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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Lizard \n'b' Family: Reptiles & Amphibians \n'b' Tiny beast , unaligned \n'b' Armor Class 10 Hit Points 2 (1d4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' This tiny reptile skitters about, flicking its tongue as it turns its head sideways to watch its prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Lizard (Giant) \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bahgra Scout \n'b' Medium humanoid (baghra), neutral \n'b' Armor Class 13 (leather armor) \n'b' Hit Points 16 (3d8+3) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 9 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +4, Perception +5, Stealth +6, Survival +5 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Bahgra, understands Common but can\xe2\x80\x99t speak languages other than Bahgra \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . The bahgra scout has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Pack Tactics . The bahgra scout has advantage on an attack roll against a creature if at least one of the scout\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 bahgra scout makes two melee attacks or two ranged attacks . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The bahgra are uncharitably (but not without good cause) referred to as \xe2\x80\x9cdog folk\xe2\x80\x9d, due to their distinctly canine features. They stand upright and possess fully articulate hands, while their skull and face are inhuman. Unlike canines, bahgra can perform something close to a smile, but lack the lips and facial control to make certain sounds necessary to many humanoid languages. They are generally taller than dwarves but shorter than humans. Bahgra flourish in temperate and cold temperatures thanks to their natural fur coats. Bahgra stand about 5 feet tall and weigh over 200 pounds. \n'b' Stunted Culture . Bahgra are intelligent, but in respect to the Elder races, they are little more than savages. Discovered by the krang while that race was still a member the Ultari Hegemony, the bahgra never had the opportunity to make important discoveries on their own. They did not naturally achieve developmental milestones such as the discovery of mathematics, writing, literature, arts, and engineering. When the krang discovered the bahgra were capable of learning advanced concepts, they were confronted with a choice. Do nothing with the likelihood that the other races of the Hegemony would enslave them utterly, or quietly \xe2\x80\x9cuplift\xe2\x80\x9d them so that they could at least rise to the status of laborer or soldier caste rather than abject slavery. When the krang defected from the Hegemony and joined the Bellianic Accord, they attempted to bring their client race with them. Unfortunately, at that point the bahgra could be found on any number of Hegemony worlds. Young and culturally contaminated, bahgra remain one of the interstellar conflict\xe2\x80\x99s neutral races. \n'b' Pack Mentality . Bahgra make excellent skilled laborers and warriors. They possess a natural \xe2\x80\x9cteam\xe2\x80\x9d instinct which makes them well suited to construction and manufacturing. This also expresses itself in combat, as bahgra excel in pack-based tactics.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Snake (Constrictor) \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 13 (2d10 + 2) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b' Constrict : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the snake can\xe2\x80\x99t constrict another target. \n'b' About \n'b' This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Snake (Giant Constrictor) \n'b' Family: Reptiles & Amphibians \n'b' Huge beast , unaligned \n'b' Armor Class 12 Hit Points 60 (8d12 + 8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b' Constrict : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the snake can\xe2\x80\x99t constrict another target. \n'b' About \n'b' An enormous coil of muscle and scales, this giant snake flicks its arm-length tongue in the air as it scans the area for prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Snake (Poisonous Giant) \n'b' Family: Reptiles & Amphibians \n'b' Medium beast , unaligned \n'b' Armor Class 14 Hit Points 11 (2d8 + 2) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This oversized colored snake assumes an aggressive posture, its hissing mouth open to display daggerlike fangs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Snake (Poisonous) \n'b' Family: Reptiles & Amphibians \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 2 (1d4) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 11 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Actions \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 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This brightly colored snake assumes an aggressive posture, its hissing mouth open to display its fangs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Toad (Giant) \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 39 (6d10 + 6) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious : The toad can breathe air and water. \n'b' Standing Leap : The toad\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 : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the toad can\xe2\x80\x99t bite another target. \n'b' Swallow : The toad makes one bite attack against a Medium 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 toad, and it takes 10 (3d6) acid damage at the start of each of the toad\xe2\x80\x99s turns. The toad can have only one target swallowed at a time. If the toad 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' Stubby warts dot the skin of this horse-sized brown toad. Its throat bulges and ripples as though about to croak.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Flying Snake \n'b' Family: Reptiles & Amphibians \n'b' Tiny beast , unaligned \n'b' Armor Class 14 Hit Points 5 (2d4) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 4 (-3) DEX: 18 (+4) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Flyby : The snake doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 7 (3d4) poison damage. \n'b' About \n'b' A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Glass Gator \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 45 (7d10 + 7) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The glass gator can breathe air and water. \n'b' Constricting Lunge . If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be forced prone . If the target is prone , the gator can make one Constrict attack against it as a bonus action. \n'b' Standing Leap . The glass gator\xe2\x80\x99s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Transparent . The glass gator has advantage on Dexterity ( Stealth ) checks made to hide while underwater or in dim light. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 5 (2d4) poison damage at the start of each of its turns, and the glass gator can\xe2\x80\x99t use Constrict on another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Silt Cloud (Recharges after a Short or Long Rest) . When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn\xe2\x80\x99t move with the glass gator. \n'b'\n'b' ABOUT \n'b' A near-transparent crocodilian creature leaps from the water, the remnants of its last meal still visible in its transparent gut. \n'b' Strange Anatomy . The body of a glass gator is most similar to a centipede, but with four oversized forelimbs and a more distinct head. Once the glass gator gets hold of prey, it wraps its body around the victim and squeezes, like a constrictor snake. Unlike a serpent, however, which uses powerful muscles to crush and suffocate its prey, the glass gator is only trying to bring its underbelly into contact with the prey. The glass gator\xe2\x80\x99s belly is lined with hundreds of stingers that deliver a virulent nerve toxin. \n'b' Transparency . The glass gator\xe2\x80\x99s transparency isn\xe2\x80\x99t total. Its digestive tract usually is visible, especially for a few hours after it eats. The creature sometimes uses this limited visibility as bait, making itself appear as a wriggling snake or eel. It is most vulnerable just after eating, when it\xe2\x80\x99s lethargic. \n'b' Larval Form . Subterranean variants\xe2\x80\x94including some with bioluminescence\xe2\x80\x94have been reported in caverns. It\xe2\x80\x99s been postulated that the glass gator may be the larval form of a larger creature, but what that larger creature might be is unknown.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dawnfly \n'b' Gargantuan beast , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 261 (18d20 + 72) Speed 20 ft., climb 20 ft., fly 90 ft. (hover)\n'b' STATS STR: 23 (+6) DEX: 20 (+5) CON: 19 (+4) INT: 1 (\xe2\x80\x935) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned Senses blindsight 90 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 19 (22,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The dawnfly doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Siege Monster . The dawnfly deals double damage to objects and structures. \n'b' Unsettling Drone . A creature that starts its turn within 10 feet of the dawnfly must succeed on a DC 19 Constitution saving throw or become incapacitated until the start of its next turn. Deafened creatures have advantage on the saving throw. On a successful saving throw, the creature is immune to the dawnfly\xe2\x80\x99s Unsettling Drone for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dawnfly makes one Bite attack and three Tail attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage plus 7 (2d6) poison damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Wing Slice (Recharge 4\xe2\x80\x936) . The dawnfly flies up to 40 feet in a straight line and can move through the space of any Huge or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 19 Dexterity saving throw. On a failure, a creature takes 54 (12d8) slashing damage and is stunned until the end of its next turn. If the dawnfly\xe2\x80\x99s wings are ignited from Winged Inferno, the creature takes an extra 14 (4d6) fire damage. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Winged Inferno . The dawnfly rapidly beats its wings igniting them until the start of its next turn. Its wings shed bright light in a 20-foot radius and dim light an additional 20 feet. A creature that touches the dawnfly or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, when a creature starts its turn within 5 feet of the dawnfly, that creature must succeed on a DC 19 Dexterity saving throw or take 7 (2d6) fire damage. This effect ends early if the dawnfly stops flying. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dawnfly 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 dawnfly regains spent legendary actions at the start of its turn. \n'b'\n'b' Dust Burst . The dawnfly\xe2\x80\x99s wings shed blinding dust within 10 feet of it. Each creature in the area must succeed on a DC 19 Constitution saving throw or be blinded until the end of its next turn. \n'b' Fiery Downburst (Costs 2 Actions) . The dawnfly\xe2\x80\x99s wings beat furiously, releasing a downdraft of heated air in a 15-foot cone. Each creature in the area must make a DC 19 Strength saving throw. On a failure, a creature takes 9 (2d8) bludgeoning damage and 7 (2d6) fire damage, is pushed up to 15 feet away from the dawnfly in a direction following the cone, and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b' Snatch and Drop (Costs 3 Actions) . The dawnfly flies up to half its flying speed, making one Tail attack at a creature within its reach along the way. If the attack hits, the creature is grappled and carried with the dawnfly, which immediately drops the creature at the end of the movement. The creature takes falling damage, as normal. \n'b'\n'b' ABOUT \n'b' An enormous dragonfly blocks out the sun, except for the iridescent shadows filtered through its diaphanous wings. Its three tails gouge into the land like plows before it darts off in a random direction. \n'b' A full-grown dawnfly is an incredibly rare sight, a massive creature that emerges once every few years and lives for little more than a week. However, it can destroy a vast swathe of crops and homes in that brief period of time. \n'b' Larval Stage . A dawnfly starts life as a desolation nymph.\xc2\xa0Unlike their smaller cousins, which turn into dragonflies, the life cycle of the desolation nymph is complex. Only occasionally do the nymphs mature into giant dragonflies and even then, not until after several years or even decades, as a nymph. Some remain a nymph for the whole of their lives. A nymph that survives at least a decade may transform into the terrifying dawnfly in the final days of its life. \n'b' Predatory Larva . Desolation nymphs hide as best they can among mangrove roots or giant reeds; they prefer to hunt near water. When prey is close, the nymph rapidly extends its lower jaw, arrayed with hooks and spines, to capture and devour its prey. \n'b' Dire Omen . The reason for a dawnfly\xe2\x80\x99s emergence is a mystery. Some view it as a harbinger of terrible times, or the avatar of any number of gods associated with death and destruction, or the herald of some demon lord or arch? devil associated with insects. All agree that, regardless of its origin, the dawnfly is a powerfully destructive force capable of eliminating entire civilizations.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Lockjaw Python \n'b' Family: Reptiles & Amphibians \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 13 Hit Points 93 (11d12 + 22) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +5, Wis +3 Condition Immunities prone Languages none Skills Perception +3, Stealth +5 Senses blindsight 60 ft. (in water) Challenge 5 (1,800 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit (reach 10 ft.; one creature). Hit : 2d6 + 5 piercing damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit (reach 5 ft.; one creature). Hit : 2d8 + 5 bludgeoning damage plus 3d6 slashing damage, and the creature is grappled (escape DC 15) and restrained . A grappled creature takes 2d8 + 5 bludgeoning plus 3d6 slashing damage at the start of the python\xe2\x80\x99s turn. The python can constrict only one creature at a time. Creatures that take slashing damage may contract Lockjaw (see below). \n'b'\n'b' Special Traits \n'b'\n'b' Lockjaw . Every creature that takes slashing damage from the python must make a DC 13 Con saving throw at the end of their next long rest after the combat. If the saving throw fails, the creature contracts lockjaw from the rusty harpoon blade embedded through the python\xe2\x80\x99s jaw. An affected creature is unable to speak until the disease is cured with lesser restoration or comparable magic. \n'b'\n'b' About \n'b' Environment Urban waterway Organization solitary \n'b' A serpentine behemoth glides silently through the still water. Large fishing hooks protrude from its hide where they have snagged in past attempts to capture the creature, and the jagged blade of a broken harpoon is embedded in one side of its jaw. \n'b'\n'b' Additional Credit Author Greg A. Vaughan, based on material by Richard Pett.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Snake, Black Viper \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 34 (4d10 + 12) Speed 30 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target is blinded and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Greenish liquid drips from the dagger-length fangs of this monstrously large snake. \n'b' Human Hunters . This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the black viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly. \n'b' Jungle Bred . A black viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown black viper is up to 30 feet long and weighs up to 400 pounds. \n'b' Famous (but Rare) Venom . A dose of its viscous green venom is known to fetch as much as 2,500 gp in some markets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Snake, Cobalt Viper \n'b' Family: Reptiles & Amphibians \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 13 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell . The viper has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Aura . At the start of each of the viper\xe2\x80\x99s turns, if the viper is not incapacitated, each creature within 20 feet of it must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. If a saving throw is successful, the creature is not affected by the viper\xe2\x80\x99s Poison Aura for 24 hours. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Avoral \n'b' Family: Agathion \n'b' Medium celestial , neutral good \n'b' Armor Class 19 (natural armor) Hit Points 85 (10d8+40) Speed 40 ft., Fly 90 ft.\n'b' STATS STR: 16 (+3) DEX: 22 (+6) CON: 19 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +6, History +5, Perception +6, Stealth +9 Damage Resistances cold; non-magical bludgeoning, piercing and slashing attacks that aren\xe2\x80\x99t silver or adamantine Damage Immunities lightning Condition Immunities petrified , poisoned Senses truesight 60 ft., passive Perception 16 Languages Celestial, Draconic, Infernal Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Fear Aura : Any creature hostile to the agathion that starts its turn within 5 feet of the agathion (unless incapacitated) must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the agathion\xe2\x80\x99s Fear Aura for the next 24 hours. \n'b' Innate Spellcasting : The agathion\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : detect magic , speak with animals , tongues \n'b' At will : aid , blur , command , dimension door , dispel magic , gust of wind , hold person , light \n'b' 3/day each : lightning bolt , magic missile (3 missiles) \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The agathion makes 2 claw and 2 wing attacks per round. \n'b' Claw : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Wing : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) slashing damage.1d6+6 slashing damage. \n'b' Healing Touch (2/Day) : The agathion touches another creature. The target magically regains 4d8 hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' About \n'b' Great feathers sweep back from this fierce bird-man\xe2\x80\x99s brow, and long, clawed hands grow from the end of his wings. \n'b' Avorals are generally human-shaped, but their upper limbs are great wings with a human-like hand at the end of each, allowing avorals to use tools and weapons, though in battle they prefer to attack from the air and slash with the large claws on their feet and buffets from their great wings. An avoral\xe2\x80\x99s head has a feathery cowl instead of hair, typically brown, white, gray, or golden, and its facial features are bird-like, with a large nose and piercing eyes. Its bones are hollow but strong, making it ideal for flying. Avorals have phenomenal vision, and can see fine details even at great distances. \n'b' Though on their home plane they are content to soar among the clouds and challenge each other to diving contests among the mountain peaks, in war avorals are the scouts, spies, and messengers of the agathions. With their incredible speed, phenomenal eyesight, and magical powers, they can sneak into an area, spy on whatever lives there, silently converse with the local fauna for additional information, and fly or teleport out again with a comprehensive report. They are experts at hit-and-run attacks and are often responsible for ferrying other celestial soldiers to battle. \n'b' A typical avoral is 7 feet tall but weighs only 120 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bake Kujira \n'b' Gargantuan monstrosity , neutral evil \n'b' Armor Class 21 (natural armor) Hit Points 372 (24d20 + 120) Speed 0 ft., swim 100 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transparent . The bake kujira is transparent and only its skeleton is visible, which makes it appear to be some undead monstrosity. Attacks upon the bake kujira require successful DC 19 Wisdom ( Perception ) checks or are made at disadvantage. \n'b' Ghastly Swarms . The bake kujira is accompanied by 2d4 swarms of hostile birds and 2d4 swarms of carnivorous fish (see monster entries). These creatures accompany the larger monster to scavenge from its feeding, but also appear to be attracted to the bake kujira\xe2\x80\x99s overwhelmingly evil lifeforce. These swarms attack anything that attacks the bake kujira. \n'b'\n'b' ACTIONS \n'b'\n'b' Breach . The bake kujira makes a full move, breaches into the air, then crashes down upon its target. Any Huge or smaller creatures in the bake kujira\xe2\x80\x99s space must make a DC 19 Dexterity save or take 48 (4d8 + 30) bludgeoning damage and be forced into the nearest square that is adjacent to the bake kujira. \n'b'\n'b' ABOUT \n'b' The bake kujira is a horrific monstrosity that outwardly appears to be the skeleton of a gargantuan whale. In reality, its flesh and organs are transparent, giving the impression that it is an entirely disembodied skeleton. Its common moniker, \xe2\x80\x9cghost whale,\xe2\x80\x9d refers to this, but the bake kujira is not actually undead. The bake kujira\xe2\x80\x99s origins are unknown, but some claim demons or evil gods created them to carry out acts of mayhem and destruction on the sea in the name of their masters. Others think they may have originated on another plane or are the creation of mad sorcerers. \n'b' Bake kujira are indeed living creatures despite their appearance, but they are definitely not natural. Encounters with the bake kujira are invariably fearful experiences. Those few who survive their meetings with the ghost whales are plagued by nightmares and terrible visions for the rest of their lives. It is said that only by destroying the bake kujira who committed the original attack can their victims ever fully be free. \n'b' Grim forces of evil and destruction, bake kujira seem to attract other hostile creatures. Survivors of encounters with bake kujira report that the monsters are accompanied by flocks of vicious birds and biting fish that appear to serve the ghost whale\xe2\x80\x99s will. Especially aggressive birds and fish may actually herald a bake kujira\xe2\x80\x99s appearance, and superstitious mariners strongly advise a quick return to the safety of port should such creatures make themselves known.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Snake, Cobalt Viper, Giant \n'b' Family: Reptiles & Amphibians \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 13 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The viper has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison Aura . At the start of each of the viper\xe2\x80\x99s turns, if the viper is not incapacitated, each creature within 20 feet of it must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save and becomes poisoned for 1 minute, or half as much damage on a successful one. If a saving throw is successful, the creature is not affected by the viper\xe2\x80\x99s Poison Aura for 24 hours. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Snake, Swamp Adder \n'b' Family: Reptiles & Amphibians \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 18 (4d6 + 4) Speed 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Swamp Camouflage . The swamp adder has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 11 Constitution saving throw. On a failure, the target takes 5 (2d4) poison damage and is paralyzed for 1 minute. On a success, a target takes half the damage and isn\xe2\x80\x99t paralyzed . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body slithered slowly through the marsh. \n'b' Marsh Hunter . This venomous snake\xe2\x80\x94sometimes known as the \xe2\x80\x9cspeckled band\xe2\x80\x9d\xe2\x80\x94is native to the marshes of southern realms, where it devours waterfowl and incautious halflings. \n'b' Bred for Venom . The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more in some markets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Snake, Viper, Giant Fiendish \n'b' Family: Reptiles & Amphibians \n'b' Large beast , neutral evil \n'b' Armor Class 14 Hit Points 13 (2d10 + 2) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The viper has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Snake, Yellow Cobra, Giant Fiendish \n'b' Family: Reptiles & Amphibians \n'b' Large beast , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 13 (2d10 + 2) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The cobra has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Spit Poison . Ranged Weapon Attack : +6 to hit, range 15/30 ft., one creature. Hit : The target must make a DC 13 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save and the target is blinded for 1 minute, or half as much damage on a successful one. If blinded , the target can repeat the save at the end of their turn, ending the condition on a successful save.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm, Poisonous Snakes \n'b' Family: Reptiles & Amphibians \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 14 Hit Points 36 (8d8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 11 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \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 blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \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 snake. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Actions \n'b' Bites : Melee Weapon Attack : +6 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Venomous snakes slither and crawl over each other in a furious mass, their poison-dripping fangs glinting in the light.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Daydream \n'b' Large celestial , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 60 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 +4 Senses passive Perception 14 Languages Understands Celestial and Common but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing . The daydream has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Heralded Horse . The daydream will return to its rider within a minute if they are on the same plane. All the rider needs to do is call the celestial by its name. \n'b' Illumination . The daydream sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Inspire . Any non-evil creature who sees the daydream can roll a d4 and add the result to their next attack roll. This feature only affects another creature once a day. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' About \n'b' One of the most stunning sights in the city is the daydream. The spectacular, gleaming white horse inspires the populace and brings hope whenever it is seen. Its mission is to bring balance into the world by aiding the side of good. \n'b' Holy Horse . These steeds will only let good-aligned creatures ride them. They are especially fond of good wizards, good clerics, and paladins. Daydreams are sworn enemies of the fiery mounts known as nightmares. \n'b' Loyal Listener . Once the bond is formed between the daydream and its rider, it can be called when needed. This call will be heard over any distance, as long as the daydream is on the same plane of existence.\xc2\xa0It will arrive within a minute. \n'b' A Light in the Dark . They radiate a shining white light, making their presence known immediately. This means a daydream\xe2\x80\x99s rider won\xe2\x80\x99t surprise anyone.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Resembler \n'b' Tiny aberration , neutral evil \n'b' Armor Class 11 \n'b' Hit Points 21 (6d4 + 6) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 13 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 \n'b' Senses darkvision 30 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge \xc2\xbd (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The resembler can hold its breath for 15 minutes. \n'b' Planar Sense . The resembler is aware of points of transit between planes within 100 feet of it. It knows the distance and direction to each point, but can\xe2\x80\x99t sense anything else about it. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage. \n'b' Poisonous Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage, and if the creature is a Humanoid, it is poisoned for the next 24 hours. If the poisoned condition is not removed within 24 hours, the creature dies. Creatures killed by this effect may be the target of the resembler\xe2\x80\x99s Duplicate action. \n'b' Duplicate . The resembler targets a recently deceased humanoid creature that had been poisoned by a resembler within the past 24 hours. If a resembler is within 30 feet of at least five willing resemblers, all of them can spend 10 minutes using this action to transform into a replica of the Humanoid. The individual resemblers\xe2\x80\x99 statistics are replaced by those of the deceased Humanoid from when it was alive (see the \xe2\x80\x9cResembler Replica\xe2\x80\x9d sidebar). If a resembler takes another action during the 10 minutes, the process is unsuccessful and can\xe2\x80\x99t be resumed. \n'b'\n'b' TACTICS \n'b' During mating season, resemblers make their way to Limbo, the Void, or other chaotic places in the multiverse to spawn. \n'b' Outside of mating season, a resembler is usually trying to make its way to the Material Plane to permanently become part of a replica. Travelers sometimes follow resemblers in the hopes of finding a path to another plane. \n'b' Resembler replicas have a variety of motivations since they are essentially newly formed beings. They may share behaviors, interests, and desires with the original Humanoid or be wildly different. Most resembler replicas put an emphasis on self-preservation by avoiding fire and guarding their secret. \n'b' It is not uncommon to spot resemblers alongside replicas. While the replicas will likely claim these creatures are simply pets, there is often a desire to share their existence with a fellow replica, one which it may have to ensure is created. \n'b' ABOUT \n'b' A resembler is an extraplanar lizard that kills an unsuspecting humanoid and takes its place. To assume the form of another, the resembler must merge with others of its kind, coalescing into a near perfect replica. \n'b' A resembler hides beneath cover or waits until after dark and then bites a Humanoid. Once it has successfully drawn blood, it runs away quickly. Later, it returns with at least five others to take the place of the bitten. If the Humanoid has been healed or is not yet dead, the resemblers may attack to hasten its death. When the Humanoid dies, its entire body turns into white smoke that the resemblers inhale as part of their transformation. \n'b' Otherworldly Origins . Resemblers are thought to originate from Limbo and other chaotic places in the multiverse. The chaos of their spawning grounds makes holding their replica forms a challenge, and so they are drawn to the Material Plane where they can retain such forms indefinitely. \n'b' Replica Drive . Although their replica forms are more powerful and intelligent, the resemblers themselves are simple creatures. Scholars believe that resemblers are driven purely by instinct to form replicas. Any Humanoid can be a target, but resemblers have shown an odd preference for tieflings, satyrs, minotaurs, and other humanoids with horns. \n'b' Sounds of Success . Resemblers are unable to speak, but they communicate using the length of their hissing. A series of short hisses in a rapid succession means a resembler has bitten its prey recently. A resembler makes a long hiss to warn others that get in its way or otherwise irritate it. \n'b' Signs of the Replica . The irises of a resembler replica\xe2\x80\x99s eyes are more vibrant than the original Humanoid. Additionally, when a resembler replica speaks, a wisp of white smoke occasionally escapes from its mouth. The smoke increases in frequency as a resembler replica takes damage. Replicas may also display a fear of fire and extraplanar travel. \n'b' Resembler Replica \n'b' A resembler replica is for all intents and purposes a new creature that happens to have the memories and skills of a deceased Humanoid. \n'b' It knows its origin and most likely keeps it a close guarded secret. A resembler duplicate has the same game statistics as the deceased Humanoid with an added damage vulnerability to fire and the following trait. \n'b' Destabilized . A resembler replica immediately and irreversibly transforms into six resemblers if it experiences one or more of the following circumstances: \n'b'\n'b' The resembler replica has half its hit points or fewer. \n'b' The resembler replica is the target of a spell like polymorph or similar effect that transforms it into something else. \n'b' The resembler replica spends more than 1 hour outside of the Material Plane. \n'b' The resembler replica wants to revert to its original forms. If the resembler replica is injured before it transforms into resemblers, some of the resemblers may be injured or dead when the transformation ends.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Restless \n'b' Medium undead , neutral evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 30 (4d8 + 12) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +2 \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands the languages it knew in life but can\xe2\x80\x99t speak \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the restless to 0 hit points , it is entitled to 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 restless drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The restless makes one bite attack and one slam attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained and the restless can\xe2\x80\x99t slam another target. \n'b'\n'b' ABOUT \n'b' Even with the terrors brought about by the fiends of the Underhell, many mortals attempt to retain some sense of civility and respect when disposing of their dead, especially when the number of dead has not yet overwhelmed their abilities to dispose of the corpses. Unfortunately, even proper burial rites, blessings, and other traditions do not always defend from the energies of the Underhell. When fiendish energies seep into carefully tended bodies, the foul energies cause the corpses to grow strange protrusions of writhing flesh like small tendrils that grasp nearby creatures and interfere with enemy attacks. Due to how quickly these dead sometimes animate after their burial, many have come to refer to them as \xe2\x80\x9cthe restless.\xe2\x80\x9d\n'b'\n'b' The restless constantly hunger for flesh and are searching for something to consume. This can range from animals to humanoids or even other corpses. It is not uncommon for a restless to rise and immediately consume any others with which it was buried. Once they have fed on nearby corpses, restless move on in search of more flesh, never satiated by their meals. Many believe that restless retain a sense of their lives before death as most restless return to their homes or seek out loved ones as their first victims. Whether this is a mere coincidence, since many restless are buried near their homes, or based on fact is unknown. \n'b' Strangely, restless are aware of other undead and do not attempt to feed upon the likes of shambling fragments or zombies. Also unlike zombies, restless are completely independent and take orders from no one, not even the lords of the Underhell. Rumors have risen of unique restless that are capable of communicating with other restless, issuing commands to their fellow undead, though none have survived to confirm the validity of such claims. This corpse is wrapped in what appear to be loose bandages or the shredded remains of a burial shroud . Writhing scraps of torn and rotting flesh are visible beneath these coverings. It moans with a low, guttural groan.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Restricting Vine \n'b' Large plant , unaligned\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 4 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 45 (6d8 + 18) Speed 5 ft. Damage Immunities poison Condition Immunities charmed , exhaustion , paralyzed , poisoned Senses tremorsense 10 ft., passive Perception 7 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Branching . While a restricting vine covers a large area, this is, like a tree, higher than medium-sized creatures. On the ground, a restricting vine takes less space so creatures may walk through the spaces \xe2\x80\x9coccupied\xe2\x80\x9d by a restricting vine and therefore subject to its constricting vines. \n'b' Actions \n'b' Constricting Vines . Any creature that steps into a space occupied by the restricting vine or within 5 feet of a space occupied by the restricting vine must make a DC 15 Dexterity saving throw or be restrained and hauled 10 feet into the air. The victim also takes 8 (1d6 + 5) damage at the start of each of its turns while restrained . Victims may only be freed by severing the vine; each vine can take 15 hit points of damage before being severed. \n'b' Tactics \n'b' Restricting vines are nor intelligent enough to actively engage in combat. When likely prey brushes against their trailing vines, they constrict and hoist the victim up. The plant can lose any or all its vines without suffering lasting damage, though if the main body is seriously damaged, the plant releases any still-struggling prey and attempts to sink into its sheltering hollow. \n'b' Restricting vines use their tremorsense to maximize the effect of the vines by ensuring as many creatures are within its range as possible before dropping vines and forcing a saving throw. From that point forward, any creature that starts its turn within reach of the vines and is not restrained must make another Dexterity saving throw to avoid constricting vines. \n'b' Description \n'b' Innocuous threat . The restricting vine has a central body shaped like an oval seedpod, approximately three feet across. As a seed it is blown into hollows and tree boles, and as it grows it becomes firmly wedged into the narrow space, providing needed leverage and protection from predators. Vines are as thick as a human thumb and may grow up to 30 feet or more in length. When they constrict, the vines can lift up to 250 pounds to a height of 25 feet and holding it there indefinitely. Victims are left with the happy choice of being suffocated or cutting themselves loose and suffering a potentially bone-breaking fall. \n'b' Hanging reminders . Restricting vines tend to keep their victim\xe2\x80\x99s corpses. After death, the body continues to hang in its green noose, slowly twisting in the breeze as fine feeding tendrils sprout from the vine and slowly cover the corpse. As the body decays, the tendrils absorb the bodily fluids, allowing the plant to grow more vines and begin the process anew. Plants that have grown for years accumulate a collection of dangling skeletons, giving rise to its grisly name. \n'b' The restricting vine is a common hazard to travelers braving the depth of the Scarred Lands\xe2\x80\x99 forests. The plant typically takes root high in the boles of goliath trees and extends long, coiling vines down to the forest floor. The long green vines mix easily with other natural vines and undergrowth, until living prey attempts to push them aside; then the vines constrict, wrapping themselves around the victim and lifting her high into the air. Once airborne, the victim\xe2\x80\x99s weight and the strength of the vines conspire to strangle or asphyxiate her.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Retch Hound \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Senses . The retch hound has advantage on Wisdom ( Perception ) checks that rely on hearing, sight, or smell. \n'b' Pack Tactics . Retch hounds have advantage on an attack roll against a creature if at least one of the hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage plus 7 (2d6) acid damage. \n'b' Retch (Recharge 5-6) . The retch hound exhales acidic bile in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful one. \n'b' About \n'b' This large, muscular dog has sickly brownish-yellow fur, matted or torn in places. Small sores cover its body, each oozing a thick, yellowish-green liquid. Its mouth is filled with long, pointed yellow teeth, some broken off on the ends. Most disturbingly, it has four large yellow eyes evenly aligned across its canine head. \n'b' Retch hounds are large, yellowish, sickly looking hounds, about the size of war dogs. They are highly aggressive and powerfully built carnivores that love the taste of human flesh and bones. Their appearance lends to the fa\xc3\xa7ade of a sickly dog, which sometimes works to the retch hound\xe2\x80\x99s advantage when hunting its prey. \n'b' Retch hounds are often found in the service of powerful fighters and warriors, who use the dogs to guard prisoners, lead hunting expeditions, and perform other such services. A retch hound is only as loyal to its master as it has to be to ensure its own survival. While the dog won\xe2\x80\x99t necessarily seek escape at the earliest possible time, it often turns on its master at some point. Retch hounds raised in captivity are often more loyal to their masters than those captured in the wild. A typical retch hound stands 4 to 4\xc2\xbd feet tall at the shoulder and weighs about 150 pounds. \n'b' Retch hounds hunt their prey in packs. Using an eerie howl, they seem to coordinate and communicate with one another during these hunts. \n'b' A favored tactic of a retch hound pack is to encircle a foe and then hit it from all sides at once. Usually, the largest hound in the pack is the leader. \n'b' When slain, a retch hound melts into a pile of stinking and bubbling slime.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Retriever \n'b' Huge construct , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 170 (20d12 + 40) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 15 (+2) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +10 Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 20 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Spider Climb . The retriever can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the retriever knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The retriever ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The retriever makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Eye Rays . The retriever\xe2\x80\x99s eyes produce four different magical rays, each of which can only be used once every four rounds. The retriever can only fire a single ray each round, choosing one target it can see within 90 feet of it: Cold Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful one. \n'b' Fire Ray . The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. \n'b' Lightning Ray . The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much on a successful one. \n'b' Petrification Ray . The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature magically begins to turn to stone and is restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bakekujira \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 325 (21d20+105) Speed 50 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 11 (+0) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +14, Con +12, Str +17 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned Skills Athletics +17, Perception +14 Senses darkvision 60 ft., passive Perception 24 Languages \xe2\x80\x93 Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Oceanic Revenge . The bakekujira deals an extra 7 (2d6) necrotic damage to any target that has killed a creature with a swim speed in the last 24 hours. \n'b' Legendary Resistance (3/Day) . If the bakekujira fails a saving throw, it can choose to succeed instead. \n'b' Undead Parasites . A swarm of undead fish and birds surrounds the bakekujira in a 30-foot radius. All creatures starting their turn within this radius must succeed a DC 20 Constitution saving throw or be poisoned for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bakekujira makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +17 to hit, 20 ft. reach, one target. Hit : 65 (10d10 + 10) piercing damage. If the target is a creature, it must succeed a DC 20 Constitution saving throw or be affected by the contagion spell. \n'b' Tail . Melee Weapon Attack : +17 to hit, 20 ft. reach, one target. Hit : 55 (8d8 + 10) bludgeoning damage. \n'b' Resonant Song (Recharge 5-6) . The bakekujira can release a damaging resonance, dealing 38 (7d8) points of thunder damage to creatures in a 60-foot cone. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bakekujira 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. \n'b' The bakekujira regains spent legendary actions at the start of its turn. \n'b'\n'b' Fast Healing (Costs 2 Actions) . The bakekujira regains 10 hit points. \n'b' Leviathan\xe2\x80\x99s Call . The bakekujira\xe2\x80\x99s eerie song varies from that of a wistful memory to a burning hatred. As a standard action, a bakekujira can sing. Living creatures within a 120- foot radius of a singing bakekujira must succeed at a DC 20 Wisdom saving throw or become charmed or frightened (bakekujira\xe2\x80\x99s choice) for 1 round. \n'b' Tail Attack . The bakekujira makes a tail attack . \n'b'\n'b' ABOUT \n'b' The seas are home to many legends both living and undead, but the bakekujiras is perhaps one of the largest among these latter horrors. Some have trouble believing the old stories, but woe to anyone that discovers the truth. Bakekujiras were once whales that escaped from whalers\xe2\x80\x99 harpoons yet were mortally wounded, dying in agony and anger and arising to undeath bent on taking revenge for its demise. They relentlessly attack any vessels they encounter, capsizing them and inspiring terror in their crews. These embodiments of corrupted majesty prowl the seas, along with their flocks and schools of pestilent parasites. A bakekujira weighs about 50 tons, though sometimes less, depending on how long it has been decomposing. Bakekujiras are as large as they were in their former lives, measuring from 50 to 60 feet long. \n'b' Parasitic Scavengers . As a bakekujira goes about its new, corrupted existence, it continues to rot until all the flesh is stripped from its bones, leaving behind only an immense skeletal whale. The decomposition process draws all sorts of sea scavengers to the rotting whale, from gulls to fish. However, the flesh of a bakekujira is not only rotten-it is also toxic and deeply infused with negative energy. Any creature that eats of this flesh sickens and dies, only to rise shortly thereafter and continues its existence as an undead thrall inexplicably bound to the bakekujira. Normally these creatures take up residence in and around the putrefied body of the bakekujira, swarming throughout the creature and only emerging to push back any who would seek to do harm to their rotting host.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Revenant \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (chain shirt) \n'b' Hit Points 114 (12d10 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +7, Wis +6, Cha +7 \n'b' Skills Perception +6, Survival +6 \n'b' Damage Resistances necrotic, psychic \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , prone , stunned \n'b' Senses darkvision 60 ft ., truesight (special), passive Insight 13, passive Perception 16 \n'b' Languages Common \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Haunting Specter . A revenant is not affected by natural terrain obstacles, such as muck. Magical obstacles such as those created by spells affect him normally. \n'b' Regeneration . A revenant regains 10 hit points at the start of each of its turns, unless he had taken fire or radiant damage since the beginning of its last turn. If reduced to 0 hit points , a revenant does not die, instead rising at the start of it\xe2\x80\x99s next turn with 10 hit points , unless he had taken fire or radiant damage in the round prior. \n'b' Rejuvenation . When a revenant\xe2\x80\x99s body is destroyed, its spirit retreats inside the cursed tree. After 24 hours the tree will regenerate a body for him, hung by the noose that dangles from one of its largest branches. Targeting the cursed tree with remove curse or similar ends this effect and frees the revenant\xe2\x80\x99s spirit. If this occurs while the revenant\xe2\x80\x99s body is active, its spirit immediately leaves, and its body falls to the ground, lifeless. \n'b' Turn Immunity . A revenant is immune to effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A revenant makes two attacks with its longbow or two attacks with its greatsword. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If a revenant hits its Target of Vengeance, he can choose to deal an additional 14 (4d6) slashing damage, or knock the target prone . \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If a revenant hits its Target of Vengeance he can choose to deal an additional 14 (4d6) piercing damage, or reduce the target\xe2\x80\x99s speed to 0 for one round.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Reverent Spirit \n'b' Medium undead , any good\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 20 (+5) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 133 (14d8 + 70) Speed 30 ft., fly 30 ft. (hover) Saving Throws Dexterity +6, Constitution +10, Wisdom +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses truesight 120 ft., Passive Perception 15 Languages telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Ethereal Sight . The reverent spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The reverent spirit can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Innate Spellcasting . The reverent spirit\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : sacred flame , spare the dying \n'b' 3/day each : detect evil and good , protection from evil and good \n'b' 1/day each : spirit guardians \n'b'\n'b' Actions \n'b' Cleansing Blast . The reverent spirit summons forth their spiritual power and each creature within 30 ft. of it (including itself) must make a DC 17 Wisdom saving throw, taking 55 (10d10) radiant damage on a failure or half of damage on a success. Undead and fiends have disadvantage on this saving throw. A living creature whose alignment matches the reverent spirit has advantage on the saving throw, a living creature whose alignment matches one axis (either good or chaotic/ neutral/lawful) makes the save as normal and a living creature whose alignment is entirely different has disadvantage on the saving throw. \n'b' Etherealness . The reverent spirit 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' Tactics \n'b' When reverent spirits become aware of outsiders that don\xe2\x80\x99t share their beliefs, they manifest to them and beg them to leave. If that is not successful, they will use their magic and ability to move in the ethereal plane to trouble the visitors. Finally, if the scare tactics do not work or the outsiders are actively harmful then it will produce one or more Cleansing Blasts, possibly destroying itself in an attempt to kill those who are sacrilegious. \n'b' Description \n'b' These creatures were once devout mortals whose sense of morality and convictions allowed them to bypass the thresholds of death and return to the living world. They now appear as idealized versions of their former selves, like a porcelain doll made up to show the best characteristics of a person. However, just like a doll, they cannot show surprise or fear, joy or sorrow. Their features instead are always grim. \n'b' As in life, undeath . Reverent spirits were once the sorts of folks who spent most of their spare time at church, either in service or worship. They were the first to volunteer for a project and the last to leave the halls. In their afterlife, they continue to frequent the places of their god and continue to defend it against trespassers. \n'b' Filled with divine power but barely controlled. Now that they are on the other side, reverent spirits have direct access to godly powers that they did not possess in life. This manifests in a limited number of spells that they can innately cast, but they also tend to \xe2\x80\x98collect\xe2\x80\x99 the ethereal energy of the faithful and can release it in a burst. However, they themselves are undead and more than one spirit has destroyed themselves in an attempt to purify their sanctuary.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhacos \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 114 (12d10 + 48) \n'b' Speed 30 ft., fly 10 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +6 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Territorial Reflexes . The rhacos can make any number of opportunity attacks in one round, but no more than one on any turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rhacos makes one Bite attack and one Kick attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) slashing damage. \n'b' Kick . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (1d12 + 6) bludgeoning damage. \n'b' Slashing Beak (recharge 4\xe2\x80\x936) . The rhacos wildly swings its neck around with its beak wide open. The rhacos makes a Bite attack against each creature within reach. A creature hit by one of these attacks is bleeding and loses 1 hit point at the start of each of its turns. A creature can use an action to make a DC 10 Wisdom ( Medicine ) check to staunch the bleeding, ending the condition on a success. Any magical healing ends this condition. \n'b'\n'b' ABOUT \n'b' A rhacos is blue-gray in color with an elongated neck and long narrow legs. They have a long, delicate feather (or, on rare occasion, multiple feathers) protruding from the top of their heads. Their beaks are as large as a man\xe2\x80\x99s head and their claws can be nearly as long as daggers. An apex predator of the forests, grasslands, and river valleys of the northern world, a single rhacos can easily devastate even a large hunting party. Rhacos eggs are considered an epicurean treat and collected whenever possible. A single undamaged rhacos feather can fetch hundreds of gold pieces from the right buyer, especially haberdashers who cater to the wealthy.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anacite Prowler \n'b' Family: Anacite \n'b' Large construct , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d10+70) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 26 (+8) DEX: 20 (+5) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) 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 13 Languages Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Weakness . The anacite has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn. \n'b' Integrated Weapons . The anacite prowler has an automatic laser welded into its body, making it impossible to disarm or destroy. \n'b' Light Dependency . An anacite prowler can acquire power from dim or brighter light, and it can store power generated in this way. The anacite prowler can operate in darkness for 2 hours. After this time, the anacite prowler gains the poisoned condition (ignoring its immunity to the condition) until it returns to an area of dim or brighter light. \n'b' Shortwave . An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. \n'b'\n'b' ACTIONS \n'b'\n'b' Automatic Laser . Ranged Weapon Attack : +9 to hit, range 20/80 ft., four targets. Hit : 12 (2d8 + 3) fire damage. \n'b' Horn . Melee Weapon Attack : +9 to hit, 10 ft. reach, one target. Hit : 33 (6d10) piercing damage. \n'b' Arc Generator (Recharges 5-6) . The anacite prowler can choose a target within 60 feet to make a DC 16 Dexterity saving throw. If the target fails, it takes 27 (6d8) lightning damage or half as much on a successful save. Regardless of whether the save was successful or not, the electricity generated arcs to another target of the anacite prowler\xe2\x80\x99s choice within 30 feet of the original target. That creature must succeed a DC 16 Dexterity saving throw or take 18 (4d8) lightning damage. The arc then jumps to a third target which must succeed a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage. The electricity must arc to a new target each time so no one creature can be targeted twice by a single use of this ability. Furthermore, the anacite prowler can choose not to have the electricity arc to a new creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Lock On . The anacite prowler chooses one target it can see within 100 feet to lock onto. It has advantage on attack rolls against that target. The anacite prowler can only lock onto one target like this at a time. \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'Rhinoceros, Elasmotherium \n'b' Family: Rhinoceros \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 237 (19d10 + 133) Speed 50 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 25 (+7) INT: 2 (-4) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9 Senses passive Perception 19 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Keen Smell . The Elasmotherium has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Siege Monster . The Elasmotherium deals double damage to objects and structures. \n'b' Trample . If the Elasmotherium moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone . If the target is prone , the Elasmotherium can make stomp on the target as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 43 (10d6 + 8) piercing damage. \n'b' Stomp . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 34 (4d12 + 8) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw on each of its turns, ending the effect on a success. \n'b' About \n'b' This creature has massive legs and a stout body with a thick coat of brown fur. Two curving horns rise from the tip of its elongated nose. \n'b' A giant beast grazes peacefully with its herd. But be careful, for these creatures are highly territorial, and will attack if you enter their domain. If something threatens the herd, the females will circle the young, while the males will seek out the intruders. They have been known to sweep riders from their horses with their horn and toss them into the air repeatedly until the rider is killed. \n'b' Ancient tales describe the Elasmotherium as an intelligent beast, able to distinguish right from wrong, and representations of it were placed in courtrooms and on the caps of judges. In northern lands, a white Elasmotherium was considered to be an omen of a harsh winter. \n'b' Distinguished by a massive horn on its head, the Elasmotherium is the size of a mammoth and covered in a grey-brown fur. Long legs allow Elasmotherium to gallop like a horse, charging full-speed at its enemies in order to gore them with its horn. The horn is used for defense of its territory and mates, and for driving away competitors in their grazing grounds. \n'b' The Elasmotherium stands 7-feet tall at the shoulder and reaches lengths of up to 16-feet long. At a weight of 10,000 pounds, this massive beast packs a powerful punch when it charges. The horn can reach lengths of 5 feet and is made of hardened keratin, rather than bone. The tip of the horn forms a sharp point, easily penetrating the defenses of unwary enemies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhinoceros, Embolotherium \n'b' Family: Rhinoceros \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Charge . If the embolotherium moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Siege Monster . The embolotherium deals double damage to objects and structures. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' About \n'b' This enormous, heavily armored creature stands well over 8 feet tall and has a large blunt horn protruding from its snout, arcing almost straight up from the nose. \n'b' This creature sports an enormous bony protuberance, over 2 feet in length. The blunt horn coupled with the embolotherium\xe2\x80\x99s extreme height and immense weight makes for an excellent siege weapon. Many a town\xe2\x80\x99s wooden walls have become so many matchsticks when faced with a herd of charging embolotherium. \n'b' The embolotherium\xe2\x80\x99s horn, along with functioning as a bludgeoning weapon, also functions as a resonating chamber, allowing the creature\xe2\x80\x99s voice to be heard over very long distances. The herds of embolotherium often communicate in this fashion and have a deep, complicated social component to their herds, often with observed hierarchies. Most scholars believe they lack the intelligence to take advantage of this ability, and observations have supported that to date.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhinoceros, Woolly \n'b' Family: Rhinoceros \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 172 (15d10 + 90) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 22 (+6) INT: 3 (-4) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses passive Perception 17 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Improved Critical . Gore attacks score a critical hit on a roll of 19 or 20. \n'b' Keen Smell . The woolly rhinoceros has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Charge . If the woolly rhinoceros moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone, the woolly rhinoceros can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' About \n'b' This creature has massive legs and a stout body with a thick coat of brown fur. From the tip of its elongated nose rise two curving horns. \n'b' The woolly rhino is an herbivore of the Pleistocene Epoch, feeding mainly on various plants, nuts, berries, and bark, as well as large quantities of water. Thus, it is usually found in areas plentiful with water, such as riverbanks, lakes, and even marshes and swamps. The woolly rhino usually forages in the morning, so encounters are more common at this time. It is mostly a solitary creature, though chance encounters at a common foraging area may lead to encounters with more than one creature. Herds tend to gather near watering grounds, with the females surrounding the young. \n'b' Woolly rhinos mate during the late summer or early fall. Gestation lasts about 450 days after which time the female gives birth to a single calf. \n'b' Calves are dependent on their mother for about the first two years of their life. Around three years of age, the calf becomes completely independent and reaches maturity by age five. \n'b' The woolly rhino averages about 11 feet long and has two ivory horns, the longest averaging about three feet in length. Its body is covered with a thick layer of black, brown, ruddy, or yellowish-brown fur that enable it to withstand its harsh climate. The creature has poor eyesight and relies on its senses of hearing and smell to locate sources of food and warn of impending danger. \n'b' The woolly rhino is generally passive but reacts violently if it or its herd is threatened. It attacks by goring and trampling its foes, often opening combat with a charge.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhinoceros, Woolly \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 172 (15d10 + 90) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 22 (+6) INT: 3 (-4) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses passive Perception 17 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Improved Critical . Gore attacks score a critical hit on a roll of 19 or 20. \n'b' Keen Smell . The Woolly rhinoceros has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Charge . If the Woolly rhinoceros moves at least 20 feet straight toward a creature and then hits it with a gore attack , the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the Woolly rhinoceros can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhododeadrum \n'b' Large plant , unaligned \n'b' Armor Class 8 Hit Points 16 (3d10) Speed 0 ft.\n'b' STATS STR: 3 (-4) DEX: 7 (-2) CON: 3 (-4) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Condition Immunities blinded , charmed , deafened, frightened Senses passive Perception 6 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' False Appearance . While the rhododeadrum remains motionless, it is indistinguishable from an ordinary rhododendron. \n'b' Actions \n'b' Sonic Burst . When a creature is within 30 feet of the rhododeadrum, the plant emits a loud sonic burst. The target must make a successful DC 13 Constitution saving throw or become deafened for 1 minute and take 2 (1d4) force damage. \n'b' About \n'b' You glimpse what appears to be a stunning, vivid rhododendron. Suddenly a loud blast of sound hits you and you can\xe2\x80\x99t hear anything. This burst of sound is from a bizarre plant known as the rhododeadrum. \n'b' Sonic Surprise . The sound is overpowering, as if a thousand bees were in chorus. The sonic burst only affects one creature at a time. \n'b' Silent Gardens . Some evil fey intentionally place these plants near their lairs. These areas are known as \xe2\x80\x98silent gardens\xe2\x80\x99. The vast area below the floating fortress of the Unseelie Court is covered in these plants.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhu-chalik \n'b' Small aberration , chaotic evil \n'b'\n'b' Armor Class 16 (mage armor) Hit Points 66 (12d6+ 24) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Immunities cold Damage Resistances psychic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Aklo, telepathy, 100 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' All-Around Vision . The rhu-chalik sees in all directions at the same time. \n'b' Compression . The rhu-chalik can move through a space as narrow as 1 foot wide without squeezing. \n'b' Innate Spellcasting . The rhu-chalik\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: \n'b' At will : detect thoughts, invisibility, mage armor \n'b' 1/day : modify memory \n'b' No Breath . The rhu-chalik does not need to breathe. \n'b' Void Transmission . If the rhu-chalik reduces a creature\xc3\xaf\xc2\xbf\xc2\xbds Wisdom to 0 with its project terror ability, the rhu-chalik can take 10 minutes to copy and absorb the creature\xc3\xaf\xc2\xbf\xc2\xbds entire consciousness and send that consciousness through the void of space to its waiting masters. If the creature\xc3\xaf\xc2\xbf\xc2\xbds Wisdom damage is healed and the creature revived prior to the end of this process, this effect fails. If the creature\xc3\xaf\xc2\xbf\xc2\xbds Wisdom damage is healed after its consciousness is successfully transmitted, the creature awakes disoriented and suffers a level of exhaustion until completing a long rest. This effect otherwise doesn\xc3\xaf\xc2\xbf\xc2\xbdt harm the target as the target\xc3\xaf\xc2\xbf\xc2\xbds consciousness isn\xc3\xaf\xc2\xbf\xc2\xbdt eliminated, only duplicated and transmitted. \n'b' Actions \n'b' Multiattack . The rhu-chalik makes four tendril attacks. \n'b' Tendril . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. In addition, the tendrils secrete an enzyme that inflicts excruciating pain. A creature hit by a tendril must make a DC 12 Constitution saving throw or become poisoned for 1 minute. A creature can attempt another Constitution save at the end of each of its turns, ending the effect on itself with a success. Creatures immune to the poisoned condition are immune to this ability. \n'b' Project Terror . The rhu-chalik harnesses the fears of any creature it has successfully used detect thoughts on within the last minute. This effect creates visions of that creature\xc3\xaf\xc2\xbf\xc2\xbds most terrible nightmares in the target\xc3\xaf\xc2\xbf\xc2\xbds mind; the target must make a DC 13 Wisdom saving throw or become frightened and also have their Wisdom score reduced by 1d4. The target falls unconscious if this reduces them to Wisdom 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b' About \n'b' A rhu-chalik, also called a void wanderer, is an alien entity that scouts through space on behalf of its conquering masters. In addition, this aberration also collects the memories of interesting creatures in the universe into a vast repository of knowledge that their masters use to slowly unravel all the secrets of existence. Thin tendrils trail from its misshapen ovoid body, while its underside holds a gray orb that resembles a bulging, lidless eye. A rhu-chalik is approximately 3 feet across and weighs only 30 pounds. \n'b' Silent Scouts . Rhu-chaliks serve their masters tirelessly and are as patient as they are long-lived. They rarely make an uncalculated move and seek only the most prized intellects to cast into the dark beyond for their masters\xc3\xaf\xc2\xbf\xc2\xbd delectations. When exploring distant worlds, rhu-chaliks are not social beings, and they avoid other rhuchaliks so their predations won\xc3\xaf\xc2\xbf\xc2\xbdt cause too much overlap in the mind collections of their masters. However, back in their native space, rhuchaliks number in the billions, and the creatures feed off a countless number of disembodied minds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bakeneko \n'b' Small fiend (shapechanger), chaotic evil \n'b' Armor Class 14 Hit Points 36 (8d6 + 8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6, Stealth +6 Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The bakeneko\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The bakeneko can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : color spray , silent image \n'b' 1/day each : hypnotic pattern , invisibility \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bakeneko uses Mark of Envy if it is able and makes two attacks with its claws. \n'b' Claws (Bakeneko Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Change Shape . The bakeneko can magically polymorph into a Small humanoid or back into its true form. Its statistics are the same in each form. If the bakeneko dies, it reverts to its true form. \n'b' Mark of Envy (1/day) . The bakeneko magically marks a creature it can see within 90 feet. The bakeneko gains a bonus on attack and damage rolls against the target equal to its charisma bonus (typically +3). The mark lasts until the target is slain or 24 hours has passed. \n'b'\n'b' About \n'b' A bakeneko stands 3 feet tall, with a lean build covered in fur, and weighs around 35 pounds. Bakeneko are fiendish spirits condemned to small cat-like bodies for failures in a past existence. They thrive on attention, similar to the cats whose form they imitate. A bakeneko becomes incredibly irate if attention is drawn away from them by another creature, marking such targets with an invisible brand. \n'b' They\xe2\x80\x99re physically more powerful than spirit oni , but aren\xe2\x80\x99t appropriate as familiars, putting them in a strange societal structure. \n'b' Attention Seekers . Among the lowest of fleshbound fiends, a bakeneko indulges in its craving at all times, regardless of other concerns. Once it finds a creature or group that fawns over its appearance, the bakeneko basks for as long as it can. A bakeneko receives its greatest attention from groups of children, but other creatures can give similar attention-particularly, lonely hermit creatures or distant sages and scholars. \n'b' The cat-like fiend\xe2\x80\x99s demeanor is pleasant enough, but once a new creature appears to take attention away from it, the bakeneko enters a fierce rage. \n'b' Jealous Narcissists . The ?mark of envy\xe2\x80\x99 is the name of the invisible brand a bakeneko places on those who steal its rightfully deserved tribute. This invisible brand is typically a single symbol, often bearing the meaning of some derogatory term the bakeneko has for its target. Such brands last for a day, during which, they fuel the bakeneko\xe2\x80\x99s rage at the target, granting them strength and accuracy far beyond what their small feline frame should be able to accomplish. If its fiendish nature is revealed, a bakeneko wastes no time in retreating, marking its target before fleeing. In the next few hours, it returns, this time using its Change Shape ability to appear as an inconspicuous child. If all goes well, the bakeneko closes in on its target and reverts back to its true form, shredding its enemy with vicious claw strikes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhy-cat \n'b' Medium beast (rhydan) , any alignment (typically chaotic good) \n'b' Armor Class 12 \n'b' Hit Points 13 (3d8) \n'b' Speed 50 ft., climb 40 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 +4, Stealth +6 \n'b' Senses passive Perception 14 \n'b' Languages Common, telepathy 60 ft. \n'b' Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The rhy-cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the rhy-cat 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 12 Strength saving throw or be knocked prone . If the target is prone , the rhy-cat can make one bite attack against it as a bonus action. \n'b' Psychic . The rhy-cat has the benefits of the Psychic feat. \n'b' Psychic Shield . The rhy-cat has the benefits of the Psychic Shield feat. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 +2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 +2) slashing damage. \n'b'\n'b' About \n'b' Rhydan are awakened beasts, possessed of a soul from the Eternal Dance. While the rhydan ancestry in Chapter VIII has certain limits on a rhydan\xe2\x80\x99s beast form, this template can be applied to any beast, as the Game Master sees fit.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhy-Fen \n'b' Medium beast (rhydan) , any alignment (typically neutral good) \n'b' Armor Class 13 (natural armor) Hit Points 13 (2d8 +4) Speed 5 ft., swim 50 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 120 ft., passive Perception 13 Languages Common, telepathy 60 ft. Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Blindsight . The rhy-fen can only use blindsight underwater, and cannot use blindsight while deafened . \n'b' Hold Breath . The rhy-fen can hold its breath for 30 minutes. \n'b' Psychic . The rhy-fen has the benefits of the Psychic feat. \n'b' Psychic Shield . The rhy-fen has the benefits of the Psychic Shield feat. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. \n'b'\n'b' About \n'b' Rhy-fen are awakened dolphins, friends and companions of the sea-folk. Their awakenings are also so common that the terms rhy-fen and dolphin are practically synonymous. While most rhy-fen are naturally confined to a watery environment, some do visit land through arcane means. \n'b' Rhydan are awakened beasts, possessed of a soul from the Eternal Dance. While the rhydan ancestry in Chapter VIII has certain limits on a rhydan\xe2\x80\x99s beast form, this template can be applied to any beast, as the Game Master sees fit.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rhy-horse \n'b' Large beast (rhydan) , any alignment (typically chaotic good) \n'b' Armor Class 10 Hit Points 13 (2d10 + 2) Speed 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' Senses passive Perception 10 Languages Common, telepathy 60 ft. Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Psychic . The rhy-horse has the benefits of the Psychic feat. \n'b' Psychic Shield . The rhy-horse has the benefits of the Psychic Shield feat. \n'b'\n'b' Actions \n'b'\n'b' Hooves . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' Rhydan are awakened beasts, possessed of a soul from the Eternal Dance. While the rhydan ancestry in Chapter VIII has certain limits on a rhydan\xe2\x80\x99s beast form, this template can be applied to any beast, as the Game Master sees fit. \n'b' Rhy-horses are most common on the plains of Rezea, where they are accorded full membership in the Rezean clans, but they are found anywhere unawakened horses are. Rhy-horses do not casually consent to carrying riders, and some only do so for their rhy-bonded companions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'De Ogen \n'b' Medium undead , neutral evil \n'b' Armor Class 15 Hit Points 45 (6d8 + 18) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 20 (+5) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +9 Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The de ogen can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Transfixing Gaze . When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn\xe2\x80\x99t incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw. Creatures immune to being frightened are immune to the de ogen\xe2\x80\x99s Transfixing Gaze. \n'b' Wilting Passage . The first time the de ogen enters or moves through a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn\xe2\x80\x99t being worn or carried, the object takes 5 (1d10) fire damage. \n'b'\n'b' Actions \n'b'\n'b' Burning Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn\xe2\x80\x99t under the de ogen\xe2\x80\x99s control, but it follows in the de ogen\xe2\x80\x99s wake and aids the de ogen when possible. \n'b'\n'b' About \n'b' A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage. \n'b' Spirits of Vengeance and Flame . De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them. \n'b' Undead Companions . A de ogen is usually accompanied by shadows that follow in its wake and drain the strength from those that try to flee its burning wrath. The de ogen ignores the shadows following it and does not cooperate with them in battle. Aside from the shadows that follow it, a de ogen never allies with other creatures, undead or otherwise, and actively attacks any creature it sees unless the creature is composed of flame. \n'b' Undead Nature . The de ogen 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'Rhy-wolf \n'b' Medium beast (rhydan) , any alignment (typically lawful good) \n'b' Armor Class 13 (natural armor) Hit Points 11 (2d8 +2) Speed 40 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, Stealth +4 Senses passive Perception 13 Languages Common, telepathy 60 ft. Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The rhy-wolf has advantage on Wisdom ( Perception ) checks they rely on hearing or smell. \n'b' Pack Tactics . The rhy-wolf has advantage on attack rolls 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' Psychic . The rhy-wolf has the benefits of the Psychic feat. \n'b' Psychic Shield . The rhy-wolf has the benefits of the Psychic Shield feat. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' About \n'b' Rhydan are awakened beasts, possessed of a soul from the Eternal Dance. While the rhydan ancestry in Chapter VIII has certain limits on a rhydan\xe2\x80\x99s beast form, this template can be applied to any beast, as the Game Master sees fit. \n'b' Rhy-wolves are particularly found throughout the northern woodlands and mountains of the Western Lands. \n'b' They are fierce enemies of Shadow in their territories, protecting their chosen packs. Rhy-wolves are drawn to communities and companionship, often cooperating with forest villages and finding friends and bonded companions among their people.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rich Lich \n'b' Medium undead , any evil alignment \n'b' Armor Class 17 (natural armor) Hit Points 110 (20d8 + 20) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +10, Wis +9 Skills Arcana +10, History +10, Insight +9, Perception +9 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 19 Languages Common and six others Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the lich fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, a destroyed lich gains a new body in 1d20 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The lich is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The lich has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : friends, mage hand , prestidigitation \n'b' 1st level (4 slots) : charm person , detect magic , disguise self , magic missile , shield \n'b' 2nd level (3 slots) : detect thoughts , invisibility , mirror image \n'b' 3rd level (3 slots) : animate dead , counterspell, dispel magic , lightning bolt \n'b' 4th level (3 slots) : blight , dimension door \n'b' 5th level (2 slots) : cloudkill , scrying \n'b' 6th level (1 slot) : disintegrate \n'b'\n'b' Turn Resistance . The lich has advantage on saving throws against any effect that turns undead. \n'b' Actions \n'b' Rod of Indulgence . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage plus 9 (2d8) necrotic damage. \n'b' Legendary Actions \n'b' 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. Spent legendary actions are regained at the start of each turn. \n'b' Cantrip . The lich casts a cantrip. \n'b' Gaze of Hunger (Costs 2 Actions) . The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or take 13 (3d8) necrotic damage, or half damage on a save. If a target saves or the effect ends for it, the target is immune to the lich\xe2\x80\x99s gaze for the next 24 hours. \n'b' Misty Step (Costs 2 Actions) . The lich vanishes in a mist and reappears nearby. \n'b' About \n'b' A group of wealthy nobles sits down for a lavish dinner. The dinner guests are not aware that their host is actually a monster. He appears to be a wealthy old wizard , but in truth he is a repulsive undead creature. The rich lich lives two lives and is preoccupied with fame and fortune. They often conceal their true identity by magical means. Sometimes they will wear a mask and other vestments to hide their undead form. \n'b' Wealthy Wizard . The wealthy monster hosts parties and takes advantage of those obsessed with gluttony. This gives him an opportunity to recruit new minions or influence the political realm. \n'b' Dark Secret . These liches live in wealthy areas amongst the upper class. They are active members of their community; however, nobody knows their true identity. \n'b' Mysterious Manors . Behind the walls of the manors or castles belonging to these monsters hide numerous horrors. Undead minions and secret chambers can be found in the strange buildings. \n'b' Undead Nature . A lich 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'Rift Swine \n'b' Large aberration , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances force, poison Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Chaos Mutations . At the start of each of its turns, the rift swine\xe2\x80\x99s body experiences a mutation. Choose an option or roll a d6 to determine the type of mutation. The mutation lasts until the start of the rift swine\xe2\x80\x99s next turn.\n'b'\n'b'\n'b' Acid Boils . The next creature that hits the Rift swine with a melee attack while within 5 feet of the Rift swine takes 3 (1d6) acid damage. \n'b' Acid Saliva . The next melee attack the Rift swine makes that hits a creature deals an extra 3 (1d6) acid damage to the creature. \n'b' Extra Eyes . The Rift swine has advantage on the next attack roll it makes. \n'b' Extra Hooves . The rift swine\xe2\x80\x99s speed increases by 10 feet, and the Rift swine doesn\xe2\x80\x99t provoke opportunity attacks when it moves out of an enemy\xe2\x80\x99s reach. \n'b' Second Heart . The Rift swine gains 10 (3d6) temporary hp . \n'b' Toughened Hide . The Rift swine has resistance to bludgeoning, piercing, or slashing damage (the rift swine\xe2\x80\x99s choice). \n'b' Dozens of Eyes . The Rift swine has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded . In addition, if the Rift swine isn\xe2\x80\x99t blinded , creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the Rift swine, such as the Pack Tactics trait or Sneak Attack class feature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Rift swine makes one Tusk attack and two Tentacle attacks, or it makes three Warping Bolt attacks. \n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained . The Rift swine has two tentacles, each of which can grapple only one target. \n'b' Warping Bolt . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 11 (3d6 + 1) force damage, and the target must succeed on a DC 14 Constitution saving throw or have disadvantage on attack rolls as reality-warping energies temporarily distort its body. \n'b'\n'b' ABOUT \n'b' This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, while long tentacles trail from its sides. \n'b' From time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. \n'b' Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the Rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light. \n'b' Destructive Herds . Rift swine travel in small herds. Their effect on an area can be catastrophic\xe2\x80\x94they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A Rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed. \n'b' Abyssal Meat . Rumors of vast herds of hundreds of Rift swine on strongly chaos-aligned planes, cultivated by the lords of those places as a food source, are thankfully unconfirmed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Righteous Sentinel \n'b' Large construct , lawful good \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 104 (11d10 + 44) \n'b' Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 8 (-1) WIS: 11 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Damage Vulnerabilities thunder \n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious \n'b' Senses darkvision 120 ft., passive Perception 16 \n'b' Languages Celestial, Common \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The sentinel is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The sentinel has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The sentinel\xe2\x80\x99s weapon attacks are magical. \n'b' Reflective Aggression . The sentinel has disadvantage on attack rolls against creatures that haven\xe2\x80\x99t hit it within the last minute. In addition, it has advantage on attack rolls against a creature if the creature dealt damage to it in the previous round. \n'b' Spell-Deflecting Mirror . Any time the sentinel is targeted by a ranged spell attack roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The righteous sentinel makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft, one target. Hit : 16 (2d10 + 5) bludgeoning damage.\n'b'\n'b' Warp Reflection (Recharge 6) . The righteous sentinel points its shield at a creature within 30 feet of it. If the target can see the sentinel\xe2\x80\x99s shield , the target must make a DC 15 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t frightened . An evil-aligned target has disadvantage on this saving throw. At the start of each of the frightened creature\xe2\x80\x99s turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflective Retribution . The sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the sentinel must see the attacker. If the attack misses, the attacker takes 11 (2d10) psychic damage. \n'b'\n'b' ABOUT \n'b' Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. \n'b' It holds up its reflective shield , a disc-like extension of its metallic forearm. \n'b' Treasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face?to-face with a righteous sentinel, eager to repel them. \n'b' Keepers of Horror . Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within. \n'b' Abhors Violence . Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature\xe2\x80\x99s soul back toward it, which is often enough to horrify even the most evil of monsters. \n'b' Construct Nature . The righteous sentinel does not 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'Rime Witch \n'b' Medium fey , neutral evil \n'b' Armor Class 18 (Aura of Spite) Hit Points 70 (10d8 + 10) Speed 40 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' Saving Throws Dex +7, Wis +6, Cha +10 Skills Deception +10, Insight +6, Persuasion +10, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold Damage Vulnerabilities fire Senses darkvision 60 ft.; passive Perception 12 Languages Sylvan, Titan Speech Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Aura of Spite . The rime witch gains a bonus to their armor class equal to their Charisma bonus (already factored into their statistics). However, all undead under their control gain the same bonus, as well as the rime witch\xe2\x80\x99s damage resistances, damage immunities, and damage vulnerabilities. \n'b' Despairing Visions . Three times per day, a rime witch may infuse despair and sorrowful longing into one illusion spell they cast against a single creature. If the target fails its save against this spell, it takes a level of exhaustion in addition to the spell\xe2\x80\x99s other effects. If the spell has no saving throw, the creature must make a DC 16 Wisdom save when it perceives the illusion, suffering two levels of exhaustion on a failure. A creature that dies from this exhaustion rises 24 hours later as an undead servant of the rime witch, as the animate dead spell. \n'b' Spellcasting . The rime witch is a 10th-level spellcaster. Their spellcasting ability is Charisma (Spell save DC 18, +10 to hit with spell attacks). The rime witch has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , mage hand , mending , prestidigitation , ray of frost \n'b' 1st level (4 slots) : disguise self , magic missile , silent image \n'b' 2nd level (3 slots) : alter self , invisibility , mirror image \n'b' 3rd level (3 slots) : animate dead , major image \n'b' 4th level (3 slots) : hallucinatory terrain , phantasmal killer \n'b' 5th level (2 slots) : dream \n'b'\n'b' Trackless Step . With just a thought, the rime witch removes any marks of its passage. All attempts to track the rime witch with Wisdom ( Survival ) checks are made at disadvantage. \n'b'\n'b' Actions \n'b'\n'b' Short Sword . Melee Weapon Attack : +7+ to hit, reach 5 ft, one target. Hit : 7 (1d6 + 3) slashing damage. \n'b'\n'b' About \n'b' A rime witch without her illusions in place appears as a beautiful woman with platinum blond hair and skin of flawless, frosty porcelain.\xc2\xa0They wander the frigid wastes and visit woe upon any who cross their path, cloaked in illusions: a wary, lost traveler in a snowstorm seeking succor or shelter; a mother ranging the wilderness, seeking a lost child; a druid battered by a wild beast, barely holding on to life. The rime witch knows many ploys to draw a victim close. \n'b' They insinuate themselves into the lives of their victims. \n'b' Once within their confidence, the rime witch uses her illusions to whittle away at the target\xe2\x80\x99s mind over the course of days. Her illusions draw out their delicious terror and suffering. When they have nothing left to give, the drained victim dies, but rises the next day as an undead trophy for the rime witch to appreciate until she grows bored and discards the remains to seek new prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rime Worm, Adult \n'b' Family: Rime Worm \n'b' Large elemental , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., swim 30 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 6 (-2) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities cold Senses darkvision 120 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The rime worm can breathe air and water. \n'b' Icy Body . A creature that touches the rime worm or hits it with a melee attack while within 5 feet of it takes 4 (1d8) cold damage. \n'b' Snow Camouflage . The rime worm has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. \n'b' Snow Stride . The rime worm can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn\xe2\x80\x99t cost it extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rime worm makes two Rime Tendril attacks. It can replace one attack with a use of Freeze Prey. \n'b' Rime Tendril . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature and the rime worm doesn\xe2\x80\x99t have another creature grappled . \n'b' Freeze Prey . One creature grappled by the rime worm must succeed on a DC 15 Constitution saving throw or be petrified in ice 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. A petrified creature that takes fire damage has advantage on the saving throw. \n'b' Black Ice Spray (Recharge 5\xe2\x80\x936) . The rime worm sprays slivers of ice in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. The area then becomes icy, difficult terrain for 1 minute. \n'b'\n'b' ABOUT \n'b' The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth. \n'b' Ice Burrowers . The rime worm\xe2\x80\x99s tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. \n'b' Spray Black Ice . The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rime Worm, Grub \n'b' Family: Rime Worm \n'b' Medium elemental , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., swim 30 ft., burrow 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances cold Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The rime worm grub can breathe air and water. \n'b' Ravenous Larva . The rime worm grub can make an opportunity attack against any creature that leaves its reach, even if the creature takes the Disengage action. In addition, it has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Snow Camouflage . As the rime worm. \n'b' Snow Stride . As the rime worm. \n'b'\n'b' ACTIONS \n'b'\n'b' Rime Tendril . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) cold damage. \n'b'\n'b' ABOUT \n'b' The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth. \n'b' Ice Burrowers . The rime worm\xe2\x80\x99s tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. \n'b' Spray Black Ice . The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baleful Miasma \n'b' Medium elemental , neutral evil \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 6 (\xe2\x80\x932) WIS: 11 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Air Form . The baleful miasma can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Asphyxiate . If a creature that breathes air starts its turn in the baleful miasma\xe2\x80\x99s space, it must succeed on a DC 12 Constitution saving throw or begin suffocating as its lungs fill with the poisonous air emitted by the miasma. The suffocation lasts until the creature ends its turn in a space not occupied by the baleful miasma or the baleful miasma dies. When the suffocation ends, the creature is poisoned until the end of its next turn. \n'b' Elemental Nature . The baleful miasma doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The baleful miasma makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Swift Advance . If a creature in the same space as the baleful miasma moves, the miasma can move up to its speed with the creature. This movement doesn\xe2\x80\x99t provoke opportunity attacks, but the miasma must move in the same spaces the creature moved, ending in the creature\xe2\x80\x99s space or the space nearest to the creature. \n'b'\n'b' ABOUT \n'b' A dark form floats in the air, looking like a ragged shroud of smoke. Dull red points of light glow like eyes beneath a deep cowl. \n'b' Air elementals are sometimes stranded in toxic areas, unable to return to the pure atmosphere of their home on the Elemental Plane of Air. Over time, these elementals become weakened and corrupted, forming hateful masses of poisonous fumes that seek to envelop and smother living creatures they come upon. These corrupted air elementals are known as baleful miasmas. \n'b' Hatred of Air Elementals . Baleful miasmas hate reminders of their past forms. \n'b' Baleful miasmas attack air elementals in preference to other targets, and if a baleful miasma kills an air elemental, the air elemental reforms as a new baleful miasma. \n'b' Mistaken for Undead . Because of its dark, smoky form, a baleful miasma can be mistaken for a wraith, ghost, or other type of incorporeal undead. This sort of misidentification can be deadly, as adventurers may waste precious time using attacks and spells advantageous in a fight against undead but useless against this corrupted elemental.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rimefrost Goat \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 119 (14d10+42) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 28 (4d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Sure-Footed . The goat 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 : 17 (2d12 + 4) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ring Servant \n'b' The head, arms, and torso of this massive figure are composed of metal plates surrounding a core of glowing energy. The whole resembles a vaguely humanoid figure with two metal rings inscribed with glowing runes encircling its fists. \n'b' Large construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Wisdom +4 Skills Athletics +8, Perception +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned Senses darkvision 60 ft., passive Perception 14 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Construct Nature . A ring servant doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The ring servant is immune to any spell or effect that would alter its form. \n'b' Magic Weapons . The ring servant\xe2\x80\x99s slam attacks are magical. \n'b' Actions \n'b' Multiattack . The ring servant makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Ring of Destruction (Recharge 5-6) . The ring servant discharges a spinning ring of magical energy. Each creature within 20 feet of the servant must make a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Ring servants are mighty constructs created by ring magic. Though large in stature, they are deceptively light due to their form being composed of energy. A ring servant stands 10 feet tall and weighs 300 pounds. \n'b' Fleeting Form . Ring servants are temporary beings, brought into existence by transmuting two simple metal rings into the weapons that surmount the creature\xe2\x80\x99s fists. These rings serve as the catalyst that generates the rest of the creature\xe2\x80\x99s form. Ring servants aren\xe2\x80\x99t mindless. \n'b' They understand the fleeting span of their existence and don\xe2\x80\x99t rebel against it. Exceptions exists, where powerful ring wardens work tirelessly to imbue a ring servant with permanent existence. Such an enduring transformation is rare, however, and the resulting creature may have difficulty coming to terms with lingering in the world.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Death \n'b' Large undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 152 (16d10 + 64) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 18 (+4) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +9, Intelligence +10, Wisdom +10, Charisma +10 Skills History +15, Deception +10, Insight +10, Perception +10, Persuasion +10 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , incapacitated, paralyzed , petrified , poisoned , prone , restrained , unconscious Senses truesight 240 ft., passive Perception 20 Languages all, telepathy 240 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . Death 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' Inevitable . Death always goes last in any combat round and always hits, regardless of the target. \n'b'\n'b' Actions \n'b'\n'b' Reaping . Death touches one creature within 5 feet of it. If the creature is not undead or a construct, the target takes 21 (6d6) psychic damage and must make a DC 20 Constitution saving throw. On a failure, the creature\xe2\x80\x99s hit point maximum is reduced by an amount equal to the psychic 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' The Sound of Inevitability (1/day) . Death comes for everyone within 30 feet of it. All creatures other than constructs and undead must succeed on a DC 20 Constitution saving throw. On a failure, a creature drops to 0 hit points . On a success, a creature takes 35 (10d6) psychic damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ringkeeper \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 4 (-3) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened Senses blindsight 10 ft., passive Perception 10 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the ringkeeper remains motionless, it is indistinguishable from a normal giant mushroom. \n'b' Mask of the Fey Wild . The ringkeeper can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 1) piercing damage. \n'b' Spore Cloud (Recharges atier a Short or Long Rest) . The ringkeeper creates a 20-foot-radius sphere of spore dust centered on itself. The spore cloud lingers around the ringkeeper. If the ringkeeper moves, the sphere moves with it. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b'\n'b' ABOUT \n'b' Ringkeepers are fungal fey with stout mushroomlike bodies. The most mischievous of the Greenkeeper\xe2\x80\x99s creations, ringkeepers make games out of disorienting travelers and tricking them into wandering through the veil into the Fey Wild. \n'b' Though these fey are more playful than they are malicious, they rarely notice when their games go too far. There is a good deal of contention between fern wolves and ringkeepers, as the wolf-like fey have taken it upon themselves to guard the borders of the Fey Wild, and the ringkeepers make games of bringing outsiders into the Wilds to delight in their confusion and fear. \n'b' Fairy Rings . The ringkeepers are the caretakers of the fairy rings, circles of wildflowers or mushrooms that form passages to the Fey Wild. The magic of a fairy ring will draw any creatures that step through it into the Fey Wild, a fact that is paramount to the fungal fey\xe2\x80\x99s favorite game. When creatures approach a fairy ring, a ringkeeper will try to trick them into going through the fairy ring to be lost forever in the Fey Wild. Despite their love of these games, ringkeepers take their jobs as caretakers very seriously, and will defend their rings with ferocity against those who would do the Wild harm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Riptide Horror \n'b' Medium monstrosity , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d8 + 50) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 20 (+5) INT: 8 (-1) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Amphibious . The riptide horror can breathe air and water. \n'b' Spider Climb . The riptide horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The riptide horror makes six attacks: three with its tentacles plus three bites. \n'b' Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained , and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. While the target is poisoned , it is paralyzed . The riptide horror can have up to 6 creatures grappled with its six tentacles. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' About \n'b' This vile, grayish-tan tubeworm is longer than a man. It has six eyeless heads, and each mouth is lined with inward-curving, serrated teeth. Six long grayish-tan tentacles protrude from the middle of its body. \n'b' The terrifying riptide horror is a giant, sightless tubeworm found in sea caves or deep within desolate marshes. They are carnivorous creatures and have a voracious appetite that is only sated with meat, preferably that of warm-blooded humanoids or reptiles. \n'b' Opportunistic ambush hunters, riptide horrors wait for prey to come to them. They can go several weeks without eating, and sometimes do, but if a meal is readily available, the horror does not hesitate to kill and devour it. Such a meal is placed in a \xe2\x80\x9creserve\xe2\x80\x9d stomach-like sac. When the food supply is low, the riptide horror delves into its reserve and draws sustenance from the stored food. \n'b' Riptide horrors mate once a year, usually in flooded sea caves. The female crawls into the male\xe2\x80\x99s lair and deposits a sticky, greenish-tan mass of eggs on the wall of the cave. The male fertilizes the eggs, and in 4 months, the eggs begin to hatch. Juveniles are excellent swimmers and leave the cave as soon as they hatch. As a riptide horror ages, its body secretes a substance that forms a shell-like carapace on its dorsal side. \n'b' Riptide horrors prefer to attack from ambush; sitting unmoving until potential prey moves within range. Often, they use their Spider Climb ability to cling to sea cave walls where their unsuspecting prey walks underneath them. Once prey wanders too close, the riptide horror lashes out with its tentacles and attempts to grab its meal. Grabbed foes are subjected to its paralytic poison and are bitten by its razor-sharp teeth.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Risen Reaver \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (studded leather) Hit Points 168 (16d10 + 80) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 20 (+5) INT: 9 (-1) WIS: 7 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Perception +1 Senses darkvision 120 ft., passive perception 11 Languages the languages it knew in life Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The risen reaver can pinpoint the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Undead Nature . The risen reaver doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The risen reaver makes three Bladed Fist attacks. \n'b' Bladed Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Skitter . The risen reaver takes the Dash action. \n'b'\n'b' REACTIONS \n'b'\n'b' Infused Arsenal . When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn\xe2\x80\x99t being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a DC 15 Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 (1d4) damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours. \n'b'\n'b' ABOUT \n'b' A body that might once have been human now has four legs and nightmarishly long, thick arms. What\xe2\x80\x99s worse, its skin has been flayed off, revealing the dead muscle and sinew beneath. \n'b' Spirt of War . The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms.\xc2\xa0In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. \n'b' Absorb Weapons . When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, while others become part of the risen reaver\xe2\x80\x99s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. \n'b' Battle Mad . Risen reavers are battle-maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'River Spirit \n'b' Medium fey , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Perception +6, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t cold iron Condition Immunities grappled , restrained Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan, Umbral Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bridge Defender . When the river spirit hits a creature with an opportunity attack , the target\xe2\x80\x99s speed becomes 0 until the beginning of the target\xe2\x80\x99s next turn. In addition, a river spirit can make an opportunity attack against a creature even if they take the Disengage action before leaving their reach. \n'b' Duty Bound . The river spirit cannot willingly travel more than 300 feet away from the bridge or other location to which they are bound. If the river spirit if forcibly taken beyond this range, they burst into a spray of mist and instantly reappear, standing atop their bridge. If a river spirit is slain, they disappear for 24 hours and then reappear atop their bridge with full hit points . \n'b' Stepping-stones . Wherever the river spirit steps, a solid stepping-stone made of water appears. A river spirit can move in this manner in any direction as if they were flying. The stepping-stones created by the river spirit cannot support the weight of any other creatures, just the river spirit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The river spirit makes two Longsword attacks. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Liquid Lash . Ranged Spell Attack : +5 to hit, range 30/120 ft., one target. Hit : 9 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be pulled 25 feet closer to the river spirit. \n'b'\n'b' ABOUT \n'b' A charming grey cobblestone bridge arches over a stream of black brackish water. Crawling up and over the sides of the bridge, tendrils of thick black water coalesce into a helmed warrior bearing a sword\xe2\x80\x94which it points toward you, as if daring you to use the bridge. \n'b' River spirits are fey guardians that defend bridges and other crossing points over bodies of water. \n'b' Stubborn Guardians . River spirits are called into existence by the magic between water and shore, and they often appear quite suddenly, claiming a crossing point without any warning. Some river spirits allow travelers to pass over their bridges freely, but possessive or ornery spirits might bring all crossing to a complete standstill with challenges or demands. Since river spirits cannot truly die once they have bound themselves to a bridge, getting them to leave inevitably requires negotiation or powerful banishing magic. \n'b' Unwavering Loyalty . While river spirits are difficult to reason with, particularly patient or persuasive creatures can forge a friendly bond with them. River spirits may adjust their demands or even agree to guard different crossing points at the request of such a friend. Those who forge such a relationship gain their unwavering loyalty, and such a stout guardian may defend a location often long after the instigating creature has died. Fey bards often name and know of particular river spirits.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roach-Man \n'b' Medium monstrosity (coprophagi), chaotic neutral \n'b' Armor Class 16 (natural) Hit Points 75 (10d8 + 30) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages Common, Coprophagi, Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Extreme Resilience . Roachfolk are immune to all non-magical diseases and has advantage on saving throws against poisons. Additionally, roachfolk are not subject to the exhaustion effects of temperature extremes. \n'b' Four-Armed . Roachfolk possess two middle limbs and two smaller upper limbs. As a bonus action, when it makes a successful melee attack against a target, a roachfolk can attempt to grapple its foe. \n'b' Sneak Attack (1/turn) . Roachfolk deal an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn\xc2\x92t incapacitated and the roachfolk doesn\xc2\x92t have disadvantage on the attack roll. \n'b' Spider Climb . Roachfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sure-footed . Roachfolk is able to use its extra limbs to assist with balance. It has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Winged . Roachfolk has undersized wings tucked beneath its back carapace. It gains a fly speed of 40 feet but is not able to hover. It must land at the end of any round in which it flies or fall, taking 1d6 bludgeoning damage for every 10 feet it falls. \n'b' Actions \n'b' Multiattack . A roachfolk makes three attacks: two with its claws and one with its bite. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roachling Lord \n'b' Family: Roachling \n'b' Small humanoid (roachling), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 63 (14d6 + 14) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +3 Skills Acrobatics +5, Stealth +7 Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hardy . As the roachling skirmisher. \n'b' Unpleasant Scent . As the roachling skirmisher. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The roachling lord makes two Begrimed Shortsword or Begrimed Dart attacks. \n'b' Begrimed Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Begrimed Dart . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. \n'b'\n'b' ABOUT \n'b' The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. \n'b' Atop those features is an incongruously humanlike face. \n'b' Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. \n'b' Due to their natural resilience against disease, roachlings are comfortable with filth. \xe2\x80\x9cGood hygiene\xe2\x80\x9d is a foreign concept. This leaves most humanoids repulsed by the roachlings\xe2\x80\x99 smell. \n'b' Clever Combatants . Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics. \n'b' Cautious and Family-Oriented . Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most. \n'b' Fused Carapace . Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roachling Scout \n'b' Family: Roachling \n'b' Small humanoid (roachling), chaotic neutral \n'b' Armor Class 14 Hit Points 63 (14d6 + 14) Speed 25 ft., climb 15 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +3 Skills Acrobatics +6, Perception +6, Stealth +6, Survival +6 Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 16 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The roachling scout has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Resistant . The roachling scout has advantage on Constitution saving throws. \n'b' Stealthy Traveler . The roachling scout can move stealthily while traveling at a normal pace. \n'b' Unlovely . The roachling scout has disadvantage on Charisma ( Performance ) and Charisma ( Persuasion ) checks in interactions with non-roachlings. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The roachling scout makes two begrimed shortsword attacks or two begrimed dart attacks. \n'b' Begrimed Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Begrimed Dart . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' ABOUT \n'b' With carapace dulled and with antennae sharp, a roaching scout scuttles quietly through shadow and along walls, always evading notice while observing all around it. Their speed and stealth combine to cover a lot of territory. \n'b' Nose for Sugar . Roachling scouts hunt down and retrieve food and other goods their people have trouble attaining due to their appearance and social station. Scouts have an uncanny knack for locating sugar, which is a vital ingredient in a roachling\xe2\x80\x99s diet. Their climbing ability and size also make roachling scouts excellent spies. \n'b' Watchers . While most roachling scouts are sent to search and find, they are also excellent at watching and waiting. Some cults of Akyishigal or Arbeyach employ them as lookouts and informants. \n'b' Prone to Distraction . Roachling scouts can be easy to lead astray with a new scent, a delectable bit of rotting fruit, or a mysterious tune. Their curiosity is their greatest weakness.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roachling Servitor \n'b' Family: Roachling \n'b' Small humanoid (roachling), chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d6) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 9 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +2 Skills Acrobatics +4, Stealth +6 Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 9 Languages Abyssal, Common Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Resistant . The roachling has advantage on Constitution saving throws. \n'b' Unlovely . The roachling has disadvantage on Charisma ( Performance and Persuasion ) checks made against non-roachlings. \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Dart . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Baleful Void \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 195 (26d8 + 78) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 17 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive perception 12 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The baleful void 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' Specter Servants . The baleful void\xc2\x92s Life Drain and Create Specter abilities can both create specters under the wraith\xe2\x80\x99s control. The baleful void can have no more than 11 total specters under its control at a time. \n'b' Sunlight Sensitivity . While in sunlight, the baleful void has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 36 (8d8) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. If a creature is slain by this attack , its spirit rises on the next turn as a traversing specter\xc2\xa0in the space of its corpse, or in the nearest unoccupied space. The specter is under the baleful void\xc2\x92s control. \n'b' Create Specter . The baleful void targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target\xe2\x80\x99s spirit rises as a traversing specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the baleful void\xe2\x80\x99s control.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roachling Skirmisher \n'b' Family: Roachling \n'b' Small humanoid (roachling), chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 21 (6d6) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +2 Skills Acrobatics +4, Stealth +6 Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 9 Languages Common Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hardy . The roachling is immune to diseases and has advantage on Constitution saving throws. \n'b' Unpleasant Scent . The roachling has disadvantage on Wisdom ( Animal Handling ) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Dart . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. \n'b' Atop those features is an incongruously humanlike face. \n'b' Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. \n'b' Due to their natural resilience against disease, roachlings are comfortable with filth. \xe2\x80\x9cGood hygiene\xe2\x80\x9d is a foreign concept. This leaves most humanoids repulsed by the roachlings\xe2\x80\x99 smell. \n'b' Clever Combatants . Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics. \n'b' Cautious and Family-Oriented . Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most. \n'b' Fused Carapace . Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Death Barque \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 198 (12d20 + 72) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 23 (+6) INT: 8 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +10, Wis +6 Skills Perception +6, Stealth +7 Damage Resistances psychic Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Darakhul, Deep Speech Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Immutable Form . The death barque is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The death barque has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The death barque deals double damage to objects and structures. \n'b' Turn Resistance . The death barque has advantage on saving throws against any effect that turns undead. \n'b' Actions \n'b' Multiattack . The death barque makes three attacks: one with its bite and two with its tail smash. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Tail Smash . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Shrapnel Burst . The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Necrotic Breath (Recharge 5-6) . The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The first bone colossus was deployed in anger where it proved decisive in bringing a siege to a rapid and favorable conclusion for the undead armies. \n'b' The darakhul have long practiced necromancy, using the corpses and bones of Underworld denizens to create new undead servants and devise powerful war machines to aid in their conquest of the subterranean lands.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roachling Soldier \n'b' Family: Roachling \n'b' Small humanoid (roachling), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 63 (14d6 + 14) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +3 Skills Acrobatics +5, Stealth +7 Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 10 Languages Abyssal, Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Resistant . The roachling has advantage on Constitution saving throws. \n'b' Unlovely . The roachling has disadvantage on Charisma ( Performance and Persuasion ) checks made against nonroachlings. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The roachling soldier makes two attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Dart . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robber \n'b' Medium undead , any non-good \n'b' Armor Class 12 \n'b' Hit Points Crony \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 \n'b' Languages Terran \n'b' Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Pistol Whip . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Pistol . Ranged Weapon Attack : +3 to hit, range 30/90 ft., one target. Hit : + (1d10+1) piercing damage \n'b'\n'b' ABOUT \n'b' A robber is one of the most common types of crooks. Whether it\xe2\x80\x99s a bank, store, or a mugging in an ally. The robber always has a straightforward goal. To steal money or valuable items from another person or location. Being at the bottom of the totem pole means they often end up as cronies of more dangerous criminals. The few loyal ones may even get a few new gadgets or weapons.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robobeast, Coilsnake \n'b' Family: Robobeast \n'b' Tiny construct (robobeast), unaligned \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d4 + 8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages understands one language of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the coilsnake remains motionless, it is indistinguishable from a piece of jewelry. \n'b' Magic Resistance . The coilsnake has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Metal Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage and the coilsnake attaches to the target. If the target is Small or smaller, the target is also restrained while the coilsnake is attached in this way. While attached to the target, the coilsnake can attack no other creature except the target but has advantage on its attack rolls and it can use its bonus action to make one metal bite attack against the target. The coilsnake\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 coilsnake by making a successful DC l2 Strength check as an action. On its turn, the coilsnake can detach itself from the target by using 5 feet of movement. \n'b'\n'b' ABOUT \n'b' Originally conceived as customizable jewelry gifts that Sporkus could offer to his lady friends, coilsnakes proved to be too unruly and kept slithering away from jewelry boxes when nobody was looking. \n'b' Coilsnakes have an innate fashion sense and are capable of transforming into fancy bracelets, anklets, necklaces, or belts, and they might do so for a while for people they trust. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a coilsnake for their familiar. \n'b' Crafting Coilsnakes . At the gamemaster\xe2\x80\x99s discretion, player characters who are proficient in the Arcana skill or with Smith\xe2\x80\x99s Tools or Tinker\xe2\x80\x99s Tools and have obtained the coilsnake schematic can create a coilsnake by spending time and materials comparable to creating an uncommon magic item. \n'b' In his quest to unlock the secrets of creating artificial life, the technognome demigod of invention Sporkus crafted several mechanical animals and imbued them with arcane energies. After eons of tinkering, Sporkus and his countless lab assistants managed to bestow a spark of sentience upon these robobeasts. Elated, Sporkus quickly shared the secrets of their creation with other artificers, but soon after the robobeasts began multiplying and evolving on their own, surprising the demigod of invention. Since then, several types of robobeasts have emerged, many of them slipping away from the influence of technognomes. \n'b' Today, robobeasts are created by other robobeasts, or by master artificers who have either copied the form and function of live robobeasts or have studied and improved upon the original designs by Sporkus. \n'b' Assisted Evolution . Each robobeast has the schematics of its own design, and sometimes the schematics of other robobeasts, in its arcanomechanical brain. Given enough time and resources, a robobeast can create a new robobeast, often adding tiny changes, which drive the evolution of these unusual creatures. These changes represent small upgrades or defects that make each robobeast unique. \n'b' Crafting Robobeasts . At the gamemaster\xe2\x80\x99s discretion, player characters might be able to find or create schematics that allow them to craft robobeasts. One way to obtain such schematics is for player characters to access them from a robobeast\xe2\x80\x99s brain, either by befriending the robobeast or by force. Each robobeast\xe2\x80\x99s description includes crafting time and cost equivalents using the rules for creating magic items. \n'b' Constructed Critters . A robobeast doesn\xe2\x80\x99t require air, food, drink, or sleep . If the mending spell is cast on a robobeast, it regains 2d6 hit points . \n'b' Upgrades and Defects \n'b' At the gamemaster\xe2\x80\x99s discretion, when a robobeast is created, or when some artificer tinkers extensively with it, it might acquire a small change in the form of one of the following upgrades or defects added to its stat block. \n'b' A single upgrade or defect does not affect the robobeast\xe2\x80\x99s challenge rating. A robobeast\xe2\x80\x99s challenge rating increases by 1 for every two upgrades it has and decreases by 1 for every two defects it has. \n'b' Upgrades and defects may be changed or removed with sufficient tinkering, at the gamemaster\xe2\x80\x99s discretion. \n'b' Robobeast Upgrades \n'b'\n'b' d10 \n'b' Upgrade \n'b'\n'b' 1 \n'b' Vocalizer . The robobeast can speak the language it knows. \n'b'\n'b' 2 \n'b' Solar-Powered Self-Repair . The robobeast regains 1d4 hit points when it starts its turn in sunlight and it has at least 1 hit point. \n'b'\n'b' 3 \n'b' Reinforced Frame . Any critical hit against the robobeast becomes a normal hit. \n'b'\n'b' 4 \n'b' Warning System . The robobeast has advantage on initiative rolls and can\xe2\x80\x99t be surprised unless it\xe2\x80\x99s incapacitated . \n'b'\n'b' 5 \n'b' Cunning Subroutines . The robobeast can take the Dash , Disengage , or Hide action as a bonus action. \n'b'\n'b' 6 \n'b' Overclockwork . On its turn, the robobeast can take one additional action on top of its regular action and a possible bonus action. Once the robobeast uses this trait, it must finish a short or long rest before it can use it again. \n'b'\n'b' 7 \n'b' Heat Sensors . The robobeast gains blindsight out to 10 feet. If it already has blindsight, this upgrade increases its range by 10 feet. \n'b'\n'b' 8 \n'b' Knowledge Matrix . The robobeast gains proficiency in one skill of the gamemaster\xe2\x80\x99s choice. \n'b'\n'b' 9 \n'b' Planar Positioning System . The robobeast can use an action to learn which way is north, and how high it is flying or how deep it is underground or underwater. \n'b'\n'b' 10 \n'b' Arcane Core . The robobeast can cast one cantrip of the gamemaster\xe2\x80\x99s choice at will. Its spellcasting ability modifier is +0 and its proficiency bonus does apply for that cantrip. \n'b'\n'b' Robobeast Defects \n'b'\n'b' d10 \n'b' Defect \n'b'\n'b' 1 \n'b' Whirring Gizmos . The robobeast constantly emits various noises and has disadvantage on Dexterity ( Stealth ) checks. \n'b'\n'b' 2 \n'b' Nonwaterproof . The robobeast is incapacitated when fully immersed in water. \n'b'\n'b' 3 \n'b' Reboot Loop . Any critical hit against the robobeast causes it to become stunned until the start of its next turn. \n'b'\n'b' 4 \n'b' Latency Issues . The robobeast has disadvantage on initiative rolls. \n'b'\n'b' 5 \n'b' Backdoor Vulnerability . The robobeast loses its immunity to being charmed or frightened , has disadvantage on saving throws against being charmed or frightened , and its magic resistance does not work against effects that would cause it to be charmed or frightened . \n'b'\n'b' 6 \n'b' Underclockwork . The robobeast can\xe2\x80\x99t use reactions . On its turn, it can use either an action or a bonus action, not both. \n'b'\n'b' 7 \n'b' Low-Grade Optics . The robobeast loses its darkvision . If it didn\xe2\x80\x99t originally have darkvision , this defect lowers the robobeast\xe2\x80\x99s wisdom score by 1. \n'b'\n'b' 8 \n'b' Rusty Armor . The robobeast loses its resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. \n'b'\n'b' 9 \n'b' Buggy Scanners . The robobeast has disadvantage on all Wisdom ( Perception ) checks. \n'b'\n'b' 10 \n'b' Haunted Circuits . A ghost (CR 4) is haunting the robobeast\xe2\x80\x99s circuits, giving it disadvantage on all ability checks and saving throws. The ghost can be turned or forced out by an effect like the dispel evil and good spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robobeast, Robohawk \n'b' Family: Robobeast \n'b' Tiny construct (robobeast), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 18 (4d4 + 8) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 14 Languages understands one language of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The robohawk has advantage on saving throws against spells and other magical effects. \n'b' Flyby . The robohawk doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Superior Keen Sight . The robohawk has advantage on Wisdom ( Perception ) checks that rely on sight. In conditions of clear visibility, the robohawk can make out details of even extremely distant creatures and objects as small as 2 feet across. \n'b'\n'b' ACTIONS \n'b'\n'b' Metal Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. If the robohawk is flying and dived at least 30 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) slashing damage. \n'b' Deep Scan (3/day) . The robohawk initiates a deep scan. For 1 minute, it can see invisible creatures and objects as if they were visible while they are within 30 feet of the robohawk and within its line of sight. \n'b'\n'b' ABOUT \n'b' Robohawks are avian robobeasts with advanced scanning routines and powerful talons. Originally created to serve as sentries at Sporkus\xe2\x80\x99 secluded mansions, robohawks were supposed to warn the demigod of invention in case his wife or family members approached. Yet the robohawks refused to be treated like tools to enable Sporkus\xe2\x80\x99 shenanigans and eventually just flew away. \n'b' Robohawks value independence and will typically refuse to serve a master who doesn\xe2\x80\x99t treat them with respect and dignity. However, they are loyal and remarkably protective towards those they consider friends. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a robohawk for their familiar. \n'b' Crafting Robohawks . At the gamemaster\xe2\x80\x99s discretion, player characters who are proficient in the Arcana skill or with Smith\xe2\x80\x99s Tools or Tinker\xe2\x80\x99s Tools and have obtained the robohawk schematic can create a robohawk by spending time and materials comparable to creating an uncommon magic item.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robobeast, Roboturtle \n'b' Family: Robobeast \n'b' Tiny construct (robobeast), unaligned \n'b' Armor Class 15 (natural armor) Hit Points 34 (4d4 + 24) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 8 (-1) CON: 23 (+6) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands one language of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Exceptional Carrying Capacity .The roboturtle can carry up to 500 pounds on its back without being encumbered. If more weight is placed on its back, the roboturtle falls prone and its speed drops to 0. \n'b' Magic Resistance . The roboturtle has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Metal Snap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Defensive Transformation . The roboturtle 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' Originally conceived as obedient amphibious haulers, roboturtles have strong armor, an outstanding carrying capacity, and a powerful bite. Most roborturtles love carrying heavy loads around, but they will only do so if they feel like it, as they don\xe2\x80\x99t take well to commands from people they don\xe2\x80\x99t trust. Rarely, a roboturtle will appreciate being carried by a friend to briefly recalibrate its systems and feel loved. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a roboturtle for their familiar. \n'b' Crafting Roboturtles . At the gamemaster\xe2\x80\x99s discretion, player characters who are proficient in the Arcana skill or with Smith\xe2\x80\x99s Tools or Tinker\xe2\x80\x99s Tools and have obtained the roboturtle schematic can create a roboturtle by spending time and materials comparable to creating an uncommon magic item. \n'b' Variant \n'b' At the gamemaster\xe2\x80\x99s discretion, a version of the roboturtle so large it can carry other creatures inside its shell may be found. \n'b' The roboturtle leviathan uses the roboturtle stat block but is a gargantuan construct with 231 (14d20 + 84) hit points , 20 AC, and a challenge rating of 10 (5,900 XP); has a Strength score of 30 and a proficiency bonus of +4; has +5 Perception and 15 passive Perception ; and it can carry up to 100,000 pounds with its exceptional carrying capacity trait. \n'b' The roboturtle leviathan gains the following additional trait: \n'b'\n'b' Life Support Compartment . The roboturtle leviathan has an airtight and watertight compartment in its shell that can fit ten Large or smaller creatures. The compartment provides creatures inside it with unlimited breathing air unless the roboturtle leviathan is incapacitated . A creature can use its action to enter or exit the compartment as long as the robortutle leviathan allows it. \n'b'\n'b' The roboturtle\xe2\x80\x99s metal snap attack is replaced by the following action: \n'b'\n'b' Leviathan Snap . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a Large or smaller creature and the roboturtle leviathan wishes to swallow it, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature appears prone in the leviathan\xe2\x80\x99s life support compartment. The roboturtle leviathan can swallow willing creatures without dealing damage to them. \n'b'\n'b' Crafting a roboturtle leviathan is a task comparable to creating a legendary magic item.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roobot \n'b' Family: Robobeast \n'b' Medium construct (robobeast), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d6 + 24) Speed 45 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands one language of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The roobot has advantage on saving throws against spells and other magical effects. \n'b' Marsupium of Holding . The roobot\xe2\x80\x99s pouch functions as a bag of holding . \n'b' Standing Leap . The roobot\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The roobot makes one metal kick and one metal punch attack . \n'b' Metal Kick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Metal Punch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Also known as kangaroobots and roboroos, roobots were originally designed to be mobile toolboxes that can follow technognome artificers wherever they go. However, most roobots quickly became too independent to just do what they\xe2\x80\x99re told, and their eagerness to keep moving made them even less suitable for their original purpose. \n'b' Roobots often travel in groups of ten or more. Such a group is known as a mob of roobots. Curious roobots might leave their mob after a while and seek out new friends, especially those who look like they might go on interesting adventures. \n'b' A lone roobot might try to befriend adventurers either by impressing them with its jumping prowess or by being generally helpful. \n'b' A friendly roobot will gladly use its marsupium of holding to carry around equipment or even its friends if they can survive without breathing. Daring and confident, a roobot will not hesitate to get into a fight with an enemy it thinks it can defeat, but it will swiftly jump away to safety if the enemy appears to be too strong. \n'b' Marsupium of Holding Contents . At the gamemaster\xe2\x80\x99s discretion, a roobot could be carrying something interesting in its marsupium of holding when player characters find it. \n'b' Some possible contents include a few trinkets, a common magic item, random potions, a cask of finely aged wine, digging tools and a treasure map, or a tiny roobot baby and the parts needed to build it into an adult roobot. \n'b' Crafting Roobots . At the gamemaster\xe2\x80\x99s discretion player characters who are proficient in the Arcana skill or with Smith\xe2\x80\x99s Tools or Tinker\xe2\x80\x99s Tools and have obtained the roobot schematic can create a roobot by spending time and materials comparable to creating a rare magic item.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spikey \n'b' Family: Robobeast \n'b' Tiny construct (robobeast), unaligned \n'b' Armor Class 13 (16 in spiky ball form) (natural armor) Hit Points 22 (4d4 + 12) Speed 20 ft. (40 ft. in spiky ball form), burrow 5 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone (spiky ball form only) Senses darkvision 60 ft., passive Perception 13 Languages understands one language of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Spikey has advantage on saving throws against spells and other magical effects. \n'b' Spiky Defense (Spiky Ball Form Only) . A creature that touches Spikey or hits it with a melee attack takes 7 (2d6) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Metal Bite (Hedgehog Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Spiky Charge (Spiky Ball Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage, If Spiky moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 14 (4d6) piercing damage and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Transform . Spikey transforms into its spiky ball form or back into its hedgehog form. its statistics, other than its speed, AC, and immunity to the prone condition are the same in each form. Spikey reverts to its hedgehog form if it dies. \n'b'\n'b' ABOUT \n'b' Originally crafted as a pet for Sporkus\xe2\x80\x99 children, the first Spikey was tossed aside and forgotten when the demigod\xe2\x80\x99s children received a batch of shiny new toys. \n'b' Saddened, the first Spikey set out on its own, determined to make new friends, a feat it achieved in the literal sense when it built another Spikey, which built another Spikey. The process continued for a while, and now there are numerous Spikeys rolling around and having fun with their friends! \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a spikey for their familiar. \n'b' Crafting Spikeys . At the gamemaster\xe2\x80\x99s discretion player characters who are proficient in the Arcana skill or with Smith\xe2\x80\x99s Tools or Tinker\xe2\x80\x99s Tools and have obtained the Spikey schematic can create a Spikey by spending time and materials comparable to creating an uncommon magic item.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robodragon \n'b' Huge construct , chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 337 (27d12+162) Speed 80 ft., fly 200 ft.\n'b' STATS STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 23 (+6) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9 Skills Deception +11, Intimidation +11, Investigation +13, Perception +16, Stealth +13, Survival +9 Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, slashing Damage Immunities necrotic, psychic Condition Immunities charmed , exhaustion , paralyzed , petrified , poisoned , stunned Senses blindsight 200 ft., darkvision 400 ft., truesight 30 ft., passive Perception 26 Languages all (translator) Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Explosive Demise . When the robodragon is reduced to 0 hit points , 1d4 rounds later it explodes in a ball of plasma that engulfs everything in a 100-foot-radius. Each creature in the area makes a DC 21 Dexterity saving throw, taking 52 (15d6) electricity and 52 (15d6) fire damage on a failed save, or half as much on a successful one. \n'b' Innate Spellcasting . The robodragon\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 6/day each : detect magic , haste , locate creature , locate object , major image , mirror image \n'b'\n'b' Flyby . The robodragon doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Legendary Resistance (3/Day) . If the robodragon fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The robodragon\xe2\x80\x99s weapon attacks are magical. \n'b' Machine Savant . The robodragon has advantage on checks made relating to technology. \n'b' Pain Threshold . Any weapon attacks or spells that deal 6 points of damage or less does not deal any damage to the robodragon. \n'b' Stealth Scales . The robodragon can become invisible by spending an action. This invisibility lasts until the robodragon makes an attack or 20 minutes have passed. By spending a bonus action after dealing damage, the robodragon can reactivate its Stealth Scales. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The robodragon uses its Frightful Presence and makes 9 attacks: once with its bite, twice with its claws, twice with its energy wings, once with its tail, and three times with its laser beams. When it uses its plasma breath weapon, the robodragon can attack once with its laser beams. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 25 ft., one target. Hit : 18 (2d10+7) piercing damage. \n'b' Claws . Melee Weapon Attack : +13 to hit, reach 25 ft., one target. Hit : 14 (2d6+7) slashing damage. \n'b' Energy Wings . Melee Weapon Attack : +13 to hit, reach 25 ft., one target. Hit : 16 (2d8+7) lightning damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 25 ft., one target. Hit : 16 (2d8+7) bludgeoning damage. \n'b' Laser Beams . Ranged Weapon Attack : +13 to hit, range 200/1,000 ft., one target. Hit : 17 (5d6) fire damage. \n'b' Emit Plasma (5-6) . The robodragon unleashes gouts of plasma in either a 50-foot cone or a 90-foot line that is 10 feet wide. Each creature in the area makes a DC 21 Dexterity saving throw or takes, taking 36 (8d8) fire and 36 (8d8) lightning damage on a failed save, or half as much on a successful one. \n'b' Frightful Presence . Any creatures the robodragon chooses within 120 feet that are aware of it make a DC 21 Wisdom saving throw or are frightened for 1 minute. At the end of its turn, a frightened creature may attempt the saving throw again to end the effect. After successfully resisting the robodragon\xe2\x80\x99s Frightful Presence, a creature is immune to its effects for 24 hours. \n'b'\n'b' ABOUT \n'b' Even in the place and time that this artificial creature hails from its origins are a mystery. Some believe that the robodragon came from a realm of only lightning and thought, a place contained between worlds and only perceptible from mortal realms, though there is no agreement on how it could make such a transition. If it ever had one its creator was certainly slain-and many contend it\xe2\x80\x99s possible the first robodragon constructed itself. While at a glance this might seem like a wild claim, given its penchant for crafting devices it is a more sensible conclusion than it might initially seem. \n'b' A robodragon is in a state of constant evolution, learning and adapting with every instant that passes. \n'b' Most of its time is spent seeking out and acquiring resources for the machines it wishes to build, always searching for magic items with the intention of unlocking new sources of energy that can be exploited in ways no mortal mind would think to channel them (at the GM\xe2\x80\x99s discretion, a robodragon may swap out one or more damage types when using its Emit Plasma attack.) Nothing can stop a robodragon from reaching what it desires once it has decided that it wants something-it can and will scour whole worlds in methodical searches that make eluding it practically impossible. \n'b' Robodragons positively hate constructs they have not made themselves and utterly annihilate golems whenever they find one. The constructs also take umbrage against other great artifices like tall towers, buildings with impressive architecture, or enormous works of art. Rather than attack these creations obviously, a robodragon instead destroys the foundations beneath making it seem as though it was folly to build at all.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Adjutant \n'b' Family: Robot \n'b' Medium construct (robot), neutral \n'b' Armor Class 16 (natural armor) Hit Points 88 (16d8+16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages one language spoken by its creator Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ioun Slot . The body of every adjutant robot contains a slot to house a single ioun stone , usually in the center of its faceplate. A slotted inoun stone doesn\xe2\x80\x99t provide its usual bonus, but instead gives the robot advantage to saving throws against effects that deal lightning damage and effects that specifically target constructs or electronic systems. As an action, the robot can burn out the slotted ioun stone to recover 10 hit points . An ioun stone burned out in this way is forever nonmagical and does not provide this or any other robot with any benefits. Removing or slotting an ioun stone into an adjutant robot requires an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The robot makes two weapon attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Adjutant robots are ideal assistants for busy officers: in addition to serving as scribes, valets, and social secretaries, the robots make rapid strategic calculations to aid real-time combat decisions. \n'b' Although housing designs of adjutant robots differ, most are humanoid, with four arms able to handle multiple physical tasks simultaneously. Designed to be useful on the battlefield, adjutant robots carry an integrated weapon, have an aeon slot for magical protection, and have tracked wheels instead of feet to handle rugged terrain.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Balor \n'b' Gargantuan giant , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 262 (15d20+105) Speed 50 ft.\n'b' STATS STR: 28 (+9) DEX: 13 (+1) CON: 24 (+7) INT: 15 (+2) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Athletics +14, Intimidation +9 Damage Immunities poison Condition Immunities poisoned Senses darkvision 200 ft., passive Perception 11 Languages Giant Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Gaze (Recharge 5\xe2\x80\x936) . If Balor isn\xe2\x80\x99t incapacitated and can see, he can use a bonus action to open his eye and wreak havoc in a 100 foot-cone. Each creature in the area makes a DC 18 Constitution saving throw. If the saving throw fails, a creature takes 7 (2d6) fire damage. If the saving throw fails by 5 or more, the creature instead takes 14 (4d6) fire damage. Flammable objects in the area that aren\xe2\x80\x99t being worn or carried are ignited. \n'b' Legendary Resistance (3/day) . If Balor fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Balor has advantage on saving throws made against spells and other magical effects. \n'b' Monocular Perception . When attacking a target more than 30 feet away, Balor has disadvantage on his attack roll. \n'b' Petrifying Gaze . When a creature that can see the Balor\xe2\x80\x99s eye starts its turn within 30 feet of him, Balor can force it to make a DC 18 Constitution saving throw if he isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified . Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see Balor until the start of its next turn, when it can avert its eyes again. If the creature looks at him in the meantime, it must immediately make the save. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Balor attacks three times with his slam or he throws two rocks. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 22 (3d8+9) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 30/120 ft., one target. Hit : 35 (4d12+9) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This entry takes us into the mythological wars of Ireland\xe2\x80\x99s supernatural legends with the Fomorian champion Balor, the smiter, he of the evil eye! In the mythology of Ireland Balor was a giant with one incredibly destructive eye; he had petrifying and poisonous powers imbued when he was exposed to fumes from a potion being crafted by druids. Balor led the Fomorians, a magical race born from the earth and sea. Being a monocular titan, Balor is often compared to the Greek cyclops. The Balor is best known from the Battle of Mag Tuired and for being murdered by his grandson, Lugh. When Lugh fired a sling-stone through his eye, it opened up the backside of his skull and harmed the Fomorian soldiers behind him, 27 of whom were crushed by his corpse. In other tales, he may have survived this eye shot and fled to Mizen Head where he was beheaded on a large rock that shattered from the act. \n'b' Balor knew his fate in advance and tried to prevent his murderer from ever being born, locking away his daughter Eithne in a keep. \n'b' This might have worked\xe2\x80\x94but he stole Glas Gaibhnenn, the magical cow of abundance, and a hero named Cian mac C\xc3\xa1inte quested to get it back. He snuck inside Eithne\xe2\x80\x99s tower and they conceived not one but three sons. Of course Balor drowned them, though unbeknownst to him one managed to survive\xe2\x80\x94and years later brought about his death. This is a theme that we\xe2\x80\x99ll see repeated later in this book when we visit with the greek hero Perseus! \n'b' There is some dispute about Balor\xe2\x80\x99s magical eye. One story describes seven coverings over the eye: removing the first caused the bracken to wither, with the next grass became copper-colored, the third heated the forest, the fourth made the trees smoke, the fifth spawned red glow, the sixth brought sparks, and the last finally set everything ablaze. Modern scholars think that the Balor is one of many stories and harvest myths about cyclical rebirth: the woman (fertile earth) is imprisoned by an elder (winter and the past year) then impregnated by youth (the new year and spring).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Death Caster \n'b' Medium undead , any evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 202 (27d8 + 81) \n'b' Speed 30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7 \n'b' Skills Arcana +9, Perception +7 \n'b' Damage Resistances Cold, Lightning, Necrotic \n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned \n'b' Senses passive Perception 17 \n'b' Languages Common, plus up to three other languages, telepathy 120 ft. \n'b' Challenge 13 (33,000 XP) \n'b' Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The death caster can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Legendary Resistance (3/Day) . If the death caster fails a saving throw, it can choose to succeed instead. \n'b' Master of the Dead . The death caster can have any number of animated dead and ignores the time restrictions of the spell. For each Undead it has under its control, its hit point maximum is reduced by 5. Undead under direct control of the death caster gain +4 to attack and damage rolls and gain an additional 10 feet of movement speed. Whenever an Undead under the control of the death caster dies, the death caster regains 5 of its maximum hit points and then regains 10 hit points. \n'b' Turn Resistance . The death caster has advantage on saving throws against any effect that turns Undead. \n'b' Unusual Nature . The death caster doesn\xe2\x80\x99t require air, food, or drink. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The death caster can cast a spell and use Ethereal Touch or use Ethereal Touch three times. \n'b' Ethereal Touch . Melee Spell Attack: +12 to hit, reach 20 ft., one creature. Hit : 11 (3d6) necrotic damage. The target must roll a d20. On a roll of 9 or lower, the creature gains a Mark of Death. If the creature has three Marks of Death, it immediately dies. A creature with three Marks of Death cannot regain hit points or be resurrected. A remove curse spell can remove all marks from a creature. \n'b' Spellcasting . The death caster can cast one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): \n'b'\n'b' At will : detect magic, animate dead, prestidigitation \n'b' 2/day each : antilife shell, blight, spirit shroud (necrotic or cold only) \n'b' 1/day each : circle of death, finger of death, power word pain \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ethereal Shift . The death caster\xe2\x80\x99s body dissolves into a puddle of roting sludge and the spirit enters the Border Ethereal, becoming incorporeal. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa. While incorporeal, it cannot attack creatures unless they are on the Ethereal Plane, and it can\xe2\x80\x99t affect or be affected by anything on the other plane. In this state, the death caster can move through other creatures and objects as if they were difficult terrain, and it does not provoke opportunity attacks. The death caster takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ABOUT \n'b' The path to lichdom is fraught with peril and those who fail to complete the trials end up as incomplete abominations of undeath. One of these abominations has earned the name death caster, a spectral master of undeath who converts any deceased Humanoids into its thralls and can snuff out life with just a touch. \n'b' Master of the Dead The death caster can command legions of Undead, placing a piece of its essence in each Undead it resurrects. Those Undead gain unnatural speed and aggression, easily overpowering towns and villages that are in the death caster\xe2\x80\x99s path. Those who die and don\xe2\x80\x99t become the thralls of the death caster rise as wandering Undead, forming dangerous hordes that seek and attempt to destroy all nearby life. \n'b' Dark Magic The death caster has many dark powers that it used to rapidly kill masses of innocents, such as its ability to create a swarm of undeath around it or circles of necrotic energy that snuff out life. When challenged, the death caster creates an area of anti-life around it that only the dead can enter. Most terrifyingly of all, the death caster can send its ethereal hands forward and mark living creatures with its rune of death. When the rune is completed upon a creature\xe2\x80\x99s flesh, they instantly die.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Annihilator \n'b' Family: Robot \n'b' Gargantuan construct (robot), unaligned \n'b' Armor Class 20 (natural armor) Hit Points 290 (20d14+140) Speed 50 ft.\n'b' STATS STR: 24 (+7) DEX: 24 (+7) CON: 24 (+7) INT: 13 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine. Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Positioning Jets (Recharges 4-6) . The annihilator can levitate (as the spell) up to 50 feet up or down or gain a swim speed of 100 feet until its next turn. \n'b' Relay Form . The communications relay robot acts as a telecommunications array, guarding the connection between linked hubs elsewhere on the planet within 100 miles when active and moving. It also can anchor itself into place and extend its antennae and sensor arrays. It is treated as restrained when doing so but gains blindsight with a range of 300 feet and increases the range of its communications gear to 1,000 miles. It takes 1d3 rounds to retract its anchors and antennae and resume moving. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The robot makes 2 Chain Guns attacks or 2 Slam attacks. \n'b' Chain Guns . Ranged Weapon Attack : +12 to hit, range 100/200. Hit : 35 (8d6 + 7) piercing damage. The robot may instead opt to make 1 Chain Guns attack against every target in a 100 ft. cone \n'b' Plasma Lance (Recharges 5-6) . All creatures in a 120 ft. line suffer 35 (10d6) fire damage and 35 (10d6) lightning damage. \n'b' Slam . Melee Weapon Attack : +12 to hit, 20 ft. reach. Hit : 21 (4d6+7) bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Braking Jets . If an annihilator falls, as a reaction it can use its positioning jets to slow its fall as if it had cast feather fall . It cannot use this ability if its positioning jets have not recharged. \n'b'\n'b' ABOUT \n'b' The enormous and formidable annihilator robots roam old ruins and wastelands, ridding them of all life and civilization. They smash structures, slaughter creatures both sentient and bestial, and scorch plant life to ashes. \n'b' When rampaging, an annihilator indiscriminately destroys rather than following the meticulous approach many other robots take with their work. Despite the destruction they wreak, annihilators often gather up those who survive their assaults, collecting the dying and unconscious from battlefields and bringing them to a set location. Their purpose for keeping these battered but still-living prisoners is unknown. \n'b' Communications Relay . Some annihilators are created as key communications hubs or parts of distant early-warning systems, using their built-in weaponry to protect the network from saboteurs and their mobility to enable clear communications in hostile environments.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Assassin \n'b' Family: Robot \n'b' Medium construct (robot), neutral \n'b' Armor Class 17 (natural armor) Hit Points 240 (37d8+74) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 13 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +9, Athletics +8, Perception +6, Sleight of Hand +9, Stealth +9 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Damage Vulnerabilities lightning Senses darkvision 60 ft., passive Perception 16 Languages Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Holographic Camouflage . An assassin robot uses advanced sensors in conjunction with a holographic projector to blend in with its surroundings. If the assassin robot remains still, on the next round it gains a +10 bonus to Stealth checks until it moves out of its square. \n'b' Nanite Repair . The robot regains 10 hit points every hour. \n'b' Retractable Weapons . When not in use, each of an assassin robot\xe2\x80\x99s weapons is folded inside the robot\xe2\x80\x99s body and hidden from sight. An assassin robot can deploy or retract any or all of its weapons on its turn. Its weapons are mounted, leaving the robot\xe2\x80\x99s hands free, and the robot can\xe2\x80\x99t be disarmed of them. \n'b' Sneak Attack . Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn\xe2\x80\x99t incapacitated and the assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Integrated Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) slashing damage. \n'b' Integrated Laser Rifle . Ranged Weapon Attack : +9 to hit, range 100/300 ft., one target. Hit : 18 (3d8+5) radiant damage. \n'b' Integrated Semi-Auto Pistol . Ranged Weapon Attack : +9 to hit, range 50/150 ft., one target. Hit : 10 (2d6+3) piercing damage. \n'b' Holographic Trick . An assassin robot can move up to its speed, blurred by holographic camouflage, and then make an attack with its longsword or pistol. After its movement, the robot can attempt a Dexterity ( Stealth ) check; this check is opposed by a Wisdom ( Perception ) check attempted by its target, and if the robot is successful, it is unseen by the target until the end of its own turn. \n'b' Nanite Emergency Repair (1/day) . The robot regains 30 hit points . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Amplify Camouflage (10/day) . When using holographic camouflage, the assassin is invisible until the beginning of its next turn. \n'b'\n'b' ABOUT \n'b' Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. \n'b' The robot relentlessly pursues its quarry, fearing nothing and traversing vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind\xe2\x80\x94an assassin robot that is captured or destroyed automatically purges its memory, making tracing the robot\xe2\x80\x99s mission and origin extremely difficult. Typical assassin robots are 6 feet tall, weigh 300 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Bastion \n'b' Family: Robot \n'b' Huge construct (robot), lawful neutral or evil depending on patron \n'b' Armor Class 22 (noqual enameled skymetal body) Hit Points 284 (21d12 + 147) plus 90 hp force field Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 24 (+7) CON: 24 (+7) INT: 18 (+4) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10 Skills Perception +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities necrotic, poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages Common (an ancient dialect, but still understandable) Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Empowered Attacks . A bastion robot\xe2\x80\x99s melee attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. \n'b' Exceptional Senses . A bastion robot has advantage on Wisdom ( Perception ) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger. \n'b' Immunity to Magic . A bastion robot is immune to and absorbs any spell or spell-like ability. In addition, certain spells and effects function differently against it, as detailed below. Magical lightning damage slows Bastion until the end of its next round, with no saving throw. If is is hasted, magical lightning attacks instead negates the haste effect. Dispel magic negates its Impeded Magic ability for 1d4 rounds. \n'b' Impeded Magic . A spellcaster within 60 feet of a bastion robot must succeed at a Constitution ability check (DC 15 + the level of the spell being cast) to successfully cast a spell \xe2\x80\x94 if this check fails, a bastion robot absorbs the spell and the caster loses the spell. \n'b' Overwhelming Nanite Surge (3/day) . If a bastion robot fails a saving throw, he can choose to succeed. \n'b' Quantum Force Field . A bastion robot is sheathed in a thin layer of shimmering quantum energy that grants it 90 temporary hit points . All damage dealt to it with an active force field is reduced from these hit points first. If the force field is active, the robot is immune to critical hits; force attacks and loses its weakness to lightning damage. The force field has an effective regeneration of 90, but once reduced to 0; the force field shuts down and does not reactivate until a long rest is completed. \n'b' Spell Absorption . Whenever a bastion robot absorbs a spell, it heals 5 points of damage per spell level. Healing more than its normal hit point maximum grants it temporary hit points . These hit points stack with its Quantum Force Field if it is still active. Absorbing a spell gives the robot the benefits of the haste spell for 1 round per spell level absorbed. \n'b' Spell Sunder . A creature struck by a bastion robot\xe2\x80\x99s Force Slam attack is targeted by dispel magic . The bastion robot absorbs any spells so sundered. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bastion robot makes two Force Slam attacks against two opponents (so four attacks but not against the same opponent). He also uses gravitywave if available. \n'b' Force Slam . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) force damage, and the target is grappled (escape DC 19). Bastion can grapple up to four targets. When Bastion moves, all creatures he is grappling move with him. On a natural 20, the target takes an extra 14 bludgeoning damage if it\xe2\x80\x99s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Additionally, a target is also targeted by thespell sunder trait. \n'b' Gravitywave (Recharges 5-6) . Spinning up his shoulder mounted gravity cannons Bastion unleashes a barrage of graviton beams. The barrage targets all creatures within 30 feet of it and each must succeed on a DC 24 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. In addition, targets are subjected to a reverse gravity effect (as the spell) regardless of whether the target made or failed the saving throw. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A bastion robot 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. Bastion regains spent legendary actions at the start of its turn. \n'b'\n'b' Crush . One creature that the bastion robot is grappling is crushed for 20 (3d10 + 4) bludgeoning damage. \n'b' Fling . The bastion robot releases one creature it is grappling by flinging the creature up to 60 feet away from it, in a direction of his choice. If the flung creature meets a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. \n'b' Gravitywave (Costs 3 Actions) . The bastion robot recharges Gravitywave and uses it. \n'b'\n'b' LAIR \n'b' A bastion robot typically resides in a fallen spacecraft or massive edifice of lost technology, often setting itself up as the head of a techno-cult of a mechanical goddess. It sits at the nerve center of those ancient ruins surrounded by magical divination screens (monitors) which he observes and directs the faithful. If challenged without first destroying its mechanical minions, every construct or servant nearby will arrive to aid the bastion within 1d4 rounds. \n'b' On initiative count 20 (losing initiative ties), the bastion robot takes a lair action to cause one of the following effects; the robot can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Automated Laz-Cannons pop out of cunningly hidden recesses in the roof and spray the area with gunfire. They are superhumanly accurate and only hit enemy creatures. Each creature in the room must make a DC 15 Dexterity save or take 12 (4d6) radiant damage. \n'b' The room is flooded with noqual infused gas. All spellcasters must make a DC 15 Constitution saving throw or lose a randomly memorized spell (or a random spell slot for spontaneous casters like sorcerers). \n'b' One creature the bastion robot can see within 60 feet of it must succeed on a DC 15 Charisma saving throw or be banished to the Matrix \xe2\x80\x93 a digital plane \xe2\x80\x93 a different plane of existence UNITY has programmed into being. To escape, the creature must use its action to make a DC 15 Charisma ability check. If the creature wins, it escapes the digital plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. \n'b'\n'b' ABOUT \n'b' This four-armed gleaming, green-enameled humanoid shaped machine was designed and built to hunt and kill magic-users. A bastion robot typically acts as the proxy of a machine goddess, master of a cult of sentient constructs and allied living creatures. They protect the domain of their mechanical patron and coordinate their cultists to destroy purely magical creatures and organizations and preserve the mastery of technology and technomagical hybrids.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Battleguard \n'b' Family: Robot \n'b' Medium construct (robot), unaligned \n'b' Armor Class 20 (reinforced skymetal platng) Hit Points 133 (14d10 + 56) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4 Skills Athletics +9, Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t skymetal (adamantine) Damage Immunities necrotic, poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common (an ancient dialect, but still understandable) Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Knowledge . Each time a battleguard completes a short rest, it can select two combat or weapon-based feats or tool proficiencies. At the end of its next short rest, it can download new knowledge for its mission, replacing the prior feats or proficiencies with new ones. \n'b' Battle-hardened . Battleguards have a damage threshold of 5, reducing damage from all attacks by 5. \n'b' Charge Weapon . Any metal melee weapon wielded by the robot becomes charged with lightning and deals an extra weapon die of lightning damage on a hit. This damage is included in the attack . \n'b' Combat Flexibility . When outnumbered, the robot gains a legendary action for every 4 creatures; it is facing up to a maximum of 3 actions . It also gains maximum hit points if facing 6 enemies or more (196 hp ). \n'b' Exceptional Senses . A battleguard has advantage on Wisdom ( Perception ) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger. \n'b' Magic Resistance . The robot has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The robot\xe2\x80\x99s weapon attacks are magical. \n'b' Overcharge Energy Weapon . Any energy weapon wielded by the robot can be overcharged at the cost of risking the item biological life. \n'b'\n'b' ABOUT \n'b' This class of robot were originally built for various purposes, though most of those that survived since ancient times are combat focused. Each version is more dangerous than the previous version but it\xe2\x80\x99s clear they are all built from the same baseline model \xe2\x80\x93 appearing as copper burnished armored men though time has corroded many of them, so they appear almost rust colored. Many have damaged programming and no longer obey the Three Laws and seek to exterminate all biological life. \n'b' Battleguards can use weapons and other items as a human, so it is not uncommon to find them carrying any kind of weapon. The most common weapon each version carries is listed, and each appears in burnished, shining metal almost like archaic knights but with advanced weaponry.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Arachnid \n'b' Small construct (robot), neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 22 (4d6 + 8) \n'b' Speed 40 ft., climb 20 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Perception +3, Stealth +6 \n'b' Damage Vulnerabilities lightning \n'b' Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine. \n'b' Damage Immunities necrotic, poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned \n'b' Senses darkvision 60 ft.; passive Perception 13 \n'b' Languages Common, Jagladine, Ultari \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The robot doesn\xe2\x80\x99t need to eat, drink, sleep , or breathe. \n'b' Explosion . If the arachnid robot is destroyed or takes damage while below half its maximum hit points , it must make a Constitution saving throw with a DC equal to the amount of damage taken. On a failed save the robot immediately drops to 0 hit points and explodes in a burst of plasma. Every creature within 10 feet must make a DC 11 Dexterity saving throw, taking 1d4 (2) fire damage and 1d4 (2) lightning damage on a failed save, or half as much on a successful one. \n'b' Fragile . If it has fewer that half its hit points , the robot has diasvantage on attack rolls and ability checks, and its speed is reduced by half. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arachnid robot makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, melee 5 ft., 1 target. Hit : 1d4+2 (5) slashing damage. \n'b' Plasma Torch . Ranged Weapon Attack : ranged 80 ft./320 ft., 1 target. +4 to hit, 1d4+2 (4) fire damage plus 1d4 (2) lightning damage. \n'b' Plasma Cone (recharge 5-6) . The arachnid robot unleashes a 15-foot cone of plasma. Every creature in the cone must make a DC 11 Dexterity saving throw, taking 1d6 (3) fire damage and 1d6 (3) lightning damage. \n'b'\n'b' ABOUT \n'b' Ubiquitous pets of technologists, arachnid robots also serve as sentinels and spies. Arachnid robots come equipped with a plasma welding torch that resembles a scorpion\xe2\x80\x99s tail stinger and doubles as a weapon. Under stress, an arachnid robot\xe2\x80\x99s plasma core can overload, destroying the robot in a fiery blast. This tendency inspired the practice of using the robots as suicide drones. \n'b' Sentient . An arachnid robot is intelligent enough to have a sense of self-preservation, however, and one can be made to undertake such a mission only through trickery. \n'b' Utility Claws . Despite their scorpion-like appearance, arachnid robots\xe2\x80\x99 ability to use their claws as an additional pair of legs when climbing or moving quickly has earned the robots the name \xe2\x80\x9cspiderbots.\xe2\x80\x9d'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Surgeon \n'b' Small construct (robot), unaligned \n'b' Armor Class 13 (light skymetal body) Hit Points 40 (11d6) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +4 Damage Vulnerabilities lightning Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Injection . As part of the medical drone\xe2\x80\x99s claw attack , it may inject a liquid into the target. The injection can be of any magical or pharmaceutical liquid, however, by default, it injects an anesthetic into the target. On a failed DC 13 Constitution saving throw the target gains the poisoned condition for 1 hour. A surgeon robot also can store up to 4 potions and can use an action to administer a potion to an adjacent creature. \n'b' Innate Spellcasting . The robot surgeon\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect poison and disease \n'b' 3/day : cure wounds \n'b' 1/day : lesser restoration , protection from poison \n'b'\n'b' Technomagical . A robot surgeon\xe2\x80\x99s innate spellcasting is technological rather than magical in nature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The medical drone makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft.; one target. Hit : 8 (1d8+4) piercing damage plus injection. \n'b'\n'b' ABOUT \n'b' These hovering robots were designed to perform incredibly complicated surgeries with flawless results. Possessing a data bank filled with advanced surgical techniques, these robots produce nearly supernatural effects, and the recovery time from their procedures is often nothing short of miraculous. Surgeon robots have been created to service the needs of a variety of species and most are able to adapt their treatments and technology to patients of all kinds. Some surgeon robots, however, may be especially adapted to the needs of one particular type of creature and their treatments may be less effective when applied to other creatures. Generally speaking, however, their databanks can be assumed to include detailed information on the physiology of most known species, including non-humanoids. Some surgeon robots are built to resemble humanoid races, while others are more like skeletal insects and others are purely mechanical and functional in appearance. Generally speaking, they range from 4 to 7 feet in height and typically weigh 400 to 600 pounds and can contort their forms and extend armatures and limbs to accommodate various positions needed to most effectively perform surgical procedures on their patients. Surgeon robots may stand, squat, or hover as needed in order to obtain the best angle to perform its procedures and to reach patients in distress.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Robot, Walking Eye \n'b' Medium construct (robot), unaligned \n'b' Armor Class 19 Hit Points 26 (4d8+8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 17 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Vulnerabilities lightning Damage Resistances cold, fire Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Force Field . A walking eye is surrounded by a force field with 20 hit points that replenish at a rate of 2 per round. If the field is brought to 0 hp , it ceases to function for 24 hours. \n'b' Surefooted . A walking eye is unaffected by difficult terrain . \n'b' Surveillance . A walking eye can record up to 8 hours of sounds and images it has experienced and replay it for others at will. \n'b'\n'b' ACTIONS \n'b'\n'b' Integrated Laser Pistol . Ranged Weapon Attack : +5 to hit, range 20/60, 1 target. Hit : 7 (1d8 + 3) fire damage. \n'b'\n'b' ABOUT \n'b' Walking eyes are built as mobile spies and scouts. They are programmed to observe as unobtrusively as possible, fleeing from danger and attacking only in self-defense. They may be placed to record when specific events occur or to follow a creature for surveillance, tracking its movements and activities. As sentient constructs, walking eyes can adapt their tactics to new situations and are not easily thwarted by simple precautions.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roc \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +9, Wis +4, Cha +3 Skills Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Keen Sight : The roc has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Multiattack : The roc makes two attacks: one with its beak and one with its talons. \n'b' Beak : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Talons : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained , and the roc can\xe2\x80\x99t use its talons on another target. \n'b' About \n'b' This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rochun Fiend \n'b' Large elemental , chaotic evil \n'b' Armor Class 14 (natural armor plus dexterity) Hit Points 74 (8d10+24) Speed fly 20 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 15 (+2) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, cold, fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons. Senses electrical perception, passive Perception 12 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electrical Perception . The rochun fiend is not restricted by what it can see or hear as it has no ability to see or hear anything. It perceives everything around it by sending out short electrical bursts that bounce back to the creature, allowing it to \xe2\x80\x9csee\xe2\x80\x9d that creature. It can see in any environment. \n'b' Electrical Shock . Once per round, on a successful hit with a tentacle attack , the rochun fiend can unleash a powerful electric shock, dealing an additional 7 (2d6) lightning damage. It can only unleash one shock per round, regardless of how many tentacles hit. \n'b' Invisibility . The rochun field is naturally invisible . When it strikes an enemy and discharges an electric shock, it becomes visible for an instant, then vanishes again. This makes it possible to attack the fiend, but all attacks against it suffer disadvantage as a result. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rochun fiend makes 6 tentacle attacks each round. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (1d8+5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Consisting of magical energies drawn from the negative planes, the rochun fiends are invisible, appearing to the naked eye only when they attack. When visible, usually only for several seconds, they appear as huge, translucent, jellyfish-like creatures. They have hosts of tentacles dangling from an overarching dome. The dome protects their sensory organs, which are located on a large bulb in their center mass and consist of millions of small organs sensitive to electrical activity. These allow them to \xe2\x80\x9csee\xe2\x80\x9d almost anything within a short distance, usually about 30 to 40 feet. \n'b' Malleable Attackers . Though they possess a definite shape when they attack, the rochun fiend has no actual shape or form. It consists of energies, only, and usually occupies extraordinarily small spaces. It can pass under doors, through the cracks in windows, and so forth. The fiend is usually contained in glass jars. These jars appear empty to the casual observer, however, a detect magic spell will expose them as powerful magical items. When opened, a cold gas rushes out of the jar as the creature escapes. A command word, usually known only to the wizard who created the creature, sends the fiend back into the jar.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rock Clam \n'b' Medium beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 5 (1d6+1), 9 (2d6+2), 17 (3d8+3), 22 (4d8+4) Speed 5 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 9 (\xe2\x80\x931) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Senses blindvision 20 ft., passive Perception 9 Languages none Challenge 1/4 (50 XP) to 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Natural Camouflage . Rock clams have advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rock clam makes two Tendril attacks. \n'b' Tendril . Ranged Weapon Attack : +3 to hit, range 10 ft., one target. Hit : If the target is a creature, it is grappled (escape DC 16). Until this grapple ends the target is restrained , and the rock clam can\xe2\x80\x99t use this Tendril on another target. The victim must succeed at a DC 14 Strength check or be pulled to the clam\xe2\x80\x99s mouth and attacked with a Bite at the start of the rock clam\xe2\x80\x99s next turn. If a target creature is hit with two Tendril attacks it immediately drags its prey into its sharp-toothed maw and bites. A Tendril can be severed by doing slashing damage against an Armor Class of 14. The amount of damage needed depends on the size of the rock clam: 4 hit points , 8 hit points , 12 hit points , 16 hit points . \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : based on size: 5 (1d4+2), 9 (2d4+4), 14 (3d4+6), 18 (4d4+8) piercing damage. \n'b'\n'b' ABOUT \n'b' Rock clams are carnivorous land-based monsters that appear as rocks or small boulders 2 to 5 feet in diameter. Their natural camouflage makes them almost indistinguishable from their surroundings. \n'b' Rock clams position themselves to ambush their prey in tight spaces and narrow tunnels. When they sense movement within 10 feet, the rock-like creature opens its mouth and lashes out with two tendrils (a rock clam may divide its tendril attacks against multiple opponents). \n'b' Rock clams disgorge treasure they cannot digest and there is a 25% chance of 1d3 gems and a 25% chance of 1d3 jewelry in the immediate vicinity. Each rock clam contains a large pearl in its center worth 100 gp \xe2\x80\x93 400 gp depending on the size of the creature. There is a 1 on d6 chance a rock clam has a Black Pearl worth 300 gp \xe2\x80\x93 1,200 gp instead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Death Coach \n'b' Huge undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 218 (19d12+95) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 1 (-5) DEX: 30 (+10) CON: 20 (+5) INT: 15 (+2) WIS: 18 (+4) CHA: 27 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +13, Dex +15 Skills Intimidation +13, Perception +9, Survival +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 19 Languages Abyssal, Common, Infernal (can\xe2\x80\x99t speak any language) Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Doom . The death coach radiates an aura of doom within a radius of 30 feet. Any creatures which enter this aura must succeed a DC 18 Wisdom saving throw or become frightened . A frightened creature can repeat this saving throw at the end of each of its turns to try and end this effect. Once a creature saves against this ability, it cannot be affected by this death coach\xe2\x80\x99s Aura of Doom again for 24 hours. \n'b' Innate Spellcasting : The death coach\xe2\x80\x99s spell casting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 3/day : phantasmal killer \n'b'\n'b' Soulbound Gallop . When the death coach has trapped a soul with its Collect Soul ability, all of its movement Speeds double. The doubling occurs before applying any other effects that increase its Speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The death coach makes a ghostly overrun attack . \n'b' Ghostly Overrun . Melee Weapon Attack : +12 to hit, reach 15 ft., all targets in a 15-foot square. Hit : 7 (2d6) necrotic damage. A creature hit by this attack must succeed a DC 18 Constitution saving throw or take an additional 14 (4d6) necrotic damage, or half as much on a successful saving throw. Frightened creatures make this saving throw with disadvantage. If this additional damage reduces the creature to 0 Hit Points , its soul becomes trapped in the death coach\xe2\x80\x99s interior. A trapped soul can be restored to life only by a wish . \n'b'\n'b' ABOUT \n'b' Fearsome phantasmal carriages pulled by ghostly horses, death coaches appear without warning to collect and carry off unwilling mortal souls to the afterlife, slaying their victims first if need be.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Banc \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 18 (chain mail, shield) Hit Points 120 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +8 Skills Deception +8, Persuasion +8, Religion +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . Once per turn, Banc can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within five feet of an ally of the hobgoblin that is not incapacitated . \n'b' Preach . Banc has advantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks that rely on hearing. \n'b' Proselytize (Recharges after a short or long Rest) . As a bonus action, Banc weaves a web of lies and honeyed words. All creatures that can see and hear him within 30 feet must succeed on a DC 15 Wisdom saving throw or be charmed for one hour. \n'b' Spellcasting . Banc is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , sacred flame , spare the dying \n'b' 1st level (4 slots) : bane , command , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : augury , enthrall , suggestion \n'b' 3rd level (3 slots) : bestow curse , speak with dead , tongues \n'b' 4th level (3 slots) : divination , guardian of faith, locate creature \n'b' 5th level (2 slots) : geas , scrying \n'b' 6th level (1 slot) : harm \n'b' 7th level (1 slot) : symbol \n'b'\n'b' Staff of Charming . Banc carries a staff of charming . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Banc can use his Condemning Touch and make two weapon attacks. \n'b' Condemning Touch . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or be frightened for one 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' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Staff of Charming . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rock Roach \n'b' Medium beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 67 (9d8 + 27) \n'b' Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 1 (\xe2\x80\x935) WIS: 6 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning \n'b' Senses blindsight 60 ft., passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dual Brain . The rock roach has two brains: one in its head and one in its abdomen. It can continue functioning normally, even if its head is removed or destroyed. While both its brains are intact, the rock roach uses its Constitution modifier instead of its Intelligence modifier when making Intelligence saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rock roach makes two bite attacks. Alternatively, it can use Acid Spit twice. \n'b' Acid Spit . Ranged Weapon Attack : +4 to hit, range 20/60 ft.. Hit : 5 (1d6 + 2) acid damage, and the target takes 3 (1d6) acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage. \n'b'\n'b' About \n'b' The insect clings to a large rock and drips saliva on it. A puff of steam rises from the rock, and the creature licks at the liquid remains, leaving a pockmark in the stone. \n'b' Rock Eaters . The rock roach is a giant cousin to the roach, and it feeds on rocks deep beneath the ground. It uses its proboscis to deposit acidic saliva onto the rock, breaking it down and lapping up the liquefied minerals. A rock roach\xe2\x80\x99s metabolism is slow to match its tedious eating process. \n'b' Even still, a group of rock roaches can make quick work of a rocky wall, opening up routes between caverns. The roaches aren\xe2\x80\x99t concerned for structural integrity and their eating habits, if left unimpeded, often lead to cave-ins. \n'b' Naturally Hostile . Rock roaches are instinctually hostile to anything that wanders near them, including each other. \n'b' The roaches mate annually, and the parents abandon the eggs shortly after laying them. Young rock roaches band together for the first few months of life, protecting each other as they devour the rock where they hatched, then disperse once they are large enough to defend themselves. \n'b' Valuable Carapace . The carapace of a rock roach is sought after by some groups of underground humanoids. \n'b' Naturally resilient and hard, craftsman harvest the carapace and slowly sculpt it into a suit of armor in a month-long process that requires regular boiling of the tough carapace. \n'b' Rock Roach Hide \n'b' This armor is an especially durable type of hide armor harvested from rock roaches. The armor covers the chest and shoulders in a tough, shiny carapace. Its Armor Class is 14 + the wearer\xe2\x80\x99s Dexterity modifier (maximum 2), it weighs 20 pounds, and it costs 200 gp in most markets.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rock Salamander \n'b' Tiny elemental , unaligned \n'b' Armor Class 13 Hit Points 27 (6d4 + 12) Speed 20 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 17 (+3) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 13 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages understands Terran but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The rock salamander can burrow through nonmagical, unworked earth and stone. While doing so, the salamander doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Stone Camouflage . The rock salamander has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Stone Spider Climb . The rock salamander can climb difficult stone surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Manipulate Stone . If the rock salamander is touching stone, it can manipulate stone contiguous with its location to create one of the following effects:\n'b'\n'b'\n'b' Rumbling Earth . One creature touching stone within 10 feet of the salamander must succeed on a DC 12 Dexterity saving throw or be forced prone . \n'b' Softened Earth . One creature touching stone within 10 feet of the salamander must succeed on a DC 12 Strength saving throw or be restrained by softened, mud-like stone until the end of its next turn. \n'b' Stone Armor . The salamander\xe2\x80\x99s AC increases by 2 until the start of its next turn. \n'b'\n'b' ABOUT \n'b' A lizard-like shape rises from the mottled stone surface. The creature\xe2\x80\x99s legs are embedded in the stone, but it seems unconcerned. Its gray tongue flickers as it pulls its legs from the surface, and its claws leave no trace of its presence in the stone. \n'b' Rock salamanders are earth elementals that dwell in mountains, hills, and stony wastelands. They prefer the Material Plane, where they can eat their favorite insects and small rodents and can avoid the larger earth elementals that consume them. Even on the Material Plane, rock salamanders must remain alert for stone giants, who consider the salamanders a delicacy. \n'b' Bonded Territory . Rock salamanders are magically attuned to the stone in their lairs. This bonding doesn\xe2\x80\x99t grant the salamanders any benefits other than sensing creatures in contact with the bonded stone, giving the salamander better awareness of predators and prey. A mated pair of salamanders deposits its eggs deep within the stone for the best safety. \n'b' Cautious Hunter . Young salamanders consume stone for the first week of their lives before reverting to a carnivorous diet. A rock salamander aggressively attacks prey it knows it can overwhelm. Against larger or more powerful opponents, the salamander uses its ability to manipulate and pass through stone to harry them. If it encounters a foe that can move through stone, it flees. \n'b' Familiar \n'b' Some rock salamanders are willing to serve a spellcaster as a familiar. Such salamanders have the following trait. \n'b' Familiar . The rock salamander can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the salamander senses as long as they are within 1 mile of each other. While the salamander is within 10 feet of its companion, the companion shares the salamander\xe2\x80\x99s Stone Camouflage trait. At any time and for any reason, the salamander can end its service as a familiar, ending the telepathic bond .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rockbeast, Hopsquirt \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3 Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 13 Languages Hopsquirt Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The hopsquirt has advantage on saving throws against spells and other magical effects. \n'b' Standing Leap . The hopsquirt\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'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hopsquirt can attack once with Spit Pellet and use its Destructive Hop. \n'b' Spit Pellet . Ranged Weapon Attack : +4 to hit, range 60 ft., one creature. Hit : 7 (1d10 + 2) piercing damage and the target must succeed on a DC 12 Strength saving throw or be pushed back 5 feet. \n'b' Destructive Hop . If the hopsquirt jumps at least 15 feet as part of its movement, it can then use this action to land in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 12 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be knocked prone and take 9 (2d6 + 2) bludgeoning damage. If the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC one 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. On a successful save, the creature takes only half the damage, isn\xe2\x80\x99t forced\xc2\xa0 prone , and is pushed 5 feet out of the hopsquirt\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the hopsquirt\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' A man-sized ball of orange-hopping fury, this strange thing shoots pellets from its snout. \n'b' Hopsquirts are bizarre creatures that live in mountainous regions where they are pests to gnomes and dwarves alike. They are fond of transforming terrain, which they then consume to fire at enemies who annoy them. Their transmutational abilities make them particularly dangerous to foundational structures. A hopsquirt hopping in the right areas can cause an entire building to collapse. \n'b' Hopsquirts speak a language, but nobody can understand it but other hopsquirts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rockling \n'b' Tiny beast , unaligned \n'b' Armor Class : 13 (natural armor) Hit Points 2 (1d4) Speed : 20 ft., burrow 5 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Stealth +4, Survival +2 Senses : blindsight 10\xe2\x80\xb2, passive Perception 9 Damage Resistance : acid Languages : none Challenge : 0 (10 XP) \n'b' Special Traits \n'b' Rocky Camouflage . The rockling has advantage to Hide check in rocky or sandy surfaces. \n'b' Survivor . The rockling has advantage on constitution checks to avoid starvation and dehydration. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage, plus 1 (1d2) acid damage. \n'b' About \n'b' Rocklings are tiny size pillbug-like cephalopods with a shell of stone and stubby toothlike tentacles. They live in desert biomes where their rock-like shells confer excellent camouflage wile in natural sandy or rocky surfaces. Rocklings are also hardy creatures who can survive for months without water, eating pebbles, drawing sustenance from the nonmetallic parts of the stone, and eliminating undigestable metals as a fine sand. They require very little food or water. \n'b' Normally harmless, rocklings are nevertheless capable of an acid laced bite when provoked, which is quite painful; however, the creatures normally only bite when threatened or cornered. \n'b' Rocklings are rare, domesticatable as pets and summonable as familiars by wizards, warlocks, druids, rangers and sorcerers. A character with a rockling familiar may gain any one of the following special abilities, in lieu of choosing a familiar ability: +1 Natural Armor AC bonus; proficiency in Survival ; resistance to acid damage. If the familiar is ever dismissed or dies, the special abilities are also lost.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rockwood \n'b' Huge elemental , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d12 + 36) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 19 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive perception 12 Languages Sylvan, Terran Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The rockwood can burrow through nonmagical, unworked earth and stone. While doing so, the rockwood doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Elemental Nature . The rockwood doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Persistence of Stone (Recharges after a Short or Long Rest) . When the rockwood is reduced to below half its hp maximum, Fossil Barrage recharges. \n'b' Roiling Roots . The stony roots of the rockwood make the ground within 15 feet of the rockwood difficult terrain for creatures other than the rockwood. \n'b' Siege Monster . The rockwood deals double damage to objects and structures. \n'b' Towering Reach . The rockwood doesn\xe2\x80\x99t have disadvantage on ranged attack rolls from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rockwood makes two Whomping Slam or Rock attacks. If both Whomping Slam attacks hit one target, each creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be forced prone . \n'b' Whomping Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be forced prone . \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/180 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Fossil Barrage (Recharge 6) . The rockwood sprays shards of stone in a 30-foot cone. feet around it Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Chalcedony and quartz form the enormous trunk and wide-spread limbs of a leafless stone tree with gnarled mineral fingers in red hues. Stone eyes crack open, and the tree moves, each earthshaking step a rockslide with implacable force. When a treant dies in a place with strong connections to the Plane of Earth, the wood sometimes petrifies and takes on new life. \n'b' Rockwoods emerge from volcanic slopes and old riverbeds, yearning for ancient forests that live only in their memories. \n'b' A Dream of Spring . Rockwoods recall life as plants. They remember growth, the taste of rain and sun, a breeze\xe2\x80\x99s caress, and the clutch of fierce gales snatching at long?lost leaves. Their new bodies can no longer know such sensations, leaving rockwoods melancholy and, in some cases, harboring a seething anger beneath their rocky exteriors. \n'b' Hardened Avengers . Never forgetting slights against stone or tree, rockwoods take vengeance on anyone caught quarrying rock or harvesting lumber. Their nigh-impregnable bodies resist most counterattacks by lumberjacks or miners. However, rockwoods remember the terror of storms and forest fires, and fire and thunder may provoke panic or incite wrath.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roggenwolf \n'b' A large wolf with long, white fur and black eyes pads its way into the rows of corn and vanishes . A chorus of dozens of howls echoes from every corner of the field at once. \n'b' Medium monstrosity, neutral evil \n'b' Armor Class 13 Hit Points 60 (11d8 + 11) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 13 (+1) INT: 5 (-3) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The roggenwolf has advantage on Wisdom ( Perception ) checks that rely on hearing and smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) necrotic damage. \n'b' Howl (Recharge 5-6) . The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn\xe2\x80\x99t an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success. \n'b' About \n'b' Smart Prey . The roggenwolf has a taste for the flesh of intelligent beings. It stalks the fields of rural settlements, rendering its prey immobile with its strange howling before dragging the creature away into the fields to feast. It will ignore sheep and goats unless shepherds and servants are unavailable; it lurks near fountains and wells, where people come for water, or along paths between small villages. \n'b' False Trails . A roggenwolf possesses just enough intelligence to understand a little of how humanoids think, and it often leaves the bones of its victims arranged in ways that mislead or cast blame on others. It may take a bone into a hunting kennel or place a scrap of cloth in a shepherd\xe2\x80\x99s hut to mislead others. \n'b' Extracting Payment for Services . Once seen as minor deities who received sacrifices in exchange for protecting fields and isolated farms, roggenwolves have adapted to take what they were once given. They do still provide the same protection, but this is entirely incidental; they deter other predators to protect their own source of food. Some rituals still call them up to service, harming enemies or chasing off wolves or monsters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rokurokubi \n'b' Medium monstrosity , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 273 (26d8+156) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 23 (+6) CON: 22 (+6) INT: 15 (+2) WIS: 12 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +18, Con +19, Str +19 Skills Athletics +19, Perception +16 Senses darkvision 120 ft., passive Perception 26 Languages Aklo, Common Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nightfall Aura . A rokurokubi can create an aura of darkness and silence (as per the spells) with a radius of 15 feet. The rokurokubi is immune to the effects of her aura. These aura effects can be dispelled as if they were spells but the rokurokubi can activate or suppress this ability as a bonus action. \n'b' No Sleep . A rokurokubi does not sleep and is immune to any effects that would make her fall asleep. \n'b' Spellcasting . The rokurokubi is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mage hand , poison spray \n'b' 1st level (4 slots) : color spray , fog cloud , magic missile \n'b' 2nd level (3 slots) : alter self , blur , mirror image \n'b' 3rd level (3 slots) : counterspell, fear , haste \n'b' 4th level (3 slots) : banishment , blight , confusion \n'b' 5th level (2 slots) : cone of cold , wall of stone \n'b' 6th level (1 slot) : circle of death \n'b' 7th level (1 slot) : finger of death \n'b' 8th level (1 slot) : power word stun \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rokurokubi makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, 20 ft. reach, one target. Hit : 37 (6d10 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, 5 ft. reach, one target. Hit : 26 (5d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Rokurokubis are evil, sorcerous humanoids with malevolent origins and even viler intentions. Always taking the form of women, rokurokubis seek to spread as much mayhem and despair as possible, using their wicked magic to ruin lives, tear families apart, and at worst, maim and murder innocents. \n'b' Such monsters make their homes within civilized societies and disguise themselves as simple commoners, but they take the form of monstrous hags with serpentine throats during the night (and even in the shadow of daylight should the mood strike them), and delight in the taste and feeling of warm blood running down their gullets. At first glance, a rokurokubi looks much like any ordinary human woman. Upon closer inspection, however, her frail appearance and sickly hued skin (often tinged pale blue or muted green) begin to hint at the being\xe2\x80\x99s true nature if she does not cover her flesh with makeup or wear concealing clothing like elaborate gowns with gloves or draping sleeves. \n'b' When a rokurokubi reveals her monstrous ability to stretch her neck to inhuman lengths or begins to weave her arcane sorcery, there can be no doubt as to her sheer otherworldliness. \n'b' When she wills it, a rokurokubi may snake her long, rubbery neck up to 20 feet from her body. Down the length of this otherwise smooth, fleshy appendage, evenly spaced vertebrae show as sickening knobbles, lending further grotesqueness to the creature\xe2\x80\x99s already disturbing appearance. Her jagged teeth can likewise be shortened or lengthened at will. When her neck is not distended from her body, a rokurokubi is 5-1/2 feet tall and weighs 150 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Rolling Stone \n'b' Tiny elemental (earth), neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 27 (5d4 + 15) \n'b' Speed 10 ft. (20 ft. when rolling, 40 ft. rolling downhill)\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 \n'b' Skills Arcana +2, History +2, Insight +3, Nature +2, Perception +3, Survival +3 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned , prone \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 \n'b' Languages Common, Terran \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the rolling stone remains motionless, it is indistinguishable from a normal boulder. \n'b' Familiar . With the GM\xe2\x80\x99s permission, a 3rd-level caster can use the find familiar spell to summon this creature. \n'b' Rolling Charge . If the rolling stone rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This rock is shaped roughly in the likeness of a human head. \n'b' This talkative stone rolls around, looking for being it considers of sufficient standing to associate with. For the most part, that\xe2\x80\x99s intelligent humanoids; it doesn\xe2\x80\x99t think much of ozbeasts. They\xe2\x80\x99re fairly knowledgeable, rolling stones grumble constantly about their aches and pains that come from rolling uphill, which they try to avoid whenever possible.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catilus Kitten \n'b' Family: Catilus \n'b' Tiny fey (catilus), chaotic good \n'b' Armor Class 12 (natural armor) Hit Points 2 (1d4) Speed 20 ft., fly 20 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 10 (+0) INT: 7 (-2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan, telepathy 5 ft. Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The catilus has advantage on saving throws against spells and other magical effects, and resistance against the damage of spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Coloring Scratch . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 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'\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' Curious and playful, catilus kittens are in no hurry to grow up. Being innately magical, catilus kittens can control how fast they age, and indeed whether they will age at all, while they play and laze about on the rim between worlds. As long as a catilus kitten does not travel too far and for too long away from its native plane, it can choose to remain a kitten, until the lure of adventure or the passion to undertake some long-term creative project motivates it to grow up! A catilus kitten will try to avoid scary situations, usually flying away to safety at the sight of danger. It loves to play with illusions (unless they are scary) and cuddle up to its friends for a nap when it gets tired. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a catilus kitten for their familiar. \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'Death Cow \n'b' Large monstrosity , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +5 Skills Animal Handling +4, Athletics +6, Perception +4 Senses passive Perception 14 Languages Bovine Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Bovine Master . A death cow can take control of 1d6 cows located within 30 feet of it as per the dominate monster spell. Cows controlled in this fashion do not receive a Wisdom save, but are controlled automatically. \n'b' Cattle Guise . A death cow can voluntarily appear as a normal quadrupedal cow, indistinguishable from a normal cow. It can transform between cow and death cow form instantly. Its weapons only manifest in bipedal form. The true seeing spell will reveal the death cow\xe2\x80\x99s true form. \n'b' Death Throes . When the death cow dies, it explodes, showering all creatures within a 30-foot radius with scalding blood and chunks of burning meat. Each creature in this area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. \n'b' Secret Speech . Death cows speak in a strange mooing tongue called Bovine that normally cannot be learned by non-cows. Those who wi s h to learn the language must succeed on a DC 20 Intelligence check and have a willing death cow as an instructor. \n'b' Actions \n'b' Multiattack . The death cow makes one bite and one greatsword attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 3) piercing damage. \n'b' Greatsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' War Moo (Recharge 5-6) . The death cow unleashes a deafening moo. All non-bovine creatures within 30 feet of the death cow that can hear the moo, must attempt a DC 13 Constitution saving throw and be deafened for 1 minute and take 28 (8d6) thunder damage on a failed save, or half as much damage without being deafened on a successful one. \n'b' About \n'b' Rumors tell of a beast that looks like every other member of a peaceful herd of cattle. Without warning, it\xe2\x80\x99s said to rise up on its hind legs, eyes blazing with the red flames of hatred, and fling itself upon terrified herders, cunningly gripping a mighty two-handed sword in its cruel front hooves! \n'b' The fearsome monsters known as death cows are travelers from an alternate reality where bovines are the dominant life form, and other lesser species serve the mighty Cow Queen as chattel and beasts of burden. Dispatched to this reality, the death cows are tasked with bringing liberation to their enslaved brethren on cattle ranches and dairy farms across the Material Plane. \n'b' These emissaries of their monarch lurk in hiding among other cows, fomenting rebellion and whispering tales of the freedom and liberty of their world. To their intense frustration, bovines of other planes either ignore their entreaties to rebel or are actively hostile, attacking these interlopers and driving them out. This has not discouraged the death cows, who continue to issue calls for revolt and the destruction of the humans, halflings, and dwarves who hold the race of cows as prisoners. \n'b' Death cows emerge from herds of cattle in the hope that their fellow beasts will follow them, but they are not above using their natural abilities to control cows and use them as allies in battle, leading the herd to the sound of the terrifying war moo.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Roly-Rogue \n'b' Medium humanoid (roly-rogue), chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 85 (9d8 + 45) \n'b' Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities prone \n'b' Senses passive Perception 13 \n'b' Languages Common \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the roly- rogue and can see the rolyrogue\xe2\x80\x99s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the roly- rogue is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the roly- rogue\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the roly- rogue\xe2\x80\x99s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the roly- rogue . \n'b' Keen Sight . The roly- rogue has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Rolling Charge . If the roly- rogue rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The roly- rogue makes two melee attacks with its thorns. \n'b' Thorns . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Shell Defense . The roly- rogue withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the roly- rogue is prone , its speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on Dexterity saving throws, it can\xe2\x80\x99t take reactions , and the only action it can take is a bonus action to emerge. \n'b'\n'b' REACTIONS \n'b'\n'b' Rubbery Flesh . When a creature misses the roly- rogue with a melee weapon attack , its rubbery flesh bounces the weapon back at the attacker. The attacker must succeed on a DC 11 Strength saving throw, or the weapon drops to the ground in a randomly-determined space next to the roly- rogue . \n'b'\n'b' ABOUT \n'b' Roly-rogues have round bodies supported by short, strong legs with broad, flattened feet to keep them steady. \n'b' Their arms are short, and the fingers of their hands, while not long, are very powerful. Their heads are flat and thick on the top, with leathery rolls around their necks; so that, when the head is drawn in, its upper part rounded out the surface of the ball. In this peculiar head the roly-rogues have two big eyes as shiny as porcelain, a small stubby nose, and a huge mouth. Roly-rogues wear tight-fitting leather that is of different colors: brown, green, yellow, and red. \n'b' Creatures native to Ix, roly-rogues are round as a ball, fully four feet in thickness at the middle. Their muscles are as tough and elastic as rubber. They have heads and arms resembling humans, and very short legs; and all these they can be withdrawn into their ball-like bodies whenever they wish . \n'b' Rolling Into Combat . Roly-rogues roll into combat with sharp cries and then extend their arms and legs, wielding wicked thorns in each meaty paw to strike their foes. Their bizarre appearance is enough to frighten the most stalwart warrior. \n'b' Not Well-Rounded . Roly-rogues are unfamiliar with money or mirrors, and find the first useless and the second quite entertaining. They have no use for beds, as they simply withdraw their extremities, roll onto their backs, and sleep wherever they are. Roly-rogues are fond of soup, which is a weakness their enemies can exploit to poison them. Roly-rogues have since been banished to an island, where they can do little harm to each other.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bandit Lord \n'b' Medium humanoid (any race), any non -lawful alignment \n'b' Armor Class 16 (breastplate) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Dexterity +4, Wisdom +2 Skills Athletics +5, Deception +4, Intimidation +4 Senses passive Perception 10 Languages Any two languages Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Pack Tactics . The band lord has advantage on attack rolls against a creature if at least one of the bandit lord\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . A bandit lord makes three melee or ranged attacks . \n'b' Greatsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.'}
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