can see within 30 feet of it attacks the dau or targets it with a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space that it can see within 30 feet. The dau isn\xe2\x80\x99t affected by the attack or spell, and the illusory duplicate is destroyed. \n'b' Tangible Illusion (1/Day) . When the dau casts a spell that creates an illusion of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but it doesn\xe2\x80\x99t have any of the object\xe2\x80\x99s magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet. \n'b'\n'b' ABOUT \n'b' A constant shimmer surrounds this short, winged creature. \n'b' Staring at it is eye-watering and confusing, like a distant desert mirage, though it\xe2\x80\x99s scant yards away. \n'b' Desert Mirage Fey . Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but agile in body and wit. \n'b' Lazy and Bored . Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company. They invite friends and strangers alike to rest in their lairs, partake in their feasts, and share their stories. \n'b' Sticklers for Etiquette . However, a dau\xe2\x80\x99s hospitality turns to cruelty when guests breach its intricate rules of etiquette.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Remacera \n'b' Large fey , chaotic neutral \n'b' Armor Class 17 (fleshy carapace) Hit Points 75 (10d10 + 20) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +5 Skills Nature +4, Perception +5 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 15 Languages Common, Gnome, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The remaceras innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:\n'b'\n'b'\n'b' 3/day : plant growth \n'b'\n'b' Reincarnation . Any creature that dies prior to fully recovering from wounds inflicted by a remacera is immediately subject to the effects of the spell reincarnate , except that it does not matter whether the soul is willing, and the effect is instantaneous rather than taking 1 hour. Similarly, a slain remacera is subject to the same effect, save that it reappears 1d20 miles from where it died. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The remacera makes three attacks: one with her bite and two with her claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' New Growth . A remacera can force any creature within 400 feet to attempt a DC 13 Constitution saving throw. If the target fails, it takes 17 (5d6) points of necrotic damage and is poisoned for 1-minute rounds as several tiny, larval remaceras suddenly burrow out of its skin. Once outside their host, the newborn remaceras are harmless, and attempt only to escape. \n'b'\n'b' ABOUT \n'b' These enormous, fleshy green caterpillars have faces that resemble a serene human woman. The average remacera is 12 feet long and weighs 3,000 pounds, and they can often be tracked by the plants that tend to grow quickly in their presence, sometimes bearing strange new blossoms or hybrid fruits. In combat, a remacera fights primarily by unhinging its jaw and biting opponents, while emitting an ultrasonic ululation that causes their shark-like teeth to vibrate, causing the victim pain beyond that of the bite alone. \n'b' Reincarnation . Like the caterpillars they resemble, remaceras represent the idea of transformative rebirth. \n'b' As a culture, they consider it their calling to help keep creatures\xe2\x80\x94and indeed all of existence\xe2\x80\x94from stagnating. \n'b' Inspired by the scavengers and bacteria that help dead organisms decompose, they roam the land targeting old or settled creatures that seem set in their ways and in need of a change. Such creatures are then attacked remorselessly, as to a remacera, killing a creature in order to let it be reincarnated into a new form is the greatest mercy, even if most creatures are too shortsighted to see it. Remaceras understand that their actions cause pain, yet they liken this to the pain of childbirth\xe2\x80\x94unpleasant, yet ultimately worthwhile. \n'b' Remaceras themselves have no fear of death, knowing that they\xe2\x80\x99ll no doubt enjoy whatever new forms they take, and while they defend themselves to the best of their ability, they bear no ill will toward those who slay them. Indeed, there are stories of remaceras who feel a special bond with their killers and return in their reincarnated forms to serve as familiars or animal companions. Their magical ability to spawn new remaceras in the bodies of others is the asexual remacera\xe2\x80\x99s sole means of reproduction and reserved for those who have particularly impressed the remacera.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bagiennik \n'b' Small fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d6 + 36) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Medicine +3, Perception +6, Stealth +5 Damage Resistances acid, fire, bludgeoning, piercing, and slashing from nonmagical attacks Senses low-light vision, passive Perception 16 Languages Common, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The bagiennik\xe2\x80\x99s spell casting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : cure wounds , lesser restoration \n'b'\n'b' Disease Scent . A bagiennik has advantage on Perception checks to detect diseases or diseased creatures. It can discern whether the diseased creature is the source of a disease or merely a carrier; in the latter case, the bagiennik often seeks out the creature and attempts to purge its maladies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bagiennik makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 18 (6d4 + 3) slashing damage. \n'b' Nasal Burn (Recharge 5-6) . The bagiennik can sneeze a 15-foot cone of acidic mucus. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage and 21 (6d6) fire damage on a failed save, and half as much damage on a successful one. Each creature that fails its save also recovers 1 reduced ability point, and one disease or poison effect (chosen at random) that they are afflicted with is cured. If the damage from the bagiennik\xe2\x80\x99s nasal burn is reduced or negated in any way this effect does not occur. \n'b'\n'b' ABOUT \n'b' Bagienniks are small, lizardlike fey with humanoid torsos and long, frilled tails. They are amphibious, preferring to hide in tall reeds along riverbanks. They frequently dig into the silt beneath the pools of hot springs, where they take long naps in the warm and comforting waters and play pranks on foolish bathers who swim too close to the bagiennik\xe2\x80\x99s hiding spots. Despite their capricious nature, the creatures are sought for their healing abilities. They delight in curing maladies and burning away infirmities with their caustic nasal spray. \n'b' A local bagiennik is considered a boon in many river towns. \n'b' Citizens of such settlements often venture to the rivers with offerings, hoping to encourage the fey to stay close and heal their families. A bagiennik that finds a generous town might invite its extended family to settle in, testing the patience and largesse of its hosts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Remembrance \n'b' Medium humanoid , lawful neutral\n'b' STATS STR: 16 (+3) DEX: 25 (+7) CON: 14 (+2) INT: 17 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 Hit Points 58 (9d8 + 18) Speed 30 ft. Skills Acrobatics +10, Arcana +6, History +9, Insight +9, Nature +9, Performance +11, Stealth +10 Senses blindsight 60 ft., truesight 30 ft., passive Perception 13 Languages Ahnae, Elvish, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Immutable Form . The remembrance is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The remembrance has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The remembrance\xe2\x80\x99s attacks are magical. \n'b' Masterful Kenning . The remembrance can use a bonus action to use its passive check for any Intelligence or Wisdom ability check instead of rolling. \n'b' Spells of the Past . The remembrance\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components: \n'b' At will : light , minor illusion , prestidigitation \n'b' 4/day : comprehend languages , heroism , protection from evil and good, silent image \n'b' 3/day : alter self , calm emotions , levitate \n'b' 1/day : legend lore \n'b' Actions \n'b' Multiattack . The remembrance makes three attacks with its rapier. \n'b' Rapier . Melee Weapon Attack . +11 to hit, reach 5 ft., one target. Hit : 12 (1d8 + 8) magical piercing damage. \n'b' Tactics \n'b' Remembrances avoid combat altogether if possible, but can ably defend themselves with their rapiers, which are always of at least +1 enchantment. They usually fight defensively, attempting to protect the innocent and to break away from combat as quickly as possible. A remembrance\xe2\x80\x99s spells are usually reserved for artistry or performances, unless the construct fears for its safety or that of creatures it considers its wards. \n'b' Description \n'b' These figures seem too perfect, even for an elf. Their eyes glitter, their skin is flawless and their movements more graceful than any mortal creature. When they speak, it is with an ethereal whisper, telling stories of long ago that seem almost remembered dreams. \n'b' Time That Was . The death of the high elves\xe2\x80\x99 god did more than curse the elves, it virtually slew their spirits. Sorrow and melancholy have fallen upon the forsaken elves in the years since that fall. Their decline has been slow and painful, a dissolution becoming evident in their fragmented empire, decaying cities, shattered faith, and in their daily lives. In 57 AV, a group of elven artists, writers, wizards, and other creative individuals gathered to discuss their plight. They agreed to assume responsibility for the rekindling the elves\xe2\x80\x99 spirits while preserving high elven heritage and culture. Artists from all of the elf realms were rallied and a renaissance movement began, bringing to an end the decades-long dearth of true elven culture. Along with their colleagues\xe2\x80\x99 murals, novels, poems, symphonies, sculptures, and architecture, the elven wizards presented new spells and magic items \xe2\x80\x93 and their pi\xc3\xa8ce de r\xc3\xa9sistance, the remembrances: constructs tailored like beautiful high elves. The remembrances were designed as testament to erstwhile elven glory, animated cultural archives. Once, they mingled with elves, singing, dancing, reciting myths and legends or even re-enacting famous battles. \n'b' Intended as keepers of all the joys and pleasures of elven lives and passions, they were intelligent, knowledgeable, and even fully capable of romantic and sexual activities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Remorhaz \n'b' Huge monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 195 (17d12 + 85) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 21 (+5) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, fire Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Heated Body : A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the remorhaz can\xe2\x80\x99t bite another target. \n'b' Swallow : The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite\xe2\x80\x99s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz\xe2\x80\x99s turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. \n'b' About \n'b' An immense centipede-like beast erupts from the snow, rows of chitinous plates on its back glowing red-hot.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rendalairn \n'b' Gargantuan construct , neutral \n'b' Armor Class 24 (natural armor) Hit Points 387 (25d20+125) Speed 100 ft., burrow 100 ft., fly 100 ft. (can hover)\n'b' STATS STR: 26 (+8) DEX: 24 (+7) CON: 20 (+5) INT: 19 (+4) WIS: 20 (+5) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages tongues , telepathy 100 ft. Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Comm . A rendalairn can engage in wireless communications at system-wide range. \n'b' Juggernaut Resilience . If damage reduces the rendalairn to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the rendalairn drops to 1 hit point instead. \n'b' Legendary Resistance (3/day) . If the rendalairn fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The rendalairn has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The rendalairn deals double damage to objects and structures. \n'b' Tongues . A rendalairn understands any spoken language it hears. When it speaks, any creature that knows at least one language and can hear the target understands what it says. \n'b'\n'b' ACTIONS \n'b'\n'b' Lash . Melee Weapon Attack : +16 to hit, reach 30 ft., one target. Hit : 41 (6d10+8) bludgeoning damage. \n'b' Disintegration Beam (Recharges 4-6) . A beam of energy forming a line 120 feet long and 5 feet wide blasts out from the rendalairn in a direction it chooses. Each creature in the line must make a DC 21 Dexterity saving throw. A creature takes 39 (6d12) force damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points , it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This effect automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this effect disintegrates a 10-foot-cube portion of it. A magic item is unaffected. \n'b' Juggernaut . Until the beginning of its next turn, the rendalairn has resistance to damage. \n'b' Quake Pulse (Recharges 4-6) . Creatures within 20 feet of the rendalairn must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) lightning damage and 19 (3d12) thunder damage, becomes prone , and technological devices they are carrying cease functioning until the end of their next turn. A construct becomes incapacitated until the end of its next turn. On a success, a creature takes half damage, does not become prone or incapacitated , and their technology is not affected. Unattended technological devices in the area cease functioning un?l the end of the rendalairn\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Life Siphon . When a creature within 60 feet of the rendalairn that it can see is reduced to 0 hit points , the rendalairn regains 75 hit points or the creature\xe2\x80\x99s maximum hit points, whichever is less. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The rendalairn 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 rendalairn regains spent legendary actions at the start of its turn. \n'b'\n'b' Heal . The redalairn regains 75 hit points . \n'b' Lash . The rendalairn makes one bite attack . \n'b' Override . The rendalain targets one construct it can see that is incapacitated . The construct must make a DC 20 Wisdom saving throw. On a failure, the construct is no longer incapacitated , and the rendalairn can issue it commands which the target must obey on its turn. It can specify a simple and general course of action, such as \xe2\x80\x9c Attack that creature ,\xe2\x80\x9d \xe2\x80\x9c Run over there ,\xe2\x80\x9d or \xe2\x80\x9c Fetch that object .\xe2\x80\x9d If the creature completes the order and doesn\xe2\x80\x99t receive further direction from it, it defends and preserves itself to the best of its ability. The rendalairn cannot give commands that are obviously self-destructive. The target is no longer controlled at the end of its next turn. \n'b'\n'b' ABOUT \n'b' Spacefarers sometimes whisper about great cosmic menaces hurtling across the void. According to such reports, these monstrosities are giant metallic spheres traveling in normal space at speeds so fast they preclude engagement. The massive spheres are said to have the ability to sunder asteroids and crack planets, sprouting razor-edged lashes that whirl around them in a lethal flurry. Enough sightings have occurred that authorities are concerned. \n'b' The creature\xe2\x80\x99s name, rendalairn, derives from a monster from an old spacefaring tale, but others refer to these creatures as \xe2\x80\x9cplanet slayers.\xe2\x80\x9d There are two accounts of a rendalairn landing on a planet and starting a rampage that ended only when the construct was done destroying everything it could find, including sapient life. The two targeted worlds are home to the ruins of two different technologically advanced but extinct species. Some speculate that rendalairns choose technological societies and sites. \n'b' Rendalairn are thought to be solitary. A few scientists have asserted, given the evidence, that \xe2\x80\x9cthe\xe2\x80\x9d rendalairn is unique. Disparities in description, such as coloration or composition, could be attributed to observational errors. Whatever the case, a rendalairn is spherical with a 30-foot diameter. When its lashes extend, the creature can reach up to 60 feet away. From this data, xenobiologists and engineers have speculated the creature weighs at least 50 tons. \n'b' Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. \n'b' Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. \n'b' Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. \n'b' Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. \n'b' Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. \n'b' Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. \n'b' The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home\xe2\x80\x99s languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. \n'b' Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus , to create new types of robots. Typically, this doesn\xe2\x80\x99t alter the construct\xe2\x80\x99s challenge rating. A character can\xe2\x80\x99t create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Repository \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 110 (13d8 + 52) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 16 (+3) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 11 \n'b' Languages all \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The repository is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The repository has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The repository\xe2\x80\x99s weapon attacks are magical. \n'b' Self-Destruct . If a repository is reduced to 0 hp , it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The repository makes two slash attacks. \n'b' Slash . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Language Lash (Recharge 5\xe2\x80\x936) . The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . 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' ABOUT \n'b' A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces. \n'b' Secret Keepers . The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor\xe2\x80\x99s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don\xe2\x80\x99t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities. \n'b' Master of Language . A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies. \n'b' Right Tool for the Job . The chest cavity of a repository contains an extradimensional space that functions like a bag of holding , granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves\xe2\x80\x99 tools and smith\xe2\x80\x99s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures\xe2\x80\x99 purpose at creation . Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra?dimensional space together fades after 1 hour. An object in the extra?dimensional space when it fades is destroyed. A creature in the extra?dimensional space when it fades is deposited in a random location on the Astral Plane. \n'b' Construct Nature . A repository doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Crocodile \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Hold Breath : The crocodile can hold its breath for 15 minutes. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the crocodile can\xe2\x80\x99t bite another target. \n'b' About \n'b' This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Crocodile (Giant) \n'b' Family: Reptiles & Amphibians \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 85 (9d12 + 27) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Hold Breath : The crocodile can hold its breath for 30 minutes. \n'b' Actions \n'b' Multiattack : The crocodile makes two attacks: one with its bite and one with its tail. \n'b' Bite : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the crocodile can\xe2\x80\x99t bite another target. \n'b' Tail : Melee Weapon Attack : +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. \n'b' About \n'b' This reptilian behemoth, a crocodile of monstrous proportions, is large enough to swallow a horse in one tremendous bite.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Frog \n'b' Family: Reptiles & Amphibians \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +3 Senses darkvision 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (0 XP) \n'b' Special Traits \n'b' Amphibious : The frog can breathe air and water. \n'b' Standing Leap : The frog\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. \n'b' About \n'b' A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog\xe2\x80\x99s statistics can also be used to represent a toad.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Frog (Giant) \n'b' Family: Reptiles & Amphibians \n'b' Medium beast , unaligned \n'b' Armor Class 11 Hit Points 18 (4d8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses darkvision 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Amphibious : The frog can breathe air and water. \n'b' Standing Leap : The frog\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained , and the frog can\xe2\x80\x99t bite another target. \n'b' Swallow : The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog\xe2\x80\x99s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. \n'b' About \n'b' This creature looks like a normal frog, with moist, mottled, blackish-green skin, but grown to truly monstrous size.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Daughter of Chalatihuatl \n'b' Huge fiend , neutral \n'b' Armor Class 20 (natural armor) Hit Points 210 (20d12 + 80) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 19 (+4) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Cha +10 Skills Insight +10, Perception +10, Persuasion +10, Religion +9 Damage Resistances cold, fire Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks. Condition Immunities charmed , frightened Senses truesight 120 ft., passive Perception 20 Languages All, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic weapons . The daughter of Chalatihuatl\xe2\x80\x99s weapons are magical. \n'b' Spellcasting . The daughter of Chalatihuatl is a 14th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The daughter of Chalatihuatl has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , detect magic , sanctuary \n'b' 2nd level (3 slots) : blindness/deafness , darkness , silence , zone of truth \n'b' 3rd level (3 slots) : bestow curse , clairvoyance , dispel magic , magic circle \n'b' 4th level (3 slots) : banishment , divination , locate creature \n'b' 5th level (2 slots) : antilife shell , contagion , scrying \n'b' 6th level (1 slots) : create undead , forbiddance \n'b' 7th level (1 slots) : resurrection \n'b'\n'b' ACTIONS \n'b'\n'b' Cry of the Damned . The daughter of Chalatihuatl emits a hideous screech. All creatures within 120 feet that can hear her voice must succeed on a DC 18 Wisdom saving throw or be stricken with confusion as the spell for 2d4 rounds. \n'b' Spear . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The daughter of Chalatihuatl can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The daughter of Chalatihuatl regains spent legendary actions at the start of her turn. \n'b'\n'b' Cantrip . The daughter of Chalatihuatl casts a cantrip. \n'b' Spear . The daughter of Chalatihuatl makes a spear attack . \n'b' Cry of the Damned (costs 2 Actions) . The daughter of Chalatihuatl can use her Cry of the Damned ability.'}
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