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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sandman \n'b' Medium celestial , chaotic neutral \n'b' Armor Class 14 Hit Points 82 (11d8 + 33) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 19 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned , unconscious Senses truesight 60 ft., passive Perception 12 Languages Common, Celestial, Umbral, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The sandman has advantage on saving throws against spells and other magical effects. \n'b' Stuff of Dreams . Made partially from dreams and imagination, the sandman isn\xe2\x80\x99t fully real. Any critical hit against the sandman is a normal hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer\xe2\x80\x99s Sand, if available. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage. Damage from this attack doesn\xe2\x80\x99t wake an unconscious creature, unless the unconscious creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer\xe2\x80\x99s curse. While cursed, the creature is blinded until it finishes a long rest or until the curse is lifted by remove curse or similar magic. \n'b' Encourage Dreams (Recharge 5\xe2\x80\x936) . The sandman encourages powerful dreams in the minds of up to three unconscious creatures it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failure, nightmares fill the target\xe2\x80\x99s mind, and the target takes 35 (10d6) psychic damage, wakes from its sleep, and is frightened for 1 minute. On a success, pleasant dreams fill the target\xe2\x80\x99s mind, and the target regains 10 (3d6) hp and can choose to remain unconscious or awaken . A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dreamer\xe2\x80\x99s Sand (Recharge 5\xe2\x80\x936) . The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it. \n'b'\n'b' ABOUT \n'b' Stick-thin and moon-faced with a raptor\xe2\x80\x99s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars. \n'b' Bringers of Nightmares . Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm\xe2\x80\x99s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares. \n'b' Abduct Dreamers . Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil. \n'b' Ethereal Dreamscapes . When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell\xe2\x80\x94anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sandmasker \n'b' Large monstrosity , lawful evil\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 82 (11d10 + 22) Speed 40 ft. Skills Intimidation +5, Perception +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Ledean Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . A sandmasker can innately cast the following spells, requiring no material components:\n'b'\n'b' 2/day : mirror image \n'b' 1/day : major image \n'b'\n'b' Trampling Charge . If the Sandmasker moves at least 20 feet straight towards a creature and then hits it with a lance attack on the same turn, the creature must succeed at a DC 14 Strength saving throw or be knocked prone and suffer 8 (1d8 + 4) bludgeoning damage. \n'b' Actions \n'b' Multiattack . The sandmasker makes three attacks: either one lance attack and two claw attacks or two claw attacks and one sting attack. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage and the target is grappled (escape DC 14). The sandmasker has two claws, each of which can grapple only one target of Medium size or smaller. \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage and the target must make a DC 14 Constitution saving throw. On a failure the target takes 22 (4d10) poison damage and becomes poisoned for 1 minute. On a success it takes half damage and is not poisoned . 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' Tactics \n'b' Sandmaskers lure travelers into traps using major image to create illusions of small oases or wells. They then charge with their lances; any who survive the charge are attacked with claws and stingers. \n'b' Sandmaskers often keep swarms of 2d4 giant scorpions and might send the scorpions in first to soften up tough opponents and then charge into the fray afterwards. \n'b' Description \n'b' This large being is a bizarre blend of human from the waist up and giant scorpion from the waist down. Alien eyes peer from a hairless skull, taking in its surroundings with cool precision. A tattoo of a black crescent moon and scimitar covers much of its chest, and a similar mark is inscribed on the shaft of the lance couched at its side. Its claws reach out eagerly and its stinger gleams with poison at its tip. \n'b' Merciless Predators . Sandmaskers will attack innocent creatures without need or provocation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sandstorm \n'b' Medium humanoid , any alignment \n'b' Armor Class 12 \n'b' Hit Points 75 (10d8 +30) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons. \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sand Shroud . A miniature sandstorm constantly whirls around sandstorm in a 10-foot radius. This area is heavily obscured to creatures other than sandstorm. Wisdom ( Survival ) checks made to follow tracks left by sandstorm or other creatures that were traveling in its sand shroud are made with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Sandstorm makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different sandstorm), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion . \n'b' Sandslash (Recharge5-6) . As an action, sandstorm intensifies the vortex of sand that surrounds it. All creature within a 10-foot radius of sandstorm must make a DC 14 Dexterity saving throw. A creature takes 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Warding Sand . Sandstorm blasts sand at an attacking foe. When sandstorm is attacked by a creature within 30 feet of it that it can see, it can use its reaction to impose disadvantage on the attack roll, causing sand to momentarily blind the attack before it hits or misses. An attack that can\xe2\x80\x99t be blinded is immune to this feature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sandwyrm \n'b' Large dragon , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d10 + 60) Speed 20 ft., burrow 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 5 (-3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +4 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' ACTIONS \n'b'\n'b' Multiattack . The sandwyrm makes one Bite attack , one Gore attack, and one Stinger attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d12 + 5) piercing damage. \n'b' Stinger . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 9 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b'\n'b' REACTIONS \n'b'\n'b' Spine Trap . When the sandwyrm is burrowed just below the surface of sand with its back spines exposed and a Medium or smaller creature enters the spines\xe2\x80\x99 space, the sandwyrm closes the spines on the creature. The creature must succeed on a DC 15 Dexterity saving throw or be restrained . When the sandwyrm moves, a restrained creature moves with it. The sandwyrm can have only one creature restrained at a time. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check. \n'b'\n'b' ABOUT \n'b' The large, bleached bones protruding from the desert sand suddenly shift and reveal themselves to be the boney spikes of a great reptile. \n'b' Hidden by Sand . These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface. Only the long, jagged bones lining their backs are exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds\xe2\x80\x94and curious travelers. When prey passes between the \xe2\x80\x9cribs,\xe2\x80\x9d the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away. \n'b' Torpid and Slow . Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They\xe2\x80\x99re not above eating carrion if fresh meat isn\xe2\x80\x99t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prey. \n'b' Peculiar Drakes . Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal\xe2\x80\x99s body. The bones on their backs may have once been wings, suggesting that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sangoi \n'b' Small fey , neutral evil \n'b' Armor Class 17 (tattered finery) Hit Points 75 (10d6 + 40) Speed 40 ft.\n'b' STATS STR: 8 (-1) DEX: 23 (+6) CON: 19 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +9, Perception +4, Sleight of Hand +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 14 Languages Aklo, Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The sangoi\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , tongues \n'b' 3/day : animal friendship, invisibility (self only), snare \n'b' 1/day each : control weather , dominate beast , polymorph (Medium or Small land Beast or Humanoid), speak with dead \n'b'\n'b' Blood\xe2\x80\x99s Rage (Recharges after a Short or Long Rest) . As a bonus action, the sangoi can enter a rage at the start of its turn so long as it inflicted necrotic damage on a target in the previous round. The rage lasts for 1 minute or until the sangoi is incapacitated . While raging, the sangoi gains the following benefits:\n'b'\n'b'\n'b' The sangoi has advantage on Strength checks and Strength saving throws \n'b' When it makes a melee weapon attack , the sangoi gains a +4 bonus to the damage roll. \n'b' The sangoi has resistance to bludgeoning, piercing, and slashing damage \xe2\x80\x93 even against silvered weapons. \n'b' It scores a critical on an 18, 19 or 20 with its claw and bite attacks. If a sangoi reduces a humanoid to 0 Hit Points with a critical hit from its claws or teeth, it can tear out the target\xe2\x80\x99s heart and consume it as a free action, killing the creature instantly. The target can make a DC 15 Constitution saving throw to resist this effect. The sangoi gains 1d8 temporary Hit Points per level/CR of the creature it killed in this way and a +2 bonus to Strength for 1 hour. When it kills a creature in this way, any humanoid within 30 feet who witnesses this attack must succeed at a DC 15 Wisdom saving throw or become frightened for 1 minute. \n'b'\n'b' Hear Heartbeat . A sangoi can hear the beating hearts of living creatures nearby, granting it blindsight out to 5 feet. It can locate all creatures that have taken necrotic damage within 30 feet in the last minute as if it had blindsight. This ability does not reveal the location of creatures without hearts. \n'b' Invisible to Animals and Undead . The sangoi is invisible to beasts and undead. \n'b' Sideways Glance . Sangois fade from view when in a creature\xe2\x80\x99s peripheral vision. They gain +2 bonus to AC against creatures they are not directly in front off (for example, while flanking a target). \n'b' Sneak Attack (1/Turn) . The sangoi deals an extra 7 (2d6) necrotic 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 sangoi that isn\xe2\x80\x99t incapacitated and the sangoi doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Transparency . Sunlight causes sangois to partially fade from view. Their bodies become translucent (20% miss chance), and they gain 1 level of exhaustion as long as they remain in direct sunlight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sangoi makes three attacks \xe2\x80\x93 two claws and one bite. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d4 +6) slashing damage and 3 (1d6) necrotic damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage and 3 (1d6) necrotic damage. \n'b' Throwing Dagger . Ranged Weapon Attack : +9 to hit, range 20/40 ft., one target. Hit : 8 (1d4 + 6) piercing damage. \n'b' Curse of Misery . The sangoi targets one creature it can see within 5 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be cursed for 1 minute. Until the curse is ended, the target is overwhelmed with despair. During this time, it can\xe2\x80\x99t attack or target any creature with harmful abilities, spells, or other magical effects. In addition, while the curse is active sangoi\xe2\x80\x99s hit point maximum and current Hit Points increase by 5 for the duration. If the target of the curse rolls a natural 1 on the saving throw, the sangoi gains an additional action this round which it may use immediately. \n'b'\n'b' ABOUT \n'b' Dressed in tattered finery and often using dead animals for a cloak, a sangoi is a small, gaunt humanoid with unnaturally long fingers and nails. Sometimes mistaken for vampires , sangois are evil nocturnal fey that haunt towns and graveyards, feeding on blood and hunting by the sounds of victims\xe2\x80\x99 hearts. They prefer humanoid blood but settle for animal blood when hungry. \n'b' Sangoi stand 4 feet tall and weigh 35 to 40 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sanguine Rose \n'b' Large plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 10 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire, radiant Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned , prone Senses blindsense 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Deathly Blossom . When the rose dies, it explodes in a burst of necrotic energy. Each creature within 20 feet of the rose must make a DC 13 Dexterity saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature killed by this damage rises as a sanguine rose within 7 days, unless its body is cremated or buried in consecrated ground. \n'b' Seductive Scent . The rose constantly emits a potent and alluring magical perfume to put its prey off guard. A creature that starts its turn within 60 feet of the rose must make a DC 13 Wisdom saving throw. On a failure, attacks against the creature are made with advantage until the start of the creature\xe2\x80\x99s next turn. On a successful save, the creature is immune to this effect for 1 hour. Creatures that don\xe2\x80\x99t breathe automatically succeed on the save. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rose makes two vine attacks. It can replace one attack with Blood Drain. \n'b' Vine . Melee Weapon Attack : +5 to hit, reach 15 ft., one creature. Hit : 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 13). \n'b' Blood Drain . The rose laps up the blood of one creature it is grappling. The creature takes 7 (2d6) slashing damage, and the rose gains the same number of temporary hit points . The creature is also poisoned until it regains at least 1 hit point. \n'b' Swallow . Melee Weapon Attack : +5 to hit, reach 15 ft., one target grappled by the rose. Hit : The target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the rose, and it takes 3 (1d6) bludgeoning plus 3 (1d6) piercing damage at the start of each of the rose\xe2\x80\x99s turns. A rose can have only one creature swallowed at a time. If the rose takes 10 damage or more on a single turn from the swallowed creature, or if the rose dies, the rose regurgitates the creature, which falls prone in a space within 10 feet of it. \n'b'\n'b' ABOUT \n'b' Created by vampires and planted in their dour garden spaces, sanguine roses are slow-moving plants fertilized with the remains of victims who perished before the vampire could finish drinking their blood. The few remaining drops of blood in such fertilizer are enough to give this eerie flower its crimson hue-or so the stories go. Whatever the case, sanguine roses combine the sturdy physiology and classical beauty of a rose bush with the unnatural and evil powers of undeath, making them terribly potent guardians of vampiric estates. \n'b' Usually planted in gardens or along exterior walls amid mundane plants that serve as camouflage, sanguine roses attack any living creatures that draw near in order to soak the soil around them with fresh blood. Like true roses, sanguine roses emit a pleasant aroma, but the odor of these monstrous plants is far more potent than any mundane flower. They draw humanoids and animals toward them using this seductive scent, then explode into a frenzy of thorny attacks. \n'b' A sanguine rose can easily be identified by its unnaturally dusky leaves and vines, which make its bright red flowers and inch-long thorns stand out all the more. Regardless of their telltale features, countless animals and humanoids fall prey to sanguine roses since knowledge of these wretched plants is a well-kept secret among vampires and other cunning undead. \n'b' Several varieties of sanguine rose exist, including the much rarer grave lily, which supposedly feasts upon undead creatures rather than the living. Particularly ancient specimens of either variety have been known to gain a modest level of intelligence, and with it, foul primal magical powers such as cloudkill or blight . \n'b' Sanguine roses and their varieties can be created with the create undead spell as if they were wights. \n'b' Sanguine roses are particularly popular among evil druids and their ilk.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sap Demon \n'b' Small ooze , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 81 (18d6 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 12 (+1) INT: 7 (-2) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 90 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The sap demon can move through a space as narrow as 1 inch wide without squeezing. \n'b' Ooze Nature . The sap demon doesn\xe2\x80\x99t require sleep. \n'b' Season\xe2\x80\x99s Change . If the sap demon takes fire damage, its speed is increased by 10 feet until the end of its next turn. If it takes cold damage, its speed is reduced by 10 feet until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sap demon makes two Slam or Lob Sap attacks. If both Slam attacks hit a Medium or smaller creature, the creature is grappled (escape DC 12). \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) acid damage. \n'b' Lob Sap . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 12 (3d6 + 2) bludgeoning damage, and the target\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. \n'b' Soul Sap (Recharge 6) . One humanoid the sap demon is grappling or that is incapacitated within 5 feet of the sap demon must succeed on a DC 12 Constitution saving throw or be possessed by the sap demon. The sap demon then disappears, and the target is incapacitated and loses control of its body. The sap demon now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ooze can\xe2\x80\x99t be targeted by any attack , spell, or other effect, except ones that restore a creature\xe2\x80\x99s hp maximum. The ooze retains its Intelligence , Wisdom , and Charisma and condition immunities. It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. While possessed, the target\xe2\x80\x99s body seeps blood out of its ears, nose, and eyes, and the target takes 2 (1d4) acid damage at the end of each hour. Its hp maximum is also reduced by that amount. This reduction lasts until the target finishes a long rest after the possession ends. The possession lasts until the body drops to 0 hp , the ooze ends it as a bonus action, or the ooze is forced out by an effect like the greater restoration spell. When the possession ends, the ooze reappears in an unoccupied space within 5 feet of the body. The target is immune to this sap demon\xe2\x80\x99s Soul Sap for 24 hours after succeeding on the saving throw or after the possession ends. \n'b'\n'b' ABOUT \n'b' The axe mark in the tree oozes with viscous sap that forms into a small, vaguely humanoid shape at the tree\xe2\x80\x99s roots. It half walks and half flows forward. \n'b' Tree Oozes . Despite the name, sap demons aren\xe2\x80\x99t true demons. They are sentient oozes that form when an enchanted tree is cut or injured. A few hours after the injury, they pool into a shape that vaguely resembles their tree\xe2\x80\x99s attacker; if the tree cutter had a beard, the sap demon\xe2\x80\x99s human-like head drips in the vague shape of a beard. After dispatching the tree\xe2\x80\x99s attacker, most sap demons return to the tree, though some remain curious or malevolent enough to continue exploring the world. \n'b' Reckless Possessors . A sap demon earns its name from its ability to possess another creature by oozing down its throat. Once inside, the sap demon makes the host bleed as the tree bled and is reckless with the body. However, no matter how the body is bandaged or cured, the host perpetually bleeds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'The Catilus \n'b' Family: Catilus \n'b' Gargantuan fey (catilus), chaotic good \n'b' Armor Class 24 (natural armor) Hit Points 615 (30d20 + 300) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 25 (+7) CON: 30 (+10) INT: 24 (+7) WIS: 30 (+10) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +16, Con + 19, Wis +19, Cha +19 Skills History +16, Insight +19, Perception +19, Performance +19, Persuasion +19, Stealth +16 Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, radiant, thunder Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , stunned Senses truesight 300 ft., passive Perception 29 Languages all, telepathy 240 ft. Challenge 30 (155,000 XP) Proficiency Bonus +9 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (5/Day) . If the Catilus fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The Catilus has advantage on saving throws against spells and other magical effects, and resistance against the damage of spells. \n'b' Chromatic Spells . When the Catilus casts a spell that deals a damage type from the following list, it can change that damage to one of the other listed types: acid, cold, fire, lightning, poison, or thunder. \n'b' Innate Spellcasting . The Catilus\xe2\x80\x99 spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). The Catilus can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : arcane eye , color spray , creation , dancing lights , fabricate, faerie fire , invisibility (6th-level version), major image (6th-level version), mending , programmed illusion , prestidigitation , see invisibility , sending , scrying , telekinesis \n'b' 4/day each : counterspell (6th-level version), dispel magic (6thlevel version), fireball (chromatic), hypnotic pattern , shield \n'b' 3/day each : cloudkill (chromatic), greater invisibility , hallucinatory terrain , ice storm (chromatic), plane shift , seeming , teleport \n'b' 2/day each : fire storm (chromatic), irresistible dance , mirage arcane , prismatic spray \n'b' 1/day each : conjure fey (9th-level version), gate , wish , prismatic wall , time stop \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Catilus uses Spontaneous Art if available. It then makes three attacks. It can replace one attack with casting a spell with a casting time of 1 action. \n'b' Coloring Claws . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 29 (4d10 + 7) slashing damage, and the target is marked with magically glowing paint. As long as the target is marked, any attack roll against it has advantage if the attacker can see it, and it can\xe2\x80\x99t benefit from being invisible . The paint lasts for 1 hour, or until a creature takes an action to scrape it off. \n'b' Prismatic Burst . Melee or Ranged Spell Attack : +19 to hit, reach 15 ft. or range 600 ft., one target. Hit : 36 (4d12 + 10) acid, cold, fire, lightning, poison, or thunder damage. If the Catilus rolls a 20 on the attack roll, it can make an additional Prismatic Burst attack against the same target. \n'b' Spontaneous Art (Recharge 5-6) . The Catilus creates one of the following magical effects:\n'b'\n'b'\n'b' Antimagic Paint Remover . The Catilus throws a blob of antimagic paint remover to a point it can see within 60 feet of it. The antimagic paint remover dispels all illusions and removes magic paint from Coloring Claws attacks in a 30-foot-radius sphere centered on that point. Creatures within that sphere must succeed on a DC 27 Dexterity saving throw or be coated in antimagic paint remover. While coated in antimagic paint remover, a creature is under the effect of an antimagic field spell. The paint remover lasts for 1 hour, or until a creature takes an action to scrape it off. \n'b' Creative Frenzy . The Catilus casts three spells with a casting time of 1 action from its list of spells. The spells take effect one after the other. \n'b' Animated Portrait . The Catilus creates a perfect copy of another creature it can see within 120 feet of it. The copied creature appears next to the Catilus and is friendly to it. The copied creature takes its turn immediately after the Catilus and then disappears. Once it creates a copy of a creature, the Catilus cannot copy that creature again until it finishes a long rest. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Indestructible Shell . The Catilus can use a bonus action to retreat into its shell, gaining full cover and immunity to all damage and conditions, while its speed drops to 0. It can use another bonus action to come out of its shell. While retreated in its shell, the Catilus can cast gate , plane shift , or teleport to escape to safety. When casting these spells this way, the Catilus leaves behind its shell. Without its shell, the Catilus loses its Indestructible Shell bonus action and its AC becomes 20. The Catilus creates a new shell after 1d4 long rests. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Catilus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Catilus regains spent legendary actions at the start of their turn. \n'b'\n'b' Attack . The Catilus makes one Coloring Claws or one Prismatic Burst attack . \n'b' Teleport (Costs 2 Actions) . The Catilus magically teleports up to 120 feet to an unoccupied space it can see. \n'b' Cast a Spell (Costs 3 Actions) . The Catilus casts a spell with a casting time of 1 action from its list of spells. \n'b'\n'b' ABOUT \n'b' The creature known simply as the Catilus is a mystical feline being of creativity and whimsy that exists on the rim between worlds, where sheer will shapes the fabric of reality. \n'b' Mysterious and wise, nobody is quite sure what the Catilus\xe2\x80\x99 motives are. Some sages think that the Catilus seeks to counter the slow, entropic decay of the cosmos by adding touches of whimsical complexity, while others believe it just loves doing art and uses the formless void as its infinite blank canvas. \n'b' Whatever its motives, the Catilus\xe2\x80\x99 urge to add shape, color, and meaning to the cosmos is obvious and overwhelming. \n'b' Across the ages, the Catilus has been seeking mortals to join the Catilus Family in manifesting colorful splotches of structure and meaning into the formless void and beyond. \n'b' The term \xe2\x80\x9cCatilus\xe2\x80\x9d refers to an entire species of curious feline creatures that float through dimensions inside (for them, catiloid) shells. There are catili of all ages, colors, and sizes, and the oldest and wisest of them is known as just \xe2\x80\x9cthe Catilus\xe2\x80\x9d. All catili, as well as their friends, make up what they like to call the Catilus Family. \n'b' Catili are native to the rim between worlds some call the astral plane. There, they wield the magic of creation to paint the nothingness of the void with delightful colors and create quirky curiosities out of formless matter. Many catili travel across the cosmos seeking adventure and new friends, on which they may bestow rare and unusual magic powers! All catili possess some form of whimsical, colorful magic, including short-range telepathy and their signature float-ina-shell flying. Most adults can cast minor illusion at will and love to compete in finding the most whimsically creative ways to use that spell. Many of the more adventurous catili can also turn invisible , an ability they use to surprise friends and confound enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deathmoss \n'b' Large elemental , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 133 (14d10 + 56) Speed 20 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 5 (\xe2\x80\x933) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities poison Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blight . Any creature that touches the deathmoss or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned until the end of that creature\xe2\x80\x99s next turn. \n'b' Earth Glide . The deathmoss can burrow through nonmagical, unworked earth and stone. While doing so, it doesn\xe2\x80\x99t disturb the material it moves through. \n'b' False Appearance . While the deathmoss remains motionless, it is indistinguishable from a mosscovered mound. \n'b' Siege Monster . The deathmoss deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deathmoss makes two slam attacks. It can use calming spores in place of one attack . \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, 7 (2d6) necrotic damage, and Blight. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic 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' Calming Spores (Recharges after a Short or Long Rest) . The deathmoss emits a cloud of spores in a 20-foot-radius sphere that goes around corners. Each creature in that area must succeed on a DC 15 Constitution saving throw or become indifferent toward the deathmoss for 1 minute, becoming unable to take hostile action toward the elemental . The target can repeat the saving throw at the end of each of its turns, when the deathmoss or its allies harm the creature, or the creature witnesses any ally being similarly harmed, ending the effect on itself on a success. If the initial saving throw is successful or the effect ends for a creature, the creature is then subjected to Blight. \n'b'\n'b' ABOUT \n'b' Affront to Nature . Whether through a brush with powerful malevolence or unwise experiments, elementals can be corrupted, turning them into blighted forms. Fey and others with a connection to nature have an instinctive aversion to these creatures. \n'b' Toxic Magic . Blighted elementals are sources of poison, carrying their corruption with them and spreading it to new places. They multiply rapidly and carry death to the unwary. For those with sinister intentions though, they can be an excellent source of dangerous, potent ingredients for potions or poison. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Blight elementals arise when nature or the substance of an elemental plane is corrupted. These elementals can resemble nonelemental creatures, but they\xe2\x80\x99re still elementals. Blight elementals have elemental resistances, including to nonmagical attacks. \n'b' DC 15 Intelligence ( Arcana ) : A blight elemental is always poisonous, in addition to its other powers. Some, such as deathmoss and forgeblights, have supernatural abilities to spread rot to creatures or objects. \n'b' DC 20 Intelligence ( History ) : Some legends say a lich created the first blight elementals to gain the favor of an arch daemon. If such stories are true, finding the lich\xe2\x80\x99s notes might allow someone to return blight elementals to their original forms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sapphire Jelly \n'b' Medium ooze , unaligned \n'b' Armor Class 9 Hit Points 144 (17d8 + 68) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +4 Damage Immunities cold, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The sapphire jelly can move through a space as narrow as 1 inch wide without squeezing. \n'b' Icy Transformation . A humanoid slain by the sapphire jelly rises 1 week later as a glacial corrupter (see page 176), unless the humanoid is restored to life or its body is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sapphire jelly makes two freezing slam attacks. \n'b' Freezing Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) cold damage. \n'b' Engulf . The jelly moves up to its speed. While doing so, it can enter a Medium or smaller creature\xe2\x80\x99s space. Whenever the jelly enters a creature\xe2\x80\x99s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the jelly enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) cold damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) cold damage at the start of each of the jelly\xe2\x80\x99s turns. When the jelly moves, the engulfed creature moves with it. A sapphire jelly can have only one creature engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the jelly. Alternatively, a creature within 5 feet of the jelly can take an action to pull a creature out of the jelly. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) cold damage. \n'b'\n'b' ABOUT \n'b' Wisps of frosty air rise from the amorphous, quivering blue puddle. Bits of ice cling to the edges, and the surface has an almost crystalline appearance. \n'b' Mountainous Regions . Sapphire jellies are at home in glacial and mountainous regions among rocks and ice. They are just as likely to be found above-ground as below, but they avoid regions that are warm or dry. They tend to avoid large settlements of warm-blooded creatures, as such creatures consider them an active threat and often seek to destroy them.\xc2\xa0They prefer the company of creatures not bothered by the cold. \n'b' Unnaturally Cold . Sapphire jellies are extremely cold, freezing water and objects they encounter on contact. Creatures that are caught within them or hit with their attacks are immediately chilled to the bone, and those who are killed by them are permanently transformed into undead. Sapphire jellies can often be found in areas with glacial corrupters, which more often than not were once their victims. \n'b' Ooze Nature . A sapphire jelly doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Barghest \n'b' Family: Barghest \n'b' Medium fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 37 (6d8+6) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Dex +5, Wis +6 Skills Perception +5, Stealth +5, Survival +5 Damage Resistances cold; necrotic; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Infernal, Vulgate Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Change Shape . The barghest can assume the shape of a goblin or a normal wolf. It can keep this form indefinitely, reverting to its natural form upon death. It retains its natural weapons while in alternate shape. \n'b' Consume the Soul . When a barghest slays an opponent, it feeds upon the victim\xe2\x80\x99s soul as well as its corpse, using a bonus action to do so. Victims whose soul is consumed by a barghest in this manner cannot be raised or resurrected through anything short of wish or true resurrection , which have only a 50% chance of success. Reincarnate may also be attempted, with only a 25% chance of success. \n'b' Feed . A barghest who slays an opponent and consumes their soul gains hit dice. For every three opponents slain, the barghest gains one hit die, to a maximum of 12 HD. For each HD it gains, it also increases its Strength , Dexterity and Constitution by 1, and its AC increases by 1. For every 3 HD thus gained, the damage for its natural attacks increase by one die type (d8, d10, d12), and its effective Challenge Level increases by 1, with commensurate increase in Proficiency bonus. At 10 HD, its size increases to Large, and its shapechange allows for shifting to hobgoblin or worg forms instead of goblin and wolf. \n'b' Pass without Trace . A barghest in wolf form can use pass without trace , at will, as a spell-like ability. This ability does not require an action, nor does it require components. \n'b' Spell-like Abilities (Save DC 15) .\n'b'\n'b'\n'b' At will \xe2\x80\x93 disguise self , levitate , minor illusion , misdirection \n'b' 1/day -charm monster, dimension door , fear \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The barghest attacks 3 times; twice with its claws and once with its bite. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b'\n'b' About \n'b' A barghest is an evil faerie. They are vaguely human in shape, but can alter their size to very small or very large, appearing as if they are looming over any who face them. Upon closer inspection, their ragged, dull-colored flesh is revealed, and a stench pervades them like the smell of rotten fruit. \n'b' Despisers of Life . Barghests reside on the outskirts of civilization, lurking in abandoned buildings, alleys and the like. Barghests require the souls of living victims to sustain themselves, growing more powerful with each unfortunate devoured. These foul-minded fey stalk the living in the mortal realms, hoping to gain for themselves power and immortality, and driven by a violent hatred of all living things. \n'b' Deadly Tricksters . The Barghest will always attempt to lead a victim astray through the use of spell-like abilities. They will take the shape of someone in distress, to call upon their intended victims and lure them into the dark. They then pounce upon them and devour them, body and soul.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sarab Pool \n'b' Large fey , chaotic evil \n'b' Armor Class 10 Hit Points 65 (10d10+10) Speed 0\n'b' STATS STR: 19 (+4) DEX: 7 (-2) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities: Blinded , frightened , paralyzed , petrified , restrained Damage Resistances cold, fire, Psychic Senses blindsight 30ft Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Peaceful Illusion . Any creature that comes within 30 feet of the sarab must make an Intelligence save (DC 15). Anyone who fails this save will see the sarab and the area around it as a peaceful grove with a small pool. They will not be able to see or hear anything else. Even someone being slaughtered a few feet from them would be invisible to them. Anyone who makes the save sees the area as it is, which will initially seem to be the same as if they did not save. \n'b' Portal of Death . The first person to step within 5 feet of the sarab will see an additional illusion, creating an illusion of a portal before the character\xe2\x80\x99s eyes. Beyond the portal is something the character desperately wants. The target must make an Intelligence save (DC 15) or completely believe the portal is real. If the target steps through the portal, they sink into the sarab and are automatically grappled . \n'b'\n'b' ACTIONS \n'b'\n'b' Drown . If the sarab has someone grappled at the beginning of its turn, it automatically uses its drown attack , forcing the water into the victim\xe2\x80\x99s lungs. The target automatically takes 15 (2d10+4) necrotic damage. \n'b' Grab . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) bludgeoning damage. In addition, the sarab tries to grab the target and draw it into itself to drown it. The target and the sarab must make opposed strength rolls. If the target succeeds, it escapes. If it fails, it is drawn into the pool and grappled . While the sarab has a creature grappled , it cannot use its grab attack . \n'b' Grapple . Any creature grappled by the sarab can attempt to escape as an action. They must succeed at either a Strength (athletics) or Dexterity (acrobatics) attempt at a difficulty of 18 to escape. The sarab can only grapple one creature at a time. \n'b'\n'b' ABOUT \n'b' Sarab pools are rare, magical pools that dwell in old glades of ancient forests. They appear as pools of still water to anyone who comes across them. But they are, in fact, mindless creatures of fey that unknowingly trap and kill the unwary through a combination of illusions and sorcery. The glade around the sarab pool is amazingly beautiful with old-growth, moss-covered, oak or elm trees with tangled roots, wildflowers growing amidst deep lush grass, and the like. The sarab pool fosters its own environment, protecting it in many ways and allowing it to grow safe from man or beast. \n'b' Fey Cursed . The sarab is created by renegade fey magic, causing peaceful pools of water to become cursed with a need to kill. The sarab are mindless, but they act with purpose. \n'b' Ambush Killers . The sarab tries to draw in victims with its illusions, drowning them one at a time. If it is unable to do so, it will try to grab those who stray too close. The creature is incapable of any action except trying to grab victims by any means available to it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sarcophagus Clam \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural) Hit Points 60 (8d10+16) Speed 0 ft.\n'b' STATS STR: 24 (+7) DEX: 1 (-5) 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' Damage Resistances acid, fire, piercing, slashing Condition Immunities charmed , exhaustion , frightened , prone Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . A sarcophagus clam appears as a normal, if large, specimen of clam. A DC 15 Wisdom ( Survival ) or Intelligence ( Nature ) check reveals that the sarcophagus clam is both unusual and dangerous. \n'b' Water Breathing . The sarcophagus clam can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacles . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 11 (1d6+7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14) and must succeed on a DC 14 Strength saving throw or be pulled 10 ft. toward the clam. Until this grapple ends, the target is restrained . The sarcophagus clam may only have one creature grappled at a time. \n'b' Swallow Whole . As an action, the sarcophagus clam may swallow one grappled creature of size Medium or smaller whole. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the clam, and it takes 11 (3d6) acid damage at the start of each of the clam\xe2\x80\x99s turns. The clam can have only one creature swallowed at a time and may not make a tentacle attack while it has a creature swallowed. If the behemoth takes 20 points of damage or more from the swallowed creature in a single turn, it must succeed on a DC 20 Constitution save or regurgitate the swallowed creature, which fall prone in a space within 10 feet of the clam. If the clam dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement and exiting prone . Once its victim is inside, the clam snaps shut and begins to flood its interior with acid, while the foot drags the victim over the razor sharp protrusions of its inner shell. The average sarcophagus clam can hold a Medium creature, although much larger specimens are known to exist. \n'b'\n'b' ABOUT \n'b' This shellfish is roughly the shape of a coffin and is the size of a small wagon. \n'b' A sarcophagus clam is a deadly hazard to creatures that travel the sea floor. They appear to be unremarkable giant clams until prey passes within reach. Their foot has evolved into a powerful tentacle that grapples targets and pulls them into its thick shell. \n'b' Sarcophagus clams are normally found singularly, often in shallow water and natural harbors, though merfolk legends tell of great beds of hundreds of sarcophagus clams that are capable of swallowing entire armies within seconds. \n'b' Frequently, indigestible materials are found within the clam\xe2\x80\x99s shell after it is slain, and rarely, high quality pearls are within the clam as well. Some races fashion plate armor and heavy shields out of unbroken sarcophagus clam shells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sarcophagus Slime \n'b' Medium undead , neutral evil \n'b' Armor Class 11 Hit Points 102 (12d8 + 48) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +4 Skills Stealth +4 Damage Resistances acid, necrotic Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' Undead Nature . The sarcophagus slime doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sarcophagus slime can use its Frightful Presence. It then makes two Slam attacks. It can replace one Slam attack with a use of Corrupting Gaze. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) acid damage. \n'b' Corrupting Gaze . One creature the sarcophagus slime can see within 30 feet of it must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A Humanoid slain by this effect rises 24 hours later as a sarcophagus slime, unless the Humanoid is restored to life or its body is destroyed. \n'b' Frightful Presence . Each creature of the sarcophagus slime\xe2\x80\x99s choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' ABOUT \n'b' The sarcophagus opens to reveal an eerie, scintillating light. \n'b' Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center. \n'b' Vigilant Slime . Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. The slimes seethe with baleful energy, and their blackened skulls retain a simple watchfulness. \n'b' Muddled Origins . Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body.\xc2\xa0Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. \n'b' Death to Tomb Robbers . These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sargassum Fiend \n'b'\n'b' Large plant , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 136 (13d10+65) \n'b' Speed 20 ft., climb 20 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 20 (+5) INT: 2 (\xe2\x80\x934) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Str +11 \n'b' Damage Resistances bludgeoning, cold, piercing \n'b' Skills Perception +8 \n'b' Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 18 \n'b' Languages Deep Speech, telepathy 120 ft. \n'b' Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Mirage . A sargassum fiend emits a powerful scent that causes specific, miragelike hallucinations. All creatures within 300 feet of a sargassum fiend must make a DC 16 Wisdom saving throw or become charmed by the scent. A charmed creature sees the sargassum fiend as whatever would most compel it to approach. This might be a lost loved one, a child in need of help , an enchanting mermaid, the promise of dry land, and so on. This effect ends immediately if the sargassum fiend makes an attack against any target. \n'b' Water Breathing . The sargassum fiend can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sargassum fiend makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 29 (4d10 + 7) bludgeoning damage. Instead of dealing damage, the sargassum fiend can grapple the target (escape DC 16). \n'b'\n'b' About \n'b' A sargassum fiend is a free-floating mass of intelligent seaweed capable of luring its victims to their deaths via a powerful hallucinogenic pheromone. Once the sargassum fiend lures prey within striking distance, it grabs the entranced creature and attempts to crush it to death. Experienced sailors tell tales of entire crews jumping overboard to swim out to a murderous field of the sea plants. Sargassum fiends usually reach sizes up to 10 feet in diameter before splitting, their means of asexual reproduction. Mutations have been known to exist, however, and sea-faring scholars have recorded individual sargassum fiends reaching masses of truly enormous size .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sarsaok \n'b' Huge monstrosity , unaligned \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 136 (13d12 + 52) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Vulnerabilities cold \n'b' Damage Resistance(s) piercing \n'b' Damage Immunities fire, poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the sarsaok 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 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Divine Horns . The sarsaok\xe2\x80\x99s gore attack is magical. In addition, its gore attack ignores the target\xe2\x80\x99s resistances to piercing or fire damage. \n'b' Heated Body . Any creature that touches the sarsaok or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sarsaok makes two attacks: one with its gore and one with its hooves. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 3 (1d6) fire damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire damage. \n'b' Immolating Purge (Recharge 5\xe2\x80\x936) . The sarsaok spews burning blood in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This huge, six-horned, bull-like creature possesses a mane of writhing flames and shimmering metal skin. \n'b' Creation of the Gods . All sarsaok descend from Hadhayosh, a mighty celestial ox said to have been present at the creation of humanity. Scholars speculate the union of domestic or wild oxen with Hadhayosh produced the first sarsaok. \n'b' Inhospitable Habitats . The sarsaok dwell in areas of great heat and fire such as Volcanoes or other geologically active regions. In addition to consuming flora, they are known to drink liquid magma and graze on obsidian, pumice, or other volcanic rock. \n'b' Peaceful Horror . Though of great size and strength, sarsaoks are peaceful herbivores similar in demeanor to wild oxen. When threatened, an entire herd attacks until the threat has ended.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sasori Fukur-Washi \n'b' Medium fey (kami), neutral good \n'b' Armor Class 17 (natural armor) Hit Points 123 (19d8 + 38) Speed 40 ft., climb 20 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 21 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +9 Skills Perception +9, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses truesight 60 ft., passive Perception 19 Languages Common, Sylvan Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Ethereal Jaunt . As a bonus action, the kami can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Flyby . The kami doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The kami has advantage on saving throws against spells and other magical effects. \n'b' Keen Hearing and Sight . The kami has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Actions \n'b' Multiattack . The sasori fukur-washi makes three attacks: one with its claw, one with its sting, and one with its talons. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The kami has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Talons . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' About \n'b' A golden pair of glowing, avian irises reveal a large creature on a nearby tree. Horn-like feathered ears sit atop its muscular, winged form. As it shifts on its branch, its wings divulge a hint of insectoid claws beneath them. A soft, echoing voice asks, \xe2\x80\x9c Are you lost? Do you need aid ?\xe2\x80\x9d \n'b' Sasori fukur-washi are kami originating from reincarnated noble souls who consistently honored and protected nature in their past life. \n'b' Friendly Protectors . Unlike others of their kind, these kami are not found near specific shrines, and they can\xe2\x80\x99t be summoned. The sasori fukur-washi are divine spirits inherently connected to all of nature, fulfilling the role of divine agent, messenger, or roaming protector. They are generally peaceable, befriending non-evil humanoids, fey, and other magical beings that don\xe2\x80\x99t defile natural environments. \n'b' Nocturnal . They are inclined to rest or meditate by day and are active from dusk until dawn. Blessed with the ability to shift to and from the Ethereal Plane, these kami have a distinct tactical advantage to aid any nearby kami or respectful and contrite travelers along their way. \n'b' Immortal Spirit Nature . The kami doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sasquatch \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 119 (14d10 + 42) \n'b' Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The sasquatch has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Plant Camouflage . The sasquatch has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Relentless (Recharges after a Short or Long Rest) . If the sasquatch takes 25 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b' Reckless . At the start of its turn, the sasquatch can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sasquatch makes three attacks: one with its bite and two with its fists. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Rock . Melee Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Vanishing Tantrum (Recharge 5\xe2\x80\x936) . The sasquatch roars and stomps, kicking up debris and leaving deep footprints in the ground. Each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. The sasquatch can then move up to half its speed without provoking opportunity attacks and take the Hide action as a bonus action. \n'b'\n'b' ABOUT \n'b' A tall, ape-like creature walks upright, its arms ending in heavy fists. The creature\xe2\x80\x99s lips curl back, revealing long, pointed teeth set in a powerful jaw. \n'b' Sasquatches are large beasts that stalk deep forests and other densely wooded areas. They are bipedal primates that stand about nine feet tall and are covered in black, brown, or red fur. \n'b' Famously Elusive . Many people claim to have seen a sasquatch, but almost none have proof of their interaction with the beast, creating questions about the creature\xe2\x80\x99s existence. Skeptics claim sasquatch sightings are simply misidentified bears, apes, or similar creatures. Many sages and hunters journey deep into forests, hoping to find proof sasquatches exist and returning only with a handful of fur that could belong to almost any animal. \n'b' In truth sasquatches are solitary nocturnal creatures that generally avoid confrontation. They prefer to stay in the shadows of the forest, dining on vegetation and insects while staying clear of other creatures. \n'b' Hidden Lairs . Sasquatches are smart enough to hide the entrances to their lairs with heavy boulders, underbrush, fallen trees, a waterfall, or some other obstruction that appears to be a natural part of the terrain. They hide gathered food and shiny trinkets they find in the forest in these cozy homes, where they rest during daylight hours. \n'b' Aggressive When Provoked . Though sasquatches prefer to avoid confrontation, they fight savagely when cornered or if another creature threatens their home or food source. Their powerful fists and teeth make formidable weapons. Sasquatches do not hesitate to initiate a conflict when threatened. \n'b' Attracted and Soothed by Music . There are some who claim sasquatches are drawn and calmed by music, particularly songs with a lullaby-like quality. These tales come with a warning: stopping the song before the sasquatch is lulled to sleep by its melody causes the beast to go into a violent rage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satan \n'b' Huge fiend , lawful evil \n'b' Armor Class 24 (natural armor) Hit Points 290 (20d12+160) Speed 90 ft., fly 200 ft. (hover)\n'b' STATS STR: 30 (+10) DEX: 27 (+8) CON: 26 (+8) INT: 27 (+8) WIS: 25 (+7) CHA: 31 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +18, Wis +16, Cha +19 Skills Insight +25, Intimidation +28, Perception +25, Persuasion +28, Sleight of Hand +26, Stealth +26 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , diseased, exhaustion , frightened , poisoned , prone Senses darkvision 300 ft., truesight 120 ft., passive Perception 35 Languages all, telepathy 300 ft. \n'b' Challenge 35 (255,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrupted . Satan\xe2\x80\x99s natural and weapon attacks are magical and deal an extra 6d12 necrotic damage (included in the attack ). \n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede Satan\xe2\x80\x99s darkvision . \n'b' Infernal Tongue . It is impossible to tell when Satan is lying. Additionally, no matter what he says, magic that would determine if Satan is telling the truth indicates that he is being truthful, and magic cannot reveal his alignment. \n'b' Innate Spellcasting . Satan\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : detect magic , freedom of movement \n'b' At will : animate dead , bestow curse , black tentacles , charm monster, chill touch , create undead , death ward , detect evil and good , disintegrate , dispel evil and good , dispel magic , dominate monster , eyebite , hellish rebuke (as a 5th-level spell), greater invisibility , invisibility , finger of death , harm , mass suggestion , plane shift , produce flame , planar ally , suggestion , teleport , vampiric touch , wall of fire \n'b' 3/day each : gate , incendiary cloud , imprisonment , time stop , weird , wish \n'b'\n'b' Legendary Resistance (3/Day) . If Satan fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Satan has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . Satan regains 20 hit points at the start of his turn if he has at least 1 hit point. \n'b' Shadow Stealth . While in dim light or darkness , Satan can take the Hide action as a bonus action. \n'b' Unholy Boon . Satan can use his action to touch a creature, granting it infernal power in exchange for something precious to it. For the next 24 hours, each round the creature can roll 1d12 and add it to any ability check, attack roll, or saving throw it makes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Satan uses his Frightful Presence. He then makes three melee attacks or he uses Soulsucking Touch and makes two melee attacks . \n'b' Claws . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 28 (4d8+10) slashing damage plus 39 (6d12) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Satan regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level + 2) rises from the corpse 1 minute later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1d4 minutes later. \n'b' Frightful Presence . Each creature of Satan\xe2\x80\x99s choice that is within 300 feet of him and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Satan\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Soulsucking Touch . Satan reaches out at a creature within 50 feet that he can see, drawing away its life force. The target makes a DC 27 Charisma saving throw or reduces its Intelligence , Wisdom , and Charisma scores by 1d8 (roll separately for each). On a failure by 5 or more, the target rolls d10s instead. The target dies if this reduces an ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid is slain in this way, a fiend (with a CR equal to its CR + 3 or its level +2) rises from the corpse 1 round later. If a deva, planetar, or solar is slain in this way, a new fallen angel rises from the corpse 1 minute later. \n'b' Change Shape . Satan magically polymorphs into any creature that has a challenge rating no higher than his own, or back into his true form. Satan reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). In a new form, Satan retains his alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, including any lair actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Satan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. He regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . Satan makes a melee attack . \n'b' Cast a Spell (Costs 2 Actions) . Satan innately casts a spell. \n'b' Conjure Fiend (Costs 3 Actions) . Satan summons a fiend of challenge rating 15 or lower, which appears in an unoccupied space that he can see within 90 feet. The fiend disappears when it drops to 0 hit points . It obeys any verbal commands that Satan issues to it (no action required by him). If he doesn\xe2\x80\x99t issue any commands to the fiend, it acts freely. \n'b'\n'b' ABOUT \n'b' The frequently disputed and still reigning lord of Hell is one of the most powerful entities in all of existence. Many say he was a fallen angel, others that he is evil personified, and some even embrace the illusory safety of ignorance by claiming he doesn\xe2\x80\x99t exist at all. Only the latter are truly wrong but the King of Lies is well aware of the power of knowledge and has sown deceits about its past everywhere mortals dwell, fooling many into disbelieving in him altogether. It\xe2\x80\x99s also said that those who divine the true nature of Satan\xe2\x80\x99s existence are destined for his fiery domain-and soon, not allowed to live with their secret long enough to share it. \n'b' Before ever involving himself directly the ancient evil sends his servants first (a devil , pack of fiends, or a single fallen angel) to assess a situation and the individuals involved. When Satan knows the weaknesses of those that might oppose him he determines how best to capitalize on their vulnerabilities-kidnapping loved ones, acquiring sought after items of power, and the like-as preparations for negotiating. He revels in the games that follow, toying with foes and then making it abundantly clear he is far superior. Then the dealing begins, though whatever is offered always has hidden strings attached and no mortal yet has successfully come out the other side of a bargain with Satan happier than when it started. \n'b' Foolish adventurers that dare to challenge Satan in combat a second time discover that he is utterly merciless, spreading suffering to not only its victims but also bringing woe to everyone they hold dear afterwards. Every round summons a fiend, and he is ruthless when selecting targets (utilizing intimate knowledge of his foes and their tactics). As soon as an enemy is close to being slain he focuses on that target to add yet another soul to his armies, allowing foes no time to intervene and heal companions, and just in case things turn against him he always saves at least one time stop for an escape.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deathspeaker \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 17 (+3) INT: 18 (+4) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Persuasion +8 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Deathspeak . If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball , or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice. \n'b' Rake . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) slashing damage. \n'b' Necrotic Ray . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 10 (3d6) necrotic damage. \n'b' Pronounce Death . The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp . The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw. \n'b'\n'b' About \n'b' Doomsayer . The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener\xe2\x80\x99s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features. \n'b' Evil Origins . Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods. \n'b' Cadaver Sprites . For reasons that aren\xe2\x80\x99t understood, cadaver sprites are often found in areas around deathspeakers, though not always in their company. Deathspeakers are neither fey nor associated with the fey courts, but they don\xe2\x80\x99t dissuade the little undead from following them. Even the most learned sages don\xe2\x80\x99t understand why the two associate with each other, though some speculate it lies in their shared penchant for trickery. \n'b' Undead Nature . The deathspeaker doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satarre, Destroyer \n'b' Family: Satarre \n'b' Medium humanoid (satarre), neutral evil \n'b' Armor Class 15 (scale mail) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +5 Skills Athletics +5, History +2, Intimidation +3, Perception +2 Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 12 Languages Common, Void Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Commander . As a bonus action, the destroyer commands an undead ally within 30 feet of it to use a reaction to make one attack against a creature the destroyer attacked this round. \n'b' Void Strength . The destroyer has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Void Weapons . The satarre\xe2\x80\x99s weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The satarre destroyer makes two attacks: one with its greataxe and one with its claw. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage. \n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage plus 4 (1d8) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' The muscled reptilian swings its mighty axe at angels and fiends alike on the front lines of a reptilian army. \n'b' The largest and strongest of the satarre, destroyers hold the shield wall and strike down their enemies throughout the planes. These hulking specimens wear banded or scaled armor, often with a glistening varnish finish. Their most common weapons include spears, heavy polearms, and axes. \n'b' Shield Wall . Large squads and companies of satarre destroyers often use void magic to create crackling, violet shield walls. When they do, the destroyers stand shoulder to shoulder, their shields overlapping, and prevent enemies from advancing past them to the mystics they protect. \n'b' Necrotic Lore . Satarre destroyers are well-versed in necromantic magic and other arcana, although they do not perform it themselves. They often find and use magical items looted from their victims, or command undead minions using Void Speech.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satarre, Mystic \n'b' Family: Satarre \n'b' Medium humanoid (satarre), neutral evil \n'b' Armor Class 14 ( hide armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 16 (+3) INT: 17 (+3) WIS: 11 (+0) CHA: 12 (+1)) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Damage Resistance(s) necrotic Skills Arcana +5, Intimidation +3, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Void Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keeper of Secrets . The satarre mystic has advantage on all Intelligence ( Arcana ) checks related to the planes and planar travel. \n'b' Levitate . As a bonus action, a mystic can rise or descend vertically up to 10 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the mystic doesn\xe2\x80\x99t need to concentrate to continue levitating each round. \n'b' Planar Commander . As a bonus action, the mystic commands an angel, elemental, or fiend ally within 30 feet of it to use a reaction to make one attack against a creature that dealt damage to the mystic in the previous round. \n'b' Void Fortitude . If damage reduces the satarre mystic to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the satarre mystic drops to 1 hp instead. \n'b' Void Weapons . The satarre\xe2\x80\x99s weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The satarre mystic makes two void claw attacks. Alternatively, it can use Void Bolt twice. \n'b' Void Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn. \n'b' Void Bolt . Ranged Spell Attack : +5 to hit, range 50 ft., one target. Hit : 9 (2d8) necrotic damage. \n'b' Unveil (1/Day) . The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Deflection . When a creature the mystic can see targets it with a ranged spell attack , the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell. \n'b'\n'b' ABOUT \n'b' Planar Lore and Tools . Satarre mystics are well-versed in angelic, elemental, and fiendish magic and other arcana, although they do not perform all of these themselves. They often find and use magical items looted from their victims, or command elemental or fiendish minions using Void Speech.\xc2\xa0Dressed in clean, dark robes, its claws swirling in arcane gestures, the pale reptilian sends a bolt of energy from the Void at its foes.\xc2\xa0Satarre mystics are creatures with tight awareness of nearby living creatures\xe2\x80\x99 fates. They rely on magic and the ability to speak words of decay to control lesser creatures. Mystics\xe2\x80\x99 minds are always turned to destruction and death, though they hold their own lives more dear than that of their fellow satarres, be they non-combatant drones, rampaging destroyers, or others. \n'b' Easily Distracted . Satarre mystics are known for their ability to ponder and cogitate on larger concerns, even in the midst of a conversation with strangers or a battle with foes.\xc2\xa0Sometimes these distractions lead them to a great insight and a clever countermove; other times they are easily surprised, captured, or fooled by a shining bit of magic or an unknown arcane device. \n'b' Perpetual Incantations . Satarre mystics seem to somehow maintain a steady stream of muttered sounds. Sometimes these take a brief physical form, such as a glowing rune of destruction that circles a mystic\xe2\x80\x99s head or drifts from its maker and falls apart in midair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Barghest, Greater \n'b' Family: Barghest \n'b' Large fiend , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 60 ft. (30 ft. in goblin form)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Intimidation +6, Perception +5, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Goblin , Infernal Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Shapeshifting . The barghest can use its action to polymorph into a goblin or back into its true form. Other than its speed and size (Small), its statistics are the same in each form. \n'b' Banished by Flame . When the barghest starts it turn in a source of flame that engulfs it, it must succeed on a DC 15 Charisma saving throw or be banished to the Abyss. Bursts of flame such as a fireball or dragon\xe2\x80\x99s breath do not have this effect. \n'b' Keen Smell . The barghest has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Innate Spellcasting . The barghest\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The barghest can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : levitate , minor illusion , pass without trace \n'b' 1/day each : charm person , dimension door , suggestion \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack (true form only): +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sathaq Worm \n'b' Huge elemental , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 149 (13d12 + 65) Speed 20 ft., burrow 40 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 20 (+5) INT: 5 (-3) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses tremorsense 60 ft., passive Perception 15 Languages understands Deep Speech and Terran but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Agonizing Aura . The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw. \n'b' Earth Glide . The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Earthen Camouflage . The sathaq worm has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or rocky terrain. \n'b' Siege Monster . The sathaq worm deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the sathaq worm can\xe2\x80\x99t Bite another target. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Swallow . The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the worm (including the worm\xe2\x80\x99s Agonizing Aura), and takes 10 (3d6) piercing damage and 10 (3d6) acid damage at the start of each of the sathaq worm\xe2\x80\x99s turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 30 damage or more on a single turn from the swallowed creature, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This titanic worm\xe2\x80\x99s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself. \n'b' Elemental Predators . Sathaq worms are nightmarish predators from the Plane of Elemental Earth with rugged brown hide embedded with stones. They devour stone and flesh with equal ease. \n'b' Guts Filled with Larvae . Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms\xe2\x80\x99 gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae. \n'b' Painful Presence . Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satyr \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 (leather armor) Hit Points 31 (7d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 11 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Performance +6, Stealth +5 Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Magic Resistance : The satyr has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Ram : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) bludgeoning damage. \n'b' Shortsword : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Shortbow : Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satyr Brute \n'b' Large fey , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 40 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 Athletics +6, Perception +1 Senses passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Block the Path . Until the start of the satyr\xe2\x80\x99s next turn, attack rolls against the satyr have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 11 (2d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the satyr\xe2\x80\x99s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the satyr\xe2\x80\x99s next turn. \n'b' Brute . The satyr deals one extra die of its damage when it hits (included in the attack). \n'b' Actions \n'b' Multiattack . The satyr makes two attacks. \n'b' Unarmed Attack . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Reactions \n'b' Bloody Rampage . When the satyr takes damage, it makes one attack with its unarmed attack against a random creature within its reach. \n'b' About \n'b' Two hulking creatures move through the crowded, dirty streets. One of the local gangs has hired them to hunt down a young man who owes them money. The crowds part quickly as people notice the horned monsters. Satyr brutes are the worst of their kind. \n'b' Famous Fey . Infamous for their brutality, these fey are nothing like their cousins. They are known for their immense strength and intimidating presence. \n'b' To most citizens they appear to be a mass of muscles topped off with a menacing set of horns. \n'b' Pugilistic Presence . The satyr brutes are often hired as bodyguards by evildoers. They are very good at dealing with crowd control and can clear the streets quickly. \n'b' Feared Thug . Other fey are not fond of these bullies and most satyr brutes have been banished. For this reason, the brawny bullies will target fey creatures whenever they can.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satyr Vagabond Prince \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 (leather armor) Hit Points 91 (14d8 + 28) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Performance +9, Stealth +5 Senses passive Perception 15 Languages Common, Elvish, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Archery . The satyr has a +2 bonus on attack rolls with ranged weapons. \n'b' Magic Resistance . The satyr has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The satyr\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting : The satyr\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The satyr can innately cast the following spells, using a set of panpipes as a spellcasting focus and requiring no other material components: \n'b'\n'b' At will : dancing lights , minor illusion \n'b' 1/day each : charm monster, charm person , fear , geas , sleep , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The satyr makes two shortsword attacks and one ram attack , or it makes two longbow attacks. \n'b' Ram . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The satyr adds 2 to its AC against one melee attack that would hit it. To do so, the satyr must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Satyrs are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes. \n'b' Though their bodies are almost always those of attractive and well-built men, much of the satyrs\xe2\x80\x99 talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires. In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr\xe2\x80\x99s lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs and are generally spirited away by their riotous kin soon after birth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satyr, City \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 Hit Points 49 (9d8 + 9) Speed 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Performance +7, Stealth +6 Senses passive Perception 13 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Magic Resistance . The satyr has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The satyr makes two melee attacks : one ram attack and a sword attack, or two sword attacks. \n'b' Ram . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) bludgeoning damage. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Smoky Voice . The satyr sings a magical melody. Every female creature within 60 ft. of the satyr that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The satyr must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the satyr is incapacitated . If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this satyr\xe2\x80\x99s song for the next 24 hours. \n'b' About \n'b' As a handsome gentleman strides through a crowd, an older woman turns to watch him. Then she notices horns poking out from his top hat and his hooves. He calls the woman over and she soon joins him. City satyrs have magnetic personalities and lustful hearts. \n'b' Pleasure Seeker . The city satyr seeks out pleasure just as his woodland cousins do. He can often be found in inns, taverns, and even lavish galas. These fey are as curious as their cousins and want to learn about everyone and everything. They enjoy every ounce of mead and every drop of wine. Hardly an event goes by that these fey aren\xe2\x80\x99t a part of. \n'b' Charming Creature . City satyrs have reputations in the city and their charismatic personalities help them survive. Many inhabitants are aware that coming into contact with the fey might alter the course of their evening, or even their life. However, the satyrs still succeed in drawing many admirers into their circle. \n'b' Chaotic Nature . At heart these creatures are emotionally immature and chaos seems to follow them around. They often enjoy themselves too much and don\xe2\x80\x99t know how to look after themselves properly. A number of the satyrs run afoul of the law and end up in trouble with the authorities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Satyr, Mythos \n'b' Medium aberration , neutral evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 27 (5d8 + 5) \n'b' Speed 40 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 \n'b' Damage Resistances psychic \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Aklo, Common \n'b' Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Innate Spellcasting (Psionics) . The Mythos satyr\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components: \n'b' 1/day each : entangle, sending (maximum range 100 miles) \n'b' Mighty Leap . The Mythos satyr\xe2\x80\x99s jump distance is tripled (to 33 feet long or 9 feet high). \n'b' Regeneration . The Mythos satyr regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Spider Climb . The Mythos satyr can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Traceless . The Mythos satyr has advantage on Dexterity (Stealth) checks and can\xe2\x80\x99t be tracked except by magical means. It leaves no tracks or other signs of its passage. \n'b' Warped Mind . The Mythos satyr has advantage on Wisdom saving throws against confusion and spells and effects that would charm it, frighten it, or cause it to act erratically. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage. \n'b' Gore . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d8 + 1) piercing damage and the target must succeed on a DC 11 Strength saving throw or be knocked prone. \n'b' About \n'b' Mythos satyrs were once humanoids who became twisted in body and mind by the influence of Mythos forces. The milk of Shub-Niggurath notoriously produces this degenerative effect in a very short time. \n'b' Hobbling, chuckling, mewling, and enthusiastic creatures, Mythos satyrs are the frequent result of contact with forces outside mortal understanding. A typical Mythos satyr starts out at human size, then grows, topping out at around 400-600 pounds and some 7-8 feet tall, depending on their humanoid heritage. \n'b' Every Mythos satyr is unique, mixing their humanoid form with some other element. The Mythos satyr\xe2\x80\x99s humanity degrades significantly, becoming less and less symmetrical and rational over time. Mythos satyrs may have additional limbs or limb stubs and incorporate animal-like or even plant-like forms. The only consistency is their degenerate and mutated nature. \n'b' When magic or chemicals from Outside mix with the blood of humans it provokes changes down to the cellular level. This triggers mutation and eventually causes the victim (who may volunteer for the process) to devolve into a monstrous human entity called a Mythos satyr. \n'b' The first effect of the change is typically for any ailments, curses, or ills to be purged (or incorporated into the victim\xe2\x80\x99s metabolism). Unfortunately, the victim\xe2\x80\x99s mind also steadily spirals into madness as the body undergoes metamorphosis. Indeed, the victim\xe2\x80\x99s physical transformation is partly based on their mind, their urges, and their tendencies. Most often, as the physical change takes place, the victim partly comes to resemble some kind of animal, such as a cat, deer, snake, or hawk. Such hybrid creatures may resemble lycanthropes in exterior appearance, but they are internally and mentally very different indeed. \n'b' Most Mythos satyrs are the result of a single contact with Mythos entities, and so stop at the earliest stages of mutation, resembling human-beast hybrids. If they continue to contact Outside powers, the changes to Mythos satyrs do not stop: as they continue to warp physically, their minds degenerate and they sink into madness. Over time, the changes become truly grotesque and illogical; for instance, organs begin to sprout on the creature\xe2\x80\x99s flesh almost randomly. If the process continues (for example if the Outside radiation keeps going for longer periods of time), the victims may just turn into masses of flesh, no longer recognizable as human or even animal. At this point, the entity\xe2\x80\x99s only goals are to consume and reproduce. \n'b' Mythos satyrs have animal instincts, but most still have primarily human minds. If the changes are allowed to continue, the animalistic part of the satyr becomes stronger as the human part weakens.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Saurian \n'b' Large beastman , any alignment \n'b' Armor Class 15 \n'b' Hit Points 84 (8d10 +40) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Perception +5 \n'b' Senses darkvision 60., passive Perception 15 \n'b' Languages Terran, Beastial \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . The saurian has advantage on Wisdom ( Perception ) checks that rely on sight and smell. \n'b' Regeneration . The saurian regains 10 hit points at the start of its turn. If the saurian takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the saurian next turn. The saurian dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Spider Climb . The saurian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The saurian makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 +4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 +4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Tail Slam . When a creature hits the saurian with a melee attack within 5 feet, it can use its reaction to take the Shove action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deathspeaker \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 17 (+3) INT: 18 (+4) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Persuasion +8 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deathspeak . If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball , or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice. \n'b' Rake . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) slashing damage. \n'b' Necrotic Ray . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 10 (3d6) necrotic damage. \n'b' Pronounce Death . The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp . The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw. \n'b'\n'b' ABOUT \n'b' Doomsayer . The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener\xe2\x80\x99s death. Te deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features. \n'b' Evil Origins . Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods. \n'b' Undead Nature . The deathspeaker doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Savager \n'b' Large beast , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d10 + 50) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8 Skills Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Mighty Swing . If the savager doesn\xe2\x80\x99t move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn. \n'b' Spines . A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the savager takes 5 (2d4) piercing damage at the start of the savager\xe2\x80\x99s turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage as the savager rips into the target. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars rises on its hind legs. Its forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation. \n'b' Driven by Dark Spirits . While many druids claim these bear-like animals are not cursed or enchanted, the savager\xe2\x80\x99s habit of killing any living creature on sight is not natural behavior. Hunger doesn\xe2\x80\x99t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them. \n'b' Gnaws Itself . When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords. \n'b' Rare Meetings . The only creature a savager won\xe2\x80\x99t attack on sight is another savager, giving each other a wide berth or meeting briefly to produce young. A savager litter contains anywhere from ten to twenty-five cubs, all of them born able to walk and fend for themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Savior Lumen \n'b' Large swarm of Tiny Celestials , chaotic good \n'b' Armor Class 15 Hit Points 114 (12d10 + 48) Speed 20 ft., burrow 20 ft., fly 50 ft. (hover), swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5, Cha +6 Skills Investigation +6, Medicine +8, Perception +5, Survival +5 Damage Resistances acid, bludgeoning, cold, fire, piercing, radiant, slashing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 15 Languages Celestial, Common, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The savior lumen swarm can breathe air and water. \n'b' Fleeting Memory . When the savior lumen swarm leaves a creature\xe2\x80\x99s sight, that creature must succeed on a DC 16 Wisdom saving throw or remember the swarm only as softly glowing lights. \n'b' Illumination . The savior lumen swarm sheds bright light in a 20?foot radius and dim light for an additional 20 feet. \n'b' Immortal Nature . The savior lumen swarm doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The swarm has advantage on saving throws against spells and other magical effects. \n'b' Swarm . The savior lumen can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny celestial. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Team Effort . The savior lumen swarm is considered to be a single Large creature for the purpose of determining its carrying capacity, and it has advantage on Strength checks made to push, pull, lift, or break objects. \n'b'\n'b' ACTIONS \n'b'\n'b' Flurry of Tools . Melee Weapon Attack : +8 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) bludgeoning damage plus 10 (4d4) piercing damage and 10 (4d4) slashing damage, or 5 (2d4) bludgeoning damage plus 5 (2d4) piercing damage and 4 (2d4) slashing damage if the swarm has half of its hp or fewer. \n'b' Dismantle . The savior lumen swarm destroys up to a 5-foot cube of nonmagical debris, structure, or object that isn\xe2\x80\x99t being worn or carried. \n'b' Spellcasting . The savior lumen swarm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : floating disk , mending , spare the dying \n'b' 3/day each : gentle repose , knock , sending \n'b' 1/day each : locate creature , passwall \n'b'\n'b' ABOUT \n'b' Dozens of miniature angels with crow wings pack together, emitting a warm glow. \n'b' Though many celestials relish grand battles against evil, few stay behind to help in the aftermath of battles or celestial judgment. \n'b' Despite celestial victories against the forces of darkness, there are always innocents whose homes and lives become collateral damage. These victims care most about surviving to the next day and not any grand design. Seeing these lives crushed in the clashes of good and evil, the tiny lumen take it upon themselves help. With disasters both large and small, natural and supernatural, the lumen stay busy helping societies rebuild. \n'b' Celestial Helpers . As immortals, lumen are attuned to catastrophes in the making, reaching the site of a disaster scant minutes after calamity strikes. The lumen search for victims trapped in collapsed, burning, or flooded buildings, and they assist mortals engaged in lifesaving tasks. Their power and size make them uniquely suited for finding lost creatures and accessing dangerous locations larger mortals can\xe2\x80\x99t reach. \n'b' Confused Encounters . The creatures saved by lumen rarely remember their saviors\xe2\x80\x99 identity. Because the lumen prefer their anonymity, they cloud the minds of those they rescue; most survivors believe they saw nothing more than glowing or flashing lights, which explains their name of \xe2\x80\x9csavior lights\xe2\x80\x9d or \xe2\x80\x9csavior lumen.\xe2\x80\x9d Even creatures who remember their rescues often misidentify the lumen as cherubic faeries.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sayona \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 210 (20d8 + 120) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +9, Perception +6 Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The sayona\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fear \n'b' 3/day : dominate person , gaseous form , invisibility \n'b'\n'b' Living Form . Upon draining blood, the sayona may transform into a young, beautiful maiden for 24 hours. In this form, she does not appear undead to mundane senses or to divination magic. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sayona makes 3 claw attacks. \n'b' Claws . Melee Weapon Attack : +9 to hit, 5 ft. reach. Hit : 14 (2d8 + 5) slashing damage, and 7 (2d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Occasionally called \xe2\x80\x9cweeping vampires \xe2\x80\x9d for their ability to cry tears of blood, sayonas are powerful and intelligent undead creatures that hunt mortals to steal from them what they envy most: the ability to exist within living flesh. While they aren\xe2\x80\x99t true vampires , similarity between these two creatures creates substantial confusion to those unfamiliar with sayonas. While sayonas and vampires sustain themselves off mortal blood, sayonas don\xe2\x80\x99t consume the blood, but rather absorb it through their skin (even when using blood drain), using it to transform their twisted forms back into some semblance of the beauty they had-or believe they had-in life. \n'b' Coveting Youth . Above all else, sayonas covet youth. Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover\xe2\x80\x99s children, then killed herself. Doomed to undeath, she wanders the world crying tears of blood and preying on beautiful young women-slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share her fate.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Barometz \n'b' Large plant , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Fruit of the Land . When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes\xe2\x80\x99 feast spell for 8 hours. If the feast isn\xe2\x80\x99t consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves. \n'b' Parent Vine . The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp , and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies. \n'b' Regeneration . The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz\xe2\x80\x99s parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Wildland Runner . Difficult terrain composed of forest underbrush, bushes, or vines doesn\xe2\x80\x99t cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells. \n'b' Actions \n'b' Multiattack . The barometz makes two attacks: one with its gore and one with its hooves. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' About \n'b' This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast\xe2\x80\x99s udder to a nearby tree. The creature smells of fresh bread and floral grapes. \n'b' Born of Fruit . The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants. \n'b' A Feast for Kings . The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants. \n'b' Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sazakan \n'b' Medium elemental , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 142 (19d8 + 57) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages Aquan, Common, Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Blizzard Heart . Nearby weather responds to the sazakan\xe2\x80\x99s desires. At the start of each hour, the sazakan can choose to change the precipitation and temperature within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the sazakan can\xe2\x80\x99t change the wind, the conditions change immediately, and the sazakan can never make it warm, hot, or unbearable heat. \n'b' Icy Nature . The sazakan is infused with elemental power, and it requires only half the amount of air, food, and drink that a Humanoid of its size needs. \n'b' Wintry Aura . At the start of each of the sazakan\xe2\x80\x99s turns, each creature within 5 feet of it takes 7 (2d6) cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sazakan makes three Icy Wind Lash attacks. \n'b' Icy Wind Lash . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 7 (2d6) cold damage. If the sazakan scores a critical hit, the target is restrained by ice until the end of its next turn. \n'b' Ice Whirlwind (Recharge 5\xe2\x80\x936) . The sazakan surrounds itself in icy wind. Each creature within 10 feet of the sazakan must make a DC 15 Strength saving throw. On a failure, a creature takes 28 (8d6) cold damage, and is pushed up to 15 feet away from the sazakan and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . If the saving throw fails by 5 or more, the creature is also restrained as its limbs become encased in ice. A creature, including the encased creature, can break the encased creature free by succeeding on a DC 15 Strength check. The encased creature is also freed if it takes fire damage. \n'b'\n'b' ABOUT \n'b' This pale blue creature resembles a dwarf carved out of ice, moving silently and gracefully as it stares with unblinking, frozen eyes. \n'b' Sazakan are dwarf-like elementals native to the Material Plane. The first sazakan were dwarves frozen for centuries as sculptures in an ice elemental\xe2\x80\x99s lair. When the elemental perished during a particularly warm winter brought on by a nearby cult\xe2\x80\x99s corruption of the area, its residual elemental magic infused the sculptures, imbuing them with a new life and a new purpose: to cherish and protect their icy homelands from all corruption. \n'b' Giant Foes or Friends . Some giants ally themselves with sazakan, seeing the natural advantage of befriending such creatures. Others cannot look past their resemblance to dwarves and attack them on sight. \n'b' Crafted of Ice . Sazakan do not reproduce. Each is carved from glacial ice by another sazakan and imbued with a portion of the crafter\xe2\x80\x99s elemental essence. No two sazakan are alike. \n'b' This method of creation makes sazakan rare, as their population growth is slow and deliberate.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sba-bennu \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 15 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 26 (+3) CON: 32 (+1) INT: 11 (+0) WIS: 01 (+0) CHA: 03 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +2 Skills Acrobatics +7, Deception +5, Intimidation +5 Senses passive Perception 10 Languages Common, Khemitian Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Sba-bennu can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Sneak Attack . Sba-bennu can deal an extra 2d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Sba-bennu doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 3) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' GEAR \n'b' Shortsword, hand crossbow, 20 bolts, dagger, studded leather armor, heavy horse, pouch with 5 gp. \n'b' ABOUT \n'b' Sba-bennu, age 19, is the oldest son of Hept-f-hra and Fa-t-tep. He hates everyone, especially his family. For others, he has scorn and contempt. He is an able-enough student of dishonesty (having learned such traits from his parents). He is not bad looking, but already he evidences his inner wickedness, so that as people come to know him, he is disliked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scaj \n'b' Medium aberration , lawful evil \n'b' Armor Class : 17 (natural armor) Hit Points . 82 (12d8+24 HD) Speed . 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities . frightened , unconscious Damage Immunities . sneak attack Damage Resistances . bludgeoning, piercing and slashing from non-magical or non-silvered weapons Senses . passive Perception 14, blindsight 120 ft. Challenge . 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dust . Whenever a scaj is killed, its body explodes into a 10-foot radius cloud of dust, enveloping anyone or thing within the area in a thick noxious cloud of pestilent ridden, grayblack dust which burns the eyes, mouth and nose, spreading a fire to the guts of those suffering in its wake. Those caught in it suffer 1d8 points of damage each round for 4 (1d8) melee rounds unless cure disease is cast upon them. A successful DC 15 Constitution save halves the damage and negates further damage. A victim who fails can repeat the save at the end of each round, ending the effect on itself with a success. If multiple scaj are killed, the dust cloud thickens. This extends the duration of the effect by an additional 4 (1d8) rounds, but does not increase the damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scaj attacks twice, once with its claws and once with its bite. \n'b' Agonizing roar (recharge 4-6) . The scaj chokes out a deep guttural sound infected with the essence of the Abyss. The roar affects a single target in the scaj\xe2\x80\x99s line of sight who can hear it. Victims must make a DC 16 constitution save or suffer the effects of a symbol of pain which lasts for 6 (2d6) rounds. The victim is entitled to repeat the save at the end of each of its turns, ending the effect on itself with a success. Victims who succeed at their saving throw are immune to the roar of that particular scaj thereafter. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5ft, one target. Hit : 6 (1d6+3) slashing. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5ft, one target. Hit : 21 (3d12+3) piercing. \n'b'\n'b' ABOUT \n'b' The scaj are dog-like aberrations formed in the spaces beyond spaces, the most evil void outside of and separate from the presence of goodness. They are mutant monsters in every sense of the word, who walk, or rather crawl on four unshapely legs. \n'b' Their hind legs are like any dog\xe2\x80\x99s, but their forelegs are twice as long as the rear, and much more like a bat\xe2\x80\x99s arms. Long, bone thin torsos reveal ribs and a spine that pushes up from the creature\xe2\x80\x99s back as to make it appear as if it has a ridge of plates growing along its back. The creature\xe2\x80\x99s head is short, with a wide heavy, weighing almost 12 pounds. \n'b' The scaj move with an awkward gait, with its hind legs pushing forward, and its forelegs protruding from its body at right and left angles, forcing the creature to move in a swinging motion. \n'b' Its front quarters swing to the left and right, even as its rear legs simply push on. \n'b' The scaj live in dark places, where great evil once resided. The remnants of these creatures manifest into the scaj, though they possess no intelligence or even understanding of what or who they are, nor where they came from. They are possessed and driven by rage and hate. They cannot breed, nor do they possess any motivation to change their surroundings in any way. \n'b' The scaj attack anything they see, moving toward a target slowly in a stalking manner, not through any design or natural caution, but rather from the unusual shape of their front and hind legs. They attack by first using their fearsome roar, followed by leaping in and grabbing an opponent with their claws, and then clamping down with their impossibly powerful jaws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scaj \n'b' Medium aberration , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (12d8+24 HD) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities frightened , Unconscious Damage Immunities sneak attack Damage Resistances bludgeoning, piercing, and slashing from non-magical or non-silvered weapons. Senses passive Perception 14, Blindsight 120ft Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dust . Whenever a scaj is killed, its body explodes into a 10-foot radius cloud of dust, enveloping anyone or thing within the area in a thick noxious cloud of pestilent ridden, gray-black dust which burns the eyes, mouth, and nose, spreading fire to the guts of those suffering in its wake. Those caught in it suffer 1d8 points of damage each round for 4 (1d8) melee rounds unless cure disease is cast upon them. A successful Constitution save (DC 15) halves the damage and negates further damage. A victim who fails can repeat the save at the end of each round, ending the effect on itself with a success. If multiple scaj are killed, the dust cloud thickens. This extends the duration of the effect by an additional 4 (1d8) rounds but does not increase the damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Agonizing roar (recharge 4-6) . The scaj chokes out a deep guttural sound infected with the essence of the Abyss. The roar affects a single target in the scaj\xe2\x80\x99s line of sight who can hear it. Victims must make a Constitution save (DC 16) or suffer the effects of a symbol of pain that lasts for 6 (2d6) rounds. The victim is entitled to repeat the save at the end of each of its turns, ending the effect on itself with a success. Victims who succeed at their saving throw are immune to the roar of that particular scaj thereafter. \n'b' Multiattack . The scaj attacks twice, once with its claws and once with its bite. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d12+3) piercing damage. \n'b'\n'b' ABOUT \n'b' The scaj are dog-like aberrations formed in the spaces beyond spaces, the most evil void outside of and separate from the presence of goodness. They are mutant monsters in every sense of the word, who walk, or rather crawl on four unshapely legs. Their hind legs are like any dog\xe2\x80\x99s, but their forelegs are twice as long as the rear, and much more like a bat\xe2\x80\x99s arms. Long, bone-thin torsos reveal ribs and a spine that pushes up from the creature\xe2\x80\x99s back to make it appear as if it has a ridge of plates growing along its back. The creature\xe2\x80\x99s head is short, with a wide mouth and no face of which to speak. Its brow is flat, with a broad flat scale covering the brainpan. The mouth is filled with broad triangular teeth that run the length of the top and lower jaw. The scaj are made of thousands of scales and have no guts, blood, or any other earthly component. When struck only dust follows the arc of a blade, or rises from the shattering blow of a hammer. \n'b' They cough constantly, hacking up ash and clouds of dust. The hacking seems a warning, but as with their other actions, it possesses no purpose. \n'b' The scaj move with an awkward gait, with its hind legs pushing forward, and its forelegs protruding from its body at right and left angles, forcing the creature to move in a swinging motion. Its front quarters swing to the left and right, even as its rear legs simply push on. \n'b' Dwellers in Darkness . The scaj live in dark places, where great evil once resided. The remnants of these creatures manifest into the scaj, though they possess no intelligence or even understanding of what or who they are, nor where they came from. They are possessed and driven by rage and hate. They cannot breed, nor do they possess any motivation to change their surroundings in any way. \n'b' Vicious renders . The scaj attack anything they see, moving toward a target slowly in a stalking manner, not through any design or natural caution, but rather from the unusual shape of their front and hind legs. They attack by first using their fearsome roar, followed by leaping in and grabbing an opponent with their claws, and then clamping down with their impossibly powerful jaws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scalder Crab \n'b' Medium construct , neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 83 (11d8 + 33) \n'b' Speed 10 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 5 (-3) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 \n'b' Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Damage Immunities fire, poison \n'b' Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Adamantine Hide . A critical hit made against the crab becomes a normal hit instead. \n'b' Constructed Nature . The crab doesn\xe2\x80\x99t require food or air. \n'b' Scorching Engine . The crab\xe2\x80\x99s skin is boiling to the touch. Any creature that touches the crab, or hits it with an unarmed attack, takes 3 (1d6) fire damage, ignoring resistances to fire from being underwater. In addition, any item made of metal that touches the crab is instantly superheated. A creature that comes into contact with the item takes 5 (2d4) fire damage, ignoring resistances to fire from being underwater. If the item is being held or worn by a creature, the creature must succeed on a DC 14 Constitution saving throw or drop the item if it can. If the creature does not drop the item, it has disadvantage on attack rolls and ability checks until the start of its next turn, when the item cools again. \n'b' Unwieldy Form . If the crab is makes a Dexterity saving throw, and it fails by 5 or more, it is flipped onto its back, it must use its action to succeed on a DC 10 Dexterity check to right itself. While flipped, the crab has disadvantage on all attacks, its speed is reduced to 0, and it automatically fails Dexterity and Strength saving throws. The crab may also be flipped onto its back by other means, such as if it loses a Strength contest to another creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crab makes three Claw attacks. It can replace one of the attacks with a use of Crush. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage, and if the target is Medium or smaller, it is grappled (escape DC 14). At the start of a grappled target\xe2\x80\x99s turn, it must make a DC 14 Constitution saving throw, taking 7 (3d4) fire damage on a failed save, or half as much damage on a successful one, ignoring resistances to fire from being underwater. Until this grapple ends, the target is restrained, and the crab can\xe2\x80\x99t use this claw against other targets. The crab has two claws. \n'b' Crush . The crab crushes down on a creature it has grappled. The creature must make a DC 14 Strength saving throw. On a failed save, the creature takes 13 (3d8) bludgeoning damage, or half as much on a successful one. \n'b'\n'b' TACTICS \n'b' Individual scalder crab sentries may be found up to a mile from their home vents. However, once a crab spots an intruder, it sends an electric signal, detectable only by other scalder crabs, alerting its kind to danger. All crabs within a 1-mile radius will come together to protect their home. \n'b' Crabs not actively defending their homes are otherwise docile and can often be observed cleaning their claws, watching fish swim by, or climbing atop one another for better purchase on rocky surfaces. \n'b' ABOUT \n'b' Down in the deepest ocean trenches lie the boiling fissures where scalder crabs make their homes. Very few individuals have ever encountered these 4-foot-long crustacean Constructs and even fewer have ever uncovered their true mechanical nature. \n'b' Stalwart Sentries . Scalder crabs, despite their uncanny resemblance to actual crabs, are not living beings. Instead, they are automatons left behind by an unknown forge master who once used the sea\xe2\x80\x99s thermal vents as a mighty furnace. Today, the scalder crabs that remain are forgotten guards, dutifully awaiting their creator\xe2\x80\x99s return. \n'b' Tough As Adamantine . Deep-sea darkness makes it difficult to realize that the scalder crab\xe2\x80\x99s shells are adamantine. As a result, not only are these Constructs unphased by scalding temperatures, but they are also resilient to physical damage. \n'b' Heavyweight Hitters . The scalder crab\xe2\x80\x99s hefty build can crush most objects without much effort. However, the crabs each weigh about 500 pounds, making them slow-moving and unable to float. Scalder crab fleets are so large that on land, they are nearly immobile. In addition, scalder crabs are very top-heavy. If flipped onto their backs, they often cannot right themselves and are left defenseless. \n'b' Steam-Powered . Scalder crabs are powered by long-lost artifice and a considerable amount of steam, making their shells scorching to the touch. In the presence of a scalder crab fleet, even the surrounding water becomes superheated. \n'b' Crustacean Camaraderie . The scalder crab lives by an ancient directive to guard the entrance to its forge. However, the GM can choose to allow characters to reprogram a scalder crab over time through Tinker\xe2\x80\x99s Tools and Intelligence (Arcana) checks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scar Twin \n'b' Medium monstrosity (titanspawn), neutral evil\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 21 (+5) INT: 10 (+0) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 86 (9d8+45) Speed 30 ft. Saving Throws Dexterity +6, Constitution +7 Skills Perception +3, Sleight of Hand +6, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Those it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b' Hardened Skin . Any critical hit against the scar twin becomes a normal hit. \n'b' Wound Mimicry . At the start of its turn, the scar twin can use its bonus action to transfer a wound from itself to its chosen victim. The victim takes 14 (2d8 + 5) damage and the scar twin recovers that many hit points . The scar twin can move its target to another creature as long as that creature is 120 feet of the scar twin and the scar twin has an item in its possession that used to belong to the creature. Recovering the object breaks the link. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Tactics \n'b' A scar twin forced into melee attacks with a short sword or other weapon. It will also try to snatch items from opponents, so that it can use its wound mimicry feature against them. A scar twin much prefers hiding and slowly destroying those around it than getting into direct combat. \n'b' Description \n'b' Scar twins appear as normal humans, and go out of their way to imitate humans when they can. Only when a scar twin removes its clothing is its monstrous nature revealed: White scar tracings of old wounds and sores cover its body, each healed but still visible against its pale skin. The torso of many scar twins is a raw mass of healed scar tissue. \n'b' A Hidden Danger . Often scar twins eke out what passes as a normal life, never bothering anyone until something angers them. Many never leave their ancestral homes after their turning, though they often find themselves ostracized by family and friends who do not realize the depth of the change that has occurred. This isolation often makes a scar twin mentally unstable and creates a murderous rage within the creature to punish those it once embraced as neighbors. \n'b' When this rage cannot be contained, the scar twin sneaks into a nearby home, intent on stealing a precious object from an occupant: a brooch, a pipe, a toy, anything that someone in the home cares deeply about. The scar twin then returns to the comfort of its home, where it adopts the new item as its own. Scar twins often have rooms of seemingly useless junk, most of it stolen. \n'b' The scar twin broods for a time over its latest acquisition, but eventually the rage returns. This time it is turned inwards and the scar twin takes its hatred out on itself. Angry at not fitting in, angry at stealing from those who it once counted as friends, angry at the rage that will not go away and the pain that it can no longer feel, the scar twin tears at its own flesh.Many a horrified fisher-folk have awoken to find their spouse or child dead from gruesome wounds and themselves as the most likely suspect!'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deathtouched Entropian \n'b' Medium aberration (shapechanger), chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 210 (20d10 + 100) \n'b' Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 22 (+6) CON: 26 (+8) INT: 25 (+7) WIS: 25 (+7) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Perception +9 \n'b' Damage Resistances acid, cold, fire, lightning, thunder \n'b' Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19 \n'b' Languages Common, Entropic, telepathy 60 ft. \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The deathtouched entropian\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : detect magic , detect thoughts , invisibility (self only), mage hand , major image \n'b' 2/day each : fear , fireball , fly , tongues \n'b' 1/day : cloudkill , plane shift (self only) \n'b'\n'b' Magic Resistance . The deathtouched entropian has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The deathtouched entropian\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The deathtouched entropian regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Shapechanger . The deathtouched entropian can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts back to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deathtouched entropian makes three attacks: one with its Bite and two with its Claw or its Greatsword. \n'b' Bite (True Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage, plus 9 (2d8) necrotic damage. \n'b' Claw (True Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) slashing damage, plus 9 (2d8) necrotic damage. \n'b' Greatsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage, plus 9 (2d8) necrotic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scarecrow Colossus \n'b' Huge construct , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 104 (11d12 + 33) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 6 (2300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Unusual Nature . The scarecrow colossus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colossus makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Terrifying Screech (Recharge 5\xe2\x80\x936) . The scarecrow emits a screech in a 30-foot cone. Creatures within the cone must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the scarecrow colossus\xe2\x80\x99s next turn. A frightened creature is paralyzed. \n'b'\n'b' REACTIONS \n'b'\n'b' Detach Minion . When the scarecrow colossus takes damage, it can use its reaction to split off damaged parts of its body into individual creatures. For every 5 points of damage, the scarecrow colossus creates one scarecrow minion in an unoccupied space within 10 feet of it. \n'b'\n'b' ABOUT \n'b' The scarecrow colossus is an aberrant version of the scarecrow, produced when the ritual to create one goes awry. Whether the mage performing the ritual makes a mistake, or wild magic causes a sudden surge in power, or another individual causes some interference, the outcome is the same: a volatile entity comes into being and becomes more dangerous every day it goes unchecked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scarecrow Minion \n'b' Medium construct , chaotic evil \n'b' Armor Class 11 Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Unusual Nature . The scarecrow minion doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . If the scarecrow minion is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the scarecrow move or act, it is indistinguishable from an ordinary, inanimate scarecrow. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scarecrow makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow minion\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The scarecrow colossus is an aberrant version of the scarecrow, produced when the ritual to create one goes awry. Whether the mage performing the ritual makes a mistake, or wild magic causes a sudden surge in power, or another individual causes some interference, the outcome is the same: a volatile entity comes into being and becomes more dangerous every day it goes unchecked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scarlet Ibis \n'b' Medium monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 135 (18d8 + 54) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Arcana +3, Insight +8 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Curse . When the scarlet ibis dies, all curses currently inflicted by the ibis become permanent and can be removed only by the remove curse spell or other magic. In addition, the creature that dealt the killing blow must succeed on a DC 14 Charisma saving throw or become cursed with every option listed in the ibis\xe2\x80\x99s beak attack . A creature casting remove curse on a creature cursed in this way must succeed on a DC 14 Charisma saving throw or suffer the curses it just removed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scarlet ibis makes three attacks: one with its beak and two with its talons. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 11 (2d8 + 2) piercing damage. The target must succeed on a DC 14 Charisma saving throw or become cursed. While cursed, the target has disadvantage on ability checks, attack rolls, or saving throws (the scarlet ibis\xe2\x80\x99 choice). Alternatively, the ibis can choose for the target\xe2\x80\x99s enemies to have advantage on attack rolls against the target. A creature can have no more than one of each kind of curse on it at a time. The curses last for 24 hours or until removed by the remove curse spell or similar magic. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' This gigantic marsh bird has blood-red feathers and a scythe-like beak. Its eyes shine with intelligence as it scans its surroundings. \n'b' Accursed Bird . Scarlet ibises are not inherently malevolent, and many visitors to the swamp assume they are natural, if overly large, birds. However, their beaks bestow unluck on those touched or struck by them. The ibises usually reserve their cursed attacks as retribution for themselves, but swamp dwellers sometimes plea for the birds\xe2\x80\x99 intercession on those who have wronged them. Scarlet ibises have keen judgment to determine the worthiness of these requests. Those who know about scarlet ibises and their terrible curses avoid killing the birds and typically warn others about the consequences of killing them. Less scrupulous folk instead encourage na\xc3\xafve travelers to destroy a scarlet ibis then pick off the travelers suffering from the aftereffects of combat with the birds. \n'b' Dream Portent . The scarlet ibis is a symbol of ill omens that appears in dreams. This omen precedes a setback-such as inclement weather, a tremor, the group getting lost, or a lame mount or pack animal-but it can also indicate a doomed mission. After a series of unfortunate incidents, the scarlet ibis makes a physical appearance, signifying the bad luck has ended. This sometimes incites the unfortunates to avenge themselves on the bird under the mistaken belief the ibis is the cause of the problems. \n'b' Egret Harpy Friends . Scarlet ibises congregate with egret harpies (see page 195) and enjoy mutual protection. Uninformed observers believe the ibises are the harpies\xe2\x80\x99 pets, at least until they witness conversations between the two. Egret harpies never ask the ibises to curse enemies regardless of circumstances, but ibises who witness or know of attacks on egret harpy companions take it upon themselves to inflict bad luck in revenge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scarlet Walker \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d8 + 32) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 20 (+5) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +9, Wis +7, Cha +7 Skills Arcana +13, Deception +9, Insight +9, Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities charmed , poisoned Senses truesight 120 ft., passive Perception 17 Languages Aklo, Infernal; telepathy 300 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The scarlet walker\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The scarlet walker can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : alter self , darkness , detect thoughts , heat metal , invisibility (self only), magic missile , sending \n'b' 3/day \xe2\x80\x93 confusion , counterspell \n'b' 1/day \xe2\x80\x93 feeblemind , finger of death \n'b'\n'b' Blood-draining Gaze . All creatures within 20 feet of a scarlet walker are subject to the monster\xe2\x80\x99s eerie blood-draining gaze. Affected creatures must succeed at a DC 20 Constitution saving throw or thin streams of blood pour from their eyes, flowing through the air and into the eye socket-like pits in the scarlet walker\xe2\x80\x99s face. This does not impact the victim\xe2\x80\x99s vision but does deal 1 point of Constitution damage each round and sickens the victim imposing disadvantage on attack rolls until the end of the targets next round. A creature that took necrotic damage in the previous turn has disadvantage on this saving throw. A creature reduced to 0 Constitution is killed. A creature may regain its lost Constitution after a long rest. \n'b' Bloodsense . A scarlet walker can sense living creatures with blood in their veins, or undead creatures that feed on blood (such as vampires ). This ability functions like blindsight to a range of 60 feet. \n'b' Evasion . If the scarlet walker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the scarlet walker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Magic Resistance . The scarlet walker has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The scarlet walker\xe2\x80\x99s weapon attacks are magical. \n'b' No Breath . The scarlet walker does not breath. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scarlet walker makes two claw attacks and one tentacle attack . \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 30 ft., one target. Hit : 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the target is a creature other than an undead, it must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Teleport . The scarlet walker magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Barrage of Root Behemoths \n'b' Gargantuan swarm of Gargantuan elementals , neutral \n'b' Armor Class 25 (natural armor) Hit Points 515 (30d20 + 210) Speed 50 ft., burrow 50 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 25 (+7) INT: 2 (-4) WIS: 19 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +21, Con +16, Wis +13 Skills Perception +22, Stealth +11 Damage Resistances acid, bludgeoning, piercing, slashing Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 32 Languages \xe2\x80\x93 Challenge 30 (155,000 XP) Proficiency Bonus +9 \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The barrage can burrow through nonmagical, unworked earth and stone. While doing so, the barrage doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Legendary Resistance (3/Day) . If the behemoth fails a saving throw, it can choose to succeed instead. \n'b' Regeneration . The barrage regains 30 hit points at the start of its turn. If it takes thunder damage, this trait doesn\xe2\x80\x99t function at the start of the barrage\xe2\x80\x99s next turn. The barrage dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Siege Monster . The barrage deals double damage to objects and structures. \n'b' Swarm . The barrage can occupy another creature\xe2\x80\x99s space and vice versa, and the barrage can move through any opening large enough for a Gargantuan root behemoth. The barrage can\xe2\x80\x99t regain hit points or gain temporary hit points except from its Regeneration trait. \n'b' Unique Anatomy . The barrage doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The barrage makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +19 to hit, reach 0 ft., one target in the barrage\xe2\x80\x99s space. Hit : 48 (8d8 + 10) bludgeoning damage. \n'b' Stone Toss . Ranged Weapon Attack : +19 to hit, range 90/360 ft., up to three targets. Hit : 78 (12d10 + 10) bludgeoning damage. \n'b' Shower of Stone (Recharges 4-6). The barrage extends its body into the ground, disrupts the earth, and causes stone to shower on its enemies. Each creature within 60 feet of the behemoth must make a DC 24 Constitution saving throw, taking 110 (20d10) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Stone Gaze (Recharge 6) . The barrage stares deep into the soul of its enemies. The barrage targets a creature that it can see within 60 feet of it. The target is petrified and must make a DC 24 Constitution saving throw at the end of each of its turns until it has two failures or two successes. On two successes, the effect ends. On two failures, the effect becomes permanent. The greater restoration spell and similar magic that can undo petrification have no effect on a petrified creature unless the barrage is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The barrage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The barrage regains spent legendary actions at the start of its turn. \n'b'\n'b' Collide . The barrage makes one Slam attack. \n'b' Flow . The barrage moves up to its movement without provoking attacks of opportunity. \n'b' Stone Stare (Costs 3 Actions) . The barrage uses Stone Gaze. \n'b'\n'b' ABOUT \n'b' In the deepest, lushest forests of the Elemental Plane of Earth, there are creatures beyond understanding. These beings have infinite forms incomprehensible to mortal eyes, but the mind conjures images of gigantic wolves made of tangled greenery and roots. The few mortals who have seen these creatures and lived to tell the tale have called them root behemoths. \n'b' Playful but Deadly . Root behemoths find creatures not made up of rocks and plant matter to be intriguing. The root behemoths do not understand that their explorations of these creatures can be fatal. If a root behemoth sees something it has never seen before, it investigates, and that can lead to disastrous results. \n'b' Force of Nature . The most terrible quakes and volcanic eruptions on the Material Plane are often the result of a root behemoth making its way out of its native plane. \n'b' Individual root behemoths panic in such a situation, creating devastating impacts on the environment around it. \n'b' Always Underfoot . Because root behemoths live underground and sometimes travel without surfacing, one could be lying below with those above completely unaware. \n'b' A whole barrage of root behemoths tends to be noticeable though as its lair affects the surrounding area. Nonetheless, those who burrow or travel below the surface may be surprised to come face to face with one of these massive creatures or an entire barrage of them. \n'b' Accidentally Worshipped . Root behemoths are so expansive that mortals often mistake them for gods. \n'b' There are tales of cults that try to follow these majestic creatures or to deliberately put themselves in the path of one. Some don\xe2\x80\x99t survive the encounter, but the surviving cult members simply blame it on the will of their gods. \n'b' Groups that worship root behemoths look for their tracks or other evidence that they have been there. If any signs are discovered, it is seen as a blessing for the first to spot them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scarsupial \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 39 (6d6 + 18) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Perfect Landing . A scarsupial doesn\xe2\x80\x99t take damage from falling and is never forced prone from falling. \n'b' Vertical Pounce . If the scarsupial moves vertically, such as by falling from a tree, 10 feet towards a creature and then hits with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is forced prone , the scarsupial can make a bite attack as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scarsupial makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Scrabble . The scarsupial takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' They dropped from the tree, looking like small boulders covered in grey moss. As they neared the ground, they spread their wicked claws wide to attack. \n'b' Scarsupials, also called drop beasts, killer-awahs, and gravity bears by various groups, are creatures of the great forests. They lurk in the high canopy of the trees, waiting for prey to pass along the jungle floor. Scarsupials range in numbers from solitary bulls to colonies of the creatures, and they are cunning enough to coordinate their attacks. At rest, they appear to be mostly harmless, pudgy grey bears. When on the hunt, they extend long, needle-sharp claws, and their eyes glow a baleful red. \n'b' Patient Hunters . Scarsupials normally feast on birds, squirrels, and small monkeys, but their favorite prey are slow-moving ground-dwelling creatures, who rarely see them coming. Colonies of scarsupials will coordinate ambushs on larger prey, waiting until their target is within range before dropping down on the creature. If the colony brings down large prey, it drags the body up into the canopy and leisurely feasts on the remains. Finding the bodies of ground-dwelling animals stuck in trees is a sure sign of scarsupial presence. \n'b' Death from On High . Scarsupials prefer to take the high ground against larger opponents. They dive on their foes from trees or other high perches, knocking down their prey and biting exposed flesh. Those that miss quickly scramble back up into the trees to make another attack, or aid their fellows that have downed prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Schatz, Mature \n'b' Gargantuan elemental (earth), lawful neutral \n'b' Armor Class 20 (natural armor) Hit Points 277 (15d20 + 120) Speed 50 ft., burrow 40 ft.\n'b' STATS STR: 25 (+7) DEX: 8 (-1) CON: 26 (+8) INT: 16 (+3) WIS: 21 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Wis +10, Cha +8 Skills History +13, Nature +8, Perception +10, Religion +8 Damage Immunities fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities petrified , prone Senses blindsight 40 ft., darkvision 80 ft., passive Perception 20 Languages Common, Primordial Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Stonesense . The schatz has innate knowledge of everything in contact with stone within a 500-foot-radius. It knows its type and location, but not its identity or precise shape. \n'b' Tunneler . The schatz can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. \n'b' Actions \n'b' Multiattack . The schatz makes three attacks: one with its bite, one with its constriction, and one with its tail. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw against magical petrification. On a failure, the creature 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. The petrification lasts until the creature is freed by the greater restoration spell or other magic, or if the schatz wills so. \n'b' Constriction . Melee Weapon Attack : +12 to hit, reach 5 ft., one creature. Hit : 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained , and the schatz can\xe2\x80\x99t constrict another target. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed back up to 10 feet and be knocked prone . \n'b' About \n'b' The schatz is a living legend. A gigantic snake with stony skin, eyes that shine like jewels, and piercing fangs as sturdy as marble, there can be no doubt of its link to the elemental powers of earth. It feeds on rocks, swallowing them up and crushing them inside its powerful stomach, after which it spends several months in peaceful, digestive drowsiness. \n'b' The schatz, however, cannot digest all manner of stones, and due to its diet, its entrails are full of precious minerals, which line the insides of its body. \n'b' Whoever could overcome such a monster would find themselves extremely wealthy\xe2\x80\xa6 and the target of fierce animosity, for it is said that this serpent is blessed. Therefore, the killing of a schatz is sure to arouse divine wrath. \n'b' A theory proposes the schatz originate from the same world as the cockatrice and basilisk , as evidenced by its petrifying venom. Whatever the truth may be, the schatz themselves have not seen fit to comment on the issue. \n'b' Despite their elemental nature, the schatz are not born fully formed. They come into existence within Eana\xe2\x80\x99s womb, growing slowly over the decades. However, even a young schatz remains a massive and formidable creature. \n'b' Compared to older specimens, the young have less control over their powers, do not speak a humanoid language, and are less familiar with civilized customs, making them wilder and more unpredictable. They are also more curious and less sedentary, and their wanderings sometimes lead them into trouble. Many immature schatz have met a premature end, whether by attacking ravagers stronger than themselves, being mistaken for simple monstrosities and slain, or being hunted by greedy treasure hunters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Schatz, Young \n'b' Huge elemental (earth), neutral \n'b' Armor Class 18 (natural armor) Hit Points 125 (10d12 + 60) Speed 50 ft., burrow 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 22 (+6) INT: 15 (+2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +6 Skills History +5, Nature +5, Perception +6, Religion +5 Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities petrified , prone Senses blindsight 40 ft., darkvision 80 ft., passive Perception 16 Languages Primordial Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Stonesense . The schatz has innate knowledge of everything in contact with stone within a 300-foot-radius. It knows its type and location, but not its identity or precise shape. \n'b' Tunneler . The schatz can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. \n'b' Actions \n'b' Multiattack . The schatz makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw against magical petrification. On a failure, the creature 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. The petrification lasts until the creature is freed by the greater restoration spell or other magic. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed back up to 10 feet and be knocked prone . \n'b' About \n'b' The schatz is a living legend. A gigantic snake with stony skin, eyes that shine like jewels, and piercing fangs as sturdy as marble, there can be no doubt of its link to the elemental powers of earth. It feeds on rocks, swallowing them up and crushing them inside its powerful stomach, after which it spends several months in peaceful, digestive drowsiness. \n'b' The schatz, however, cannot digest all manner of stones, and due to its diet, its entrails are full of precious minerals, which line the insides of its body. \n'b' Whoever could overcome such a monster would find themselves extremely wealthy\xe2\x80\xa6 and the target of fierce animosity, for it is said that this serpent is blessed. Therefore, the killing of a schatz is sure to arouse divine wrath. \n'b' A theory proposes the schatz originate from the same world as the cockatrice and basilisk , as evidenced by its petrifying venom. Whatever the truth may be, the schatz themselves have not seen fit to comment on the issue. \n'b' Despite their elemental nature, the schatz are not born fully formed. They come into existence within Eana\xe2\x80\x99s womb, growing slowly over the decades. However, even a young schatz remains a massive and formidable creature. \n'b' Compared to older specimens, the young have less control over their powers, do not speak a humanoid language, and are less familiar with civilized customs, making them wilder and more unpredictable. They are also more curious and less sedentary, and their wanderings sometimes lead them into trouble. Many immature schatz have met a premature end, whether by attacking ravagers stronger than themselves, being mistaken for simple monstrosities and slain, or being hunted by greedy treasure hunters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scheznyki \n'b' Small fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d6 + 72) Speed 20 ft., climb 15 ft., fly 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +7 Condition Immunities unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Beard Weakness . A creature grappling the scheznyki can take its action to cut off the scheznyki\xe2\x80\x99s beard by succeeding on a DC 15 Strength check while holding an edged weapon. If its beard is cut off, the scheznyki can\xe2\x80\x99t use Spellcasting until its beard regrows. \n'b' Brute . A melee weapon deals one extra die of its damage when the scheznyki hits with it (included in the attack ). \n'b' Magic Resistance . The scheznyki has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scheznyki makes three War Pick or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' War Pick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Arcane Bolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 13 (3d6 + 3) force damage. \n'b' Invisibility . The scheznyki magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it. \n'b' Spellcasting . The scheznyki casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : dancing lights , faerie fire \n'b' 3/day each : locate object , hideous laughter , ray of enfeeblement \n'b' 1/day each : dispel magic , hold person \n'b'\n'b' ABOUT \n'b' The small, dwarf-like creature is bootless with broken, dirty toenails and wearing rough burlap and a leather tam hat. It brandishes a pick as it grins maliciously. \n'b' Corrupted Dwarves . These small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. \n'b' Magical Hats . Scheznykis prize their tam hats and viciously hunt down any who steal their hats. When a scheznyki dies or if its hat is separated from it for more than 24 hours, some of the scheznyki\xe2\x80\x99s magic imbues the hat (see below). \n'b' Vanisher Hat \n'b' Wondrous item , uncommon (requires attunement) \n'b' When a scheznyki dies or 24 hours after its hat is stolen, its hat is imbued with the scheznyki\xe2\x80\x99s magic and becomes a vanisher hat. \n'b' This plain hat appears to be a rough burlap tam. A creature that can see through illusions sees the hat as a golden, bejeweled coronet. While wearing this hat, you can use an action to speak its command word to become invisible and gain a flying speed of 40 feet for up to 1 minute. Anything you are wearing or carrying is invisible with you. You remain invisible and capable of flying until you repeat the command word as an action or until you attack or cast a spell . Once used, the hat can\xe2\x80\x99t be used again until the next dawn. \n'b' Arcane Beards . The majority of a scheznyki\xe2\x80\x99s magic is tied to its beard, and its beard hair is a valuable component for creating exotic inks. If the majority of its beard is cut off, the scheznyki can\xe2\x80\x99t cast spells until its beard regrows. If the scheznyki loses its hat and beard within the same 24-hour period, it falls into a deep, wasting coma and dies in 24 hours, crumbling to dust. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers immediately.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scitalis \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 58 (9d10 + 9) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 18 (+4) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3, Wisdom +6, Charisma +2 Skills Perception +6 Damage Resistances cold Senses blindsight 10 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The scitalis has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage. \n'b' Stunning Scales . Each creature of the scitalis\xe2\x80\x99 choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the scitalis\xe2\x80\x99 Stunning Scales for the next 24 hours. \n'b'\n'b' About \n'b' The skin of this large snake is covered in an elegant pattern of intricate markings that scintillate with an eerie, supernatural brilliance . Its scales undulate a mesmerizing glamour as it slowly slithers forward. \n'b' Hypnotic Serpents . The scitalis is a deadly serpentine monstrosity that stuns its prey with the marvelous glimmer of its magically-variegated skin. Unlike most ophidians, these venomous hunters move rather slowly and rely on the stupefying effects of their otherworldly scales to capture the fleet of foot. With its prey adequately disabled, the scitalis languidly closes in to feast. \n'b' Warm-bodied Wyrms . Due to the strange quality of its iridescent skin, the scitalis is actually a warm-blooded reptile. This torpid supernatural monstrosity is cold-resistant and can be seen wandering as far as the frigid climes of the arctic. The snakeskin of the scitalis maintains some of its enchanted properties once shed and can often fetch handsome rewards from purveyors of the arcane. \n'b' Eldritch Origins . The provenance of the scitalis is a mystery as stupefying as its gleaming scales.\xc2\xa0Some sages speculate a draconic pedigree, while others claim this beautiful but deadly ophidian is a true child of Yig, the blasphemous Father of Serpents. Scitalis sightings are infrequent enough to fuel speculative and disquieting reports of variant breeds-glittering serpents with sinister spines, bat-like wings, or several sharp-toothed heads.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deathweaver \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d12 + 30) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances necrotic Senses blindsight 20 ft., darkvision 60 ft., passive Perception 14 Languages Deep Speech Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Spider Climb . The deathweaver 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 deathweaver knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The deathweaver ignores movement restrictions caused by webbing. \n'b' Innate Spellcasting . The deathweaver\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : chill touch \n'b' 3/day each : darkness , ray of enfeeblement \n'b' 1/day : vampiric touch \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The deathweaver makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. If the necrotic damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned this way. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 40/80 ft., one creature. Hit : The target is restrained by webbing and takes 3 (1d6) necrotic damage each round. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this attack rises 24 hours later as a web zombie under the deathweaver\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The deathweaver can have no more than twelve web zombies under its control at one time. \n'b'\n'b' About \n'b' The black and crimson spider, its fangs dripping a dark poison, uses the two arms beside its fangs to pull a corpse from its tainted web. \n'b' Deathweavers are spiders who were once subjected to dark rituals and are now infused with necrotic energies. Their carapaces are mottled patterns of black, crimson, and ivory, and two arms flank their fangs. \n'b' Allied Evil . Deathweavers are often found in league with other intelligent, evil creatures. \n'b' A powerful necromancer or an evil cult might ally with one, using the undead it spawns to bolster their strength in exchange for treasure or favors. \n'b' Web Spawn . The deathweaver\xe2\x80\x99s webs infuse corpses left in them with necrotic energy. A humanoid corpse cocooned in the webbing for 24 hours has a 50 percent chance of rising as a web zombie under its control. These zombies are shriveled and covered in tattered webbing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scitalis \n'b' Large dragon , neutral \n'b' Armor Class 19 Hit Points 273 (26d10+130) Speed 40 ft., fly 60 ft. (can hover)\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 9 (-1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +7, Con +9, Wis +6 Skills Insight +6, Perception +10, Stealth +7 Senses darkvision 60 ft., passive Perception 20 Languages Draconic Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distorted Image . When a creature makes an attack against the scitalis, it suffers disadvantage on the attack roll. Creatures with truesight are immune. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scitalis makes four attacks: on bite attack , one tail slap, and two frill attacks. It can make a gore attack instead of a bite. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) piercing damage, and the target must make a DC 17 Constitution check. On a failed save, the target is poisoned for 1 minute. While poisoned , the poisoned creature can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. At the end of each of the creature\xe2\x80\x99s turns, it can make a new saving throw; on a success, it is no longer poisoned . \n'b' Frill . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Gore . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage. \n'b' Tail Slap . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage. \n'b' Prismatic Pattern . The scitalis creates a hypnotic illusion. All creatures within 60 feet who can see the scitalis must make a DC 14 Wisdom saving throw. On a failed saving throw, the creature is incapacitated for 1 minute. At the end of each of the creature\xe2\x80\x99s turns, it can attempt a new saving throw; on a success, the creatures is no longer incapacitated . Creatures with truesight are immune. \n'b' Sedative Breath (Recharge 5-6) . The scitalis exhales a powerful sedative poison in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned , the poisoned creature can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. At the end of each of the creature\xe2\x80\x99s turns, it can make a new saving throw; on a success, it is no longer poisoned . \n'b'\n'b' ABOUT \n'b' Scitalises are horned dragons with long, ophidian bodies; beautiful, many-colored frills; and thin, tapered horns. Their heavy scales have an elliptical shape and grow ragged and thicker as the scitalises age. A scitalis glows from within, its scales and frill lighting up like a stained-glass window and projecting mesmerizing patterns that the dragon uses while hunting. An average scitalis is between 14 and 18 feet long and weighs approximately 2,500 pounds. \n'b' Territorial . Scitalises covet territory and food more than the gold and gems that true dragons prize. They live in caves, forest grottoes, and rocky crags, and mark their territories with a combination of musk and their sour, bilescented sedative. Scitalises often range up to 5 miles from their nests every few days to hunt large herd animals and livestock. \n'b' Lacking forelegs with which to tear apart a meal, scitalises allow their kills to ripen for a day or so in their lairs before eating them. They keep some treasure and can be bribed, burying what they do attain in the walls and floors of their nests. Scitalises coexist with wyverns, but detest basilisks and griffons, which regularly devour the scitalises\xe2\x80\x99 eggs when they run across them. \n'b' Eggs . Scitalises lay clutches of one to three eggs, and males and females share duties guarding the nest. The pair remains together until the juveniles reach maturity after 2 years. \n'b' These eggs sell for 5,000 gp in large cities, and juveniles can command prices of 8,000 gp.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scoodler \n'b' Medium humanoid (scoodler, ozian), chaotic evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed 30 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Headless . Scoodlers are fond of throwing their heads, but these have consequences. Whenever the scoodler takes at least 7 slashing damage at one time, it loses its head. The scoodler\xe2\x80\x99s body is blinded unless the head can see it. The severed head has a speed of 0 feet. If the scoodler finishes a short or long rest without reattaching a head, the part regrows. At that point, the severed part dies. Until then, the thrown head acts on the scoodler\xe2\x80\x99s initiative and has its own action and movement. A scoodler\xe2\x80\x99s head part has AC 13, 7 hit points , and the scoodler\xe2\x80\x99s Regeneration trait. \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the scoodler and can see the scoodler\xe2\x80\x99s true form must make a DC 12 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 scoodler 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 scoodler\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the scoodler\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 scoodler. \n'b' Pack Tactics . The scoodler has advantage on an attack roll against a creature if at least one of the scoodler\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Regeneration . The scoodler regains 1 hit point at the start of its turn. If the scoodler takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the scoodler\xe2\x80\x99s next turn. The scoodler dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Scramble . As a bonus action, the scoodler can move up to its speed toward its head. \n'b' Standing Leap . The scoodler\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' Sure-Footed. The scoodler has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b' Two Faces . The scoodler has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . When one of the scoodler\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Rolling Head . The scoodler sends its head tumbling along the ground in a 30-foot line. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (3d6 + 3) bludgeoning damage and falling prone on a failed save. The scoodler can\xe2\x80\x99t repeat this attack until it retrieves its head. \n'b'\n'b' REACTIONS \n'b'\n'b' Head Catching . If a scoodler\xe2\x80\x99s head or similar object is hurled at the scoodler, the scoodler can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' This being has the form of a man, middle-sized and rather slender and graceful; but as it sits silent and motionless you can see that its face is black as ink, and it wears a black cloth costume made like a union suit and fitting tight to its skin. Its hands are black, too, and its toes curl down, like a bird\xe2\x80\x99s . The creature is black all over except its hair, which is fine and yellow, banged in front across the black forehead and cut close at the sides. The eyes are small and sparkling and look like the eyes of a weasel . The thing gives a jump and turns half around, sitting in the same place but with the other side of its body facing you. Instead of being black, it is now pure white, with a face like that of a clown in a circus and hair of a brilliant purple. The creature can bend either way, and its white toes now curl the same way as the black ones on the other side. \n'b' Scoodlers are horrible beings who enjoy eating those they deem less attractive, which is basically everyone who can\xe2\x80\x99t remove their head. They live underground in caves. \n'b' Scoodlers are dangerous enough to throw their heads at targets but not smart enough to pick and choose whom they throw them at; more than one group of scoodlers have been tricked into throwing their heads only to be unable to retrieve them. \n'b' Scoodler nobles are much more dreadful in appearance than any of their people. One side of is fiery red, with jet-black hair and green eyes and the other side is bright yellow, with crimson hair and black eyes. It wears a short skirt of red and yellow and its hair, instead of being banged, is a tangle of short curls upon which rests a circular crown of silver\xe2\x80\x94 much dented and twisted because it has thrown its head at so many things so many times. The noble\xe2\x80\x99s form is lean and bony and both faces are deeply wrinkled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scoodler Noble \n'b' Family: Scoodler \n'b' Medium humanoid (scoodler, ozian), chaotic evil \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 30 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Senses passive Perception 16 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Headless . Scoodlers are fond of throwing their heads, but these have consequences. Whenever the scoodler takes at least 8 slashing damage at one time, it loses its head. The scoodler\xe2\x80\x99s body is blinded unless the head can see it. The severed head has a speed of 0 feet. If the scoodler finishes a short or long rest without reattaching a head, the part regrows. At that point, the severed part dies. Until then, the thrown head acts on the scoodler\xe2\x80\x99s initiative and has its own action and movement. A scoodler\xe2\x80\x99s head part has AC 13, 8 hit points , and the scoodler\xe2\x80\x99s Regeneration trait. \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the scoodler and can see the scoodler\xe2\x80\x99s true form must make a DC 14 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 scoodler 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 scoodler\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the scoodler\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 scoodler. \n'b' Pack Tactics . The scoodler has advantage on an attack roll against a creature if at least one of the scoodler\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Regeneration . The scoodler regains 1 hit point at the start of its turn. If the scoodler takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the scoodler\xe2\x80\x99s next turn. The scoodler dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Scramble . As a bonus action, the scoodler can move up to its speed toward its head. \n'b' Standing Leap . The scoodler\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' Sure-Footed . The scoodler has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b' Two Faces . The scoodler has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . When one of the scoodler\xe2\x80\x99s heads is asleep, its other head is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Rolling Head . The scoodler sends its head tumbling along the ground in a 30-foot line. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (3d6 + 3) bludgeoning damage and falling prone on a failed save. The scoodler can\xe2\x80\x99t repeat this attack until it retrieves its head. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the scoodler noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the scoodler noble. A creature can benefit from only one Leadership die at a time. This effect ends if the scoodler noble is incapacitated . \n'b'\n'b' REACTIONS \n'b'\n'b' Head Catching . If a scoodler\xe2\x80\x99s head or similar object is hurled at the scoodler, the scoodler can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' This being has the form of a man, middle-sized and rather slender and graceful; but as it sits silent and motionless you can see that its face is black as ink, and it wears a black cloth costume made like a union suit and fitting tight to its skin. Its hands are black, too, and its toes curl down, like a bird\xe2\x80\x99s. The creature is black all over except its hair, which is fine and yellow, banged in front across the black forehead and cut close at the sides. The eyes are small and sparkling and look like the eyes of a weasel. The thing gives a jump and turns half around, sitting in the same place but with the other side of its body facing you. Instead of being black, it is now pure white, with a face like that of a clown in a circus and hair of a brilliant purple. The creature can bend either way, and its white toes now curl the same way as the black ones on the other side. \n'b' Scoodlers are horrible beings who enjoy eating those they deem less attractive, which is basically everyone who can\xe2\x80\x99t remove their head. They live underground in caves. \n'b' Scoodlers are dangerous enough to throw their heads at targets but not smart enough to pick and choose whom they throw them at; more than one group of scoodlers have been tricked into throwing their heads only to be unable to retrieve them. \n'b' Scoodler nobles are much more dreadful in appearance than any of their people. One side of is fiery red, with jet-black hair and green eyes and the other side is bright yellow, with crimson hair and black eyes. It wears a short skirt of red and yellow and its hair, instead of being banged, is a tangle of short curls upon which rests a circular crown of silver\xe2\x80\x94 much dented and twisted because it has thrown its head at so many things so many times. The noble\xe2\x80\x99s form is lean and bony and both faces are deeply wrinkled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scootfolk \n'b' Medium humanoid (ozian), neutral good \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 27 (5d8 + 5) \n'b' Speed 15 ft. (30 ft. while sailing into the wind; 60 ft. while sailing with the wind)\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Common \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The scootfolk can breathe air and water, but needs to be submerged in water at least once a day for 1 minute to avoid suffocating. \n'b' Standing Leap . The scootfolk\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' Tater Walk . The scootfolk can stand and move on liquid surfaces as if they were solid ground. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Toss . If an object is hurled at the scootfolk, it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' ABOUT \n'b' This curious humanoid is tall and angular. It\xe2\x80\x99s clad in shiny water proof hats and slickers. On its long, thin feet, shaped somewhat like skis and somewhat like narrow boats, it slides over the water as surely and carelessly as one skates about on ice. Extending from the ankle to the finger tips, and as much a part of the wearer as wings are part of a bird , are bright yellow sails. When their arms are down at their sides, the sails are folded in and almost unnoticeable, but with arms outstretched the riverman has two wide-spread sails to help it scoot over the water. Its face, under a broad waterproof hat, is child-like and pleasant. \n'b' By lowering the right arm or the left, scootfolk can turn, tack and get about faster than any sailing boat. Beneath their hats, their hair is moss. They are great at catching things. They consider other humanoids \xe2\x80\x9cScoots\xe2\x80\x9d who haven\xe2\x80\x99t grown their sails yet, which they develop by sticking in the mud. Scootfolk dislike getting dry and can get sick if they are dry for too long. They grow sails by eating a particular kind of fish, although they are also fond of watercress and watermelons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorched Effigy \n'b' Medium construct , chaotic evil \n'b' Armor Class 13 Hit Points 33 (6d8 + 6) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, and piercing from nonmagical weapons Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Eerie Presence . A creature that starts its turn within 40 feet of the scorched effigy, and can see it, must succeed on a DC 7 Wisdom saving throw, or be overcome with a magical uneasiness until the start of its next turn. While under this effect, the creature has disadvantage on attack rolls and ability checks. A creature that is immune to being frightened is immune to effigy\xe2\x80\x99s \n'b' Eerie Presence . Similarly, a creature that has advantage on saving throws against being frightened has advantage on its saving throws against the effigy\xe2\x80\x99s Eerie Presence. \n'b' Scorched Form . A creature that touches the effigy takes 5 (1d8) fire damage. In addition, the effigy sheds dim light in a 10-foot radius. \n'b' Actions \n'b' Multiattack . The effigy makes two attacks with its scorched touch. \n'b' Scorched Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draconal \n'b' Family: Agathion \n'b' Large celestial , neutral good \n'b' Armor Class 20 (natural) Hit Points 207 (18d10+108) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 26 (+8) DEX: 15 (+2) CON: 23 (+6) INT: 21 (+5) WIS: 24 (+7) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8, Animal Handling +13, Arcana +11, Deception +12, Insight +19, Intimidate +12, Nature +11, Perception +19, Persuasion +12, Religion +11, Stealth +8 Damage Resistances cold, thunder; non-magical bludgeoning, piercing and slashing attacks that aren\xe2\x80\x99t silver or adamantine Damage Immunities lightning, one energy type based on color (see Draconal Colors). Condition Immunities petrified , poisoned Senses blindsight 60 ft. darkvision 120 ft., passive Perception 29 Languages Celestial, Draconic, Infernal Challenge 19 (22,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting : The agathion\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components: \n'b'\n'b' Constant : speak with animals, tongues \n'b' At will : command, detect thoughts, light, lightning bolt, hold monster, message, polymorph (self, animal only, within 1 size class), teleport \n'b' 7/day each : cure wounds (3d8), protection from poison, greater restoration \n'b' 3/day each : control water, control weather, heal, plane shift \n'b'\n'b' Protective Aura : The draconal is surrounded by a 20\xe2\x80\xb2 radius aura which acts as magic circle (fiends) and globe of invulnerability. \n'b' Spellcasting : The draconal is a 17th-level cleric . Its spellcasting ability is Wisdom (spell save DC 23, +13 to hit with spell attacks). The draconal has the following wizard spells prepared: \n'b'\n'b' 0th : guidance, light, mending, resistance spare the dying \n'b' 1st : bless, command, cure wounds, identify, protection from evil and good, sanctuary \n'b' 2nd : calm emotions, lesser restoration, silence \n'b' 3rd : augury, dispel magic, remove curse, suggestion, water walk \n'b' 4th : banishment, divination, locate creature \n'b' 5th : dispel evil, flame strike, nondetection, speak with dead \n'b' 6th : true seeing \n'b' 7th : arcane eye, confusion, symbol \n'b' 8th : earthquake \n'b' 9th : gate, legend lore, scrying \n'b'\n'b' Actions \n'b'\n'b' Multiattack : A draconal may attack with its bite and two claws. \n'b' Bite : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) piercing damage plus 3 (1d6) energy damage. \n'b' Claw : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 12 (1d8 + 8) slashing damage plus 3 (1d6) energy damage. \n'b' Breath Weapon (Recharge 5-6) The draconal exhales energy (see Draconal Colors below for type) in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 20d6 energy damage on a failed save, or half as much damage on a successful one. \n'b' Healing Touch (3/Day) : The agathion touches another creature. The target magically regains 10d8 hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' About \n'b' This noble creature seems to be part serpent, part humanoid , and part dragon, with great wings and a crown of horns. \n'b' Draconal Colors \n'b' A draconal\xe2\x80\x99s coloration represents mystical elements relating to energy, life, and the natural world. These colors are normally chromatic rather than metallic, and an ignorant person seeing a draconal\xe2\x80\x99s colors may mistake her for an evil half-dragon. However, some draconals have metallic or gem-like coloration; for example, a yellow draconal may appear mustard yellow or metallic gold, while a white draconal may be chalk white, pearlescent white, or metallic silver. Draconals can change their coloration after a lengthy period of meditation, but normally only do this in response to some horrible evil that requires their direct intervention. This change affects the draconals\xe2\x80\x99 personality, and may alter their physical shape or apparent gender. \n'b' Black : Black is a balance between male and female energy, and represents the sky, stars, immortality, and leadership. Black draconals are immune to fire damage, and their breath weapon is fire. A black draconal adds Knowledge to its domains. \n'b' Green : Green is slightly skewed toward masculinity. It represents wood, plants, and flowers. Green draconals are immune to cold damage, and their breath weapon is cold. A green draconal adds Nature to its domains. \n'b' Red : Red is a strongly masculine color, and most red draconals are male or have aggressive or gregarious personalities. Red represents fire, light, and warding against bad luck. Red draconals are immune to fire damage, and their breath weapon is fire. A red draconal adds Light to its domains. \n'b' White : White is slightly skewed toward femininity, and most white draconals are female or have protective or serene personalities. White represents brightness, fulfillment, metal, mourning, and purity. White draconals are immune to cold damage, and their breath weapon is cold. A white draconal adds Life domains. \n'b' Yellow : Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck. Yellow draconals are immune to acid, and their breath weapon is acid. A yellow draconal adds Tempest to its domains. \n'b' About \n'b' Draconals are mighty agathion lords, few in number and greatly removed from mortal affairs. They watch over powerful magic and are direct agents of the gods and the needs of the good planes. Patient and ageless, they plan for the long term, which often frustrates mortal creatures who seek to gain their assistance with a threat in the here and now. A draconal would rather support or enhance a group of heroes than tackle a problem directly, maintaining its focus on planar matters. \n'b' Draconals are attuned to nature and believe in cycles of life and death. Though they are good, they understand that the presence of evil gives good creatures something to strive against, preventing stagnation and complacency. This means their outlook sometimes appears almost neutral, though they hate suffering and needless death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Barrow Haunt \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 58 (13d8) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 1 (-5) DEX: 14 (+2) CON: 10 (0) INT: 12 (+1) WIS: 11 (0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2. Cha +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Detect Life . The barrow haunt can magically sense the presence of creatures within their lair that are not undead or constructs. They know that living creatures have entered the area but are unable to discern exact locations. \n'b' Partially Incorporeal . The barrow haunt exists in the prime material plane and the world of the undead. They may move through walls, creatures, or objects but doing so requires one full round per five-foot square. Bronadwen is a prisoner of Hatholon, however, and cannot leave the northern half of the western side of the barrow. Moving through a living creature causes a necrotic chill and they are covered in a viscous ectoplasmic slime. Any actions taken by the victim on the following round are at disadvantage. \n'b' Actions \n'b' Withering Touch . Melee Spell Attack : +4 to hit, 5 ft., one target. Hit : 9 (2d6 + 2) necrotic damage and the barrow haunt heals 2 (1d4) hit points . \n'b' Song of Devotion (1/Day) . The haunt sings a single note of lost love and longing (as charm). All creatures within 30 feet that can hear must make a DC 13 Charisma saving throw. On a failure, the victim drops to 1 hit point, cannot bring themselves to harm the haunt, and feel a sense of love and empathy for the creature. On a success, the victim takes 8 (2d6+1) psychic damage that carries a feeling of being utterly heartbroken.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorchrunner Jackal \n'b' Medium monstrosity , unaligned \n'b' Armor Class 13 Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 16 (+3) CON: 12 (+1) INT: 4 (\xe2\x80\x933) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 Skills Perception +4, Stealth +5, Survival +4 Damage Immunities fire Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Day Hunter . When the scorchrunner jackal makes an attack roll while in sunlight, it can roll a d4 and add the number rolled to the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jackal makes two Bite or Flame Ray attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Flame Ray . Ranged Spell Attack : +4 to hit, range 120 ft., one target. Hit : 6 (1d8 + 2) fire damage. If the jackal hits a creature with Flame Ray, the jackal gains half- cover against all attacks that originate more than 30 feet away from it until the start of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Daylight Skirmish . While in sunlight, the jackal takes the Dash or Dodge action. \n'b'\n'b' ABOUT \n'b' This jackal stands as high as a human\xe2\x80\x99s waist, with a coat of beautiful, dirty-gold fur. Two ridges of callused flesh run along its back, dotted with fleshy bulbs that glow orange. \n'b' Scorchrunner jackals are monstrous creatures, warped by rampant magic in the wastelands they call home. Smarter and tougher than their mundane brethren and capable of emitting rays of flame from their mouths, they work in packs to harry prey across the trackless wastes, slowly burning their quarry to death with gouts of flame. Ravenous hunters, a lone scorchrunner jackal won\xe2\x80\x99t think twice of attacking unlucky humanoids caught in the vast, open plains of the badlands, while a pack will gleefully attack caravans, setting wagons alight and eating their fill of the inhabitants. \n'b' Sun-Powered Harriers . Scorchrunner jackals use daylight to fuel their magical abilities. The ridges on their back absorb the light of the sun, glowing ever-more-brightly as they charge, and slowly dimming as the jackal tires or spits flame. Travelers in scorchrunner territory fear cloudless days and high noon, when the jackals are at the height of their power. During the night, scorchrunners retreat to hidden dens, both to avoid conflict and to reserve their power until the sun rises again. In areas with harsh winters, scorchrunners are a seasonal threat, because frequent cloud cover, low temperatures, and long nights forces them to hibernate or hunter less actively for long months. \n'b' Social Hunters . Scorchrunner jackals are deeply social creatures and live in packs of up to eight adults and their pups. While territorial toward perceived threats, they are more than willing to share territory with other scorchrunner packs and creatures that have a mutualistic relationship with them. Scorchrunner packs have been observed helping wyverns, manticores, and griffons tackle difficult prey, then eating whatever the larger predator leaves behind. On rarer occasions, packs have shared a hydra\xe2\x80\x99s lair, protecting its eggs during the winter, and bringing back excess meat for their massive roommate during the summer. \n'b' Bandit\xe2\x80\x99s Best Friend . This sociability has caught the eye of bandits and marauders in the wastes. Particularly well-off groups often try to gain scorchrunners of their own, either by capturing pups and rearing them or by bribing a pack with meat and bringing them into the fold. Such bandits use scorchrunners as scouts and skirmishers, sending them forward to find potential victims then having them burn guards and harry defenders while the bandits attack. Particularly beloved scorchrunners often sport patchwork armor, brutal collars, or lovingly made nametags scrimshawed from the charred bones of their victims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorpion Cultist \n'b' Medium humanoid (any), neutral \n'b' Armor Class 13 Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Deception +2, Perception +3, Stealth +5 Damage Resistances poison Senses passive Perception 14 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Devotion . The scorpion cultist has advantage on saving throws against being charmed or frightened . \n'b' Keen Senses . The scorpion cultist has advantage on Wisdom (Perception) checks. \n'b' Scorpion\xe2\x80\x99s Blessing . The scorpion cultist has advantage on saving throws against poison. In addition, when the scorpion cultist hits with any weapon, the weapon deals an extra 1d4 poison damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft, one target. Hit : 6 (1d6 + 3) slashing damage plus 2 (1d4) poison damage. \n'b' Sling . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) poison damage. \n'b'\n'b' ABOUT \n'b' Trained as part guardian and part assassin, the cultists of Selket are organized into cells that strike in the name of the Scorpion Goddess. The scorpion cultists watch for those who blaspheme the name of their goddess or defile her sacred places. Their enemies find themselves the target of poisoned blades or an apparent accident, while those who praise Selket or care for the desert nomads are quietly helped. On special missions, scorpion cultists might doff their traditional garb and infiltrate towns or cities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorpion-Snake \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 243 (18d20 + 54) Speed 50 ft.\n'b' STATS STR: 25 (+7) DEX: 70 (+0) CON: 06 (+3) INT: 30 (+0) WIS: 00 (+0) CHA: 04 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11 Skills Perception +4 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The scorpion-snake\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14, +6 to hit on spell attacks). The scorpion-snake can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic \n'b' 3/day each : darkness , fear \n'b' 1/day each : polymorph , wall of fire \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scorpion-snake makes one Bite attack, one Claw attack, one Constrict attack, and one Sting attack. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 23 (3d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) slashing damage. \n'b' Constrict . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained , and the scorpion-snake can\xe2\x80\x99t constrict another target. \n'b' Sting . Melee Weapon Attack : +11 to hit, range 20 ft., one target. Hit : 18 (2d10 + 7) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 27 (5d10) poison damage on a failure or half as much on a success. \n'b'\n'b' ABOUT \n'b' This giant serpentine monster has five pairs of arachnoid legs spaced five feet apart along a coiled, snake-like body. Atop an eight-foot neck, the crocodilian head sports gaping jaws from which protrude many teeth. The 10-foot-long tail terminates in a huge, scorpion-like stinger. Two huge scorpion-like pincers flank its serpentine body. Overall, the creature measures about 50 feet in length.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deathwisp \n'b' Medium undead , neutral evil \n'b' Armor Class 15 Hit Points 82 (11d8 + 33) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 16 (+3) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +6, Wis +6 Skills Perception +6, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 16 Languages the languages it knew in life Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Flicker . The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage. \n'b' Incorporeal Movement . The deathwisp 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 a solid object. \n'b' Sunlight Sensitivity . While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Nature . The deathwisp doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack . \n'b' Ghostly Pike . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage. \n'b' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b' Create Specter . The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\xe2\x80\x99s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp\xe2\x80\x99s control. The deathwisp can have no more than twelve specters under its control at one time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action. \n'b'\n'b' ABOUT \n'b' A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light. \n'b' Fey Undead . A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey. \n'b' Rift Walkers . Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates or by walking along the shadowy roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice. \n'b' Devour Breath . A deathwisp feasts on the breath of living things, and it invariably seeks to devour animals and solitary, intelligent prey. It is quite intelligent and avoids fights against greater numbers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorpion, Cave \n'b' Medium beast , unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 22 (4d8 + 4) \n'b' Speed 40 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The cave scorpion has advantage on Dexterity ( Stealth ) checks it makes while in cavernous, rocky, or mountainous terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cave scorpion makes two Claw attacks and one Sting attack . \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The scorpion has two claws, each of which can grapple only one Medium or smaller target. \n'b' Sting . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The man-sized, bulky scorpion has thick, unyielding armor that makes it almost seem to be made of stone. The scorpion attacks with its claws and holds prey so it can sting with its tail.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorpionfolk \n'b' Large monstrosity , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +5, Stealth +4, Survival +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages Common, Sadara Challenge 6 (2,300 XP) \n'b' Actions \n'b' Multiattack . The scorpionfolk makes two Claw or two Longsword attacks, and one Stinger attack . \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed saving throw, or half as much damage on a successful one. \n'b' About \n'b' Scorpionfolk are nomadic creatures forced into desolate regions by other races. From the waist up, a scorpionfolk appears to be a four-armed humanoid covered with black armor. From the waist down, it looks like an enormous scorpion. One pair of arms ends in vicious claws, while the other pair ends in humanoid hands. \n'b' A scorpionfolk has waxy, gray skin, and its eyes are entirely black. Scorpionfolk use major image to create illusions of small oases or wells, luring travelers into traps. They then charge their opponents, attacking with their lances. Any who survive the charge are trampled and attacked with stingers, claws, and any melee weapons carried by the creatures. In addition to their claws and sting, scorpionfolk may use fachions, spears, scimitars, short bows, or crossbows. \n'b' Scorpionfolk are nomads that live austerely and move frequently. They carry their belongings with them, and use tents for shelter. Companies and patrols are usually younger individuals out hunting or scouting in force. Scorpionfolk tribes tend to include more experienced (and less expendable) individuals. Scorpionfolk survive through a combination of hunting, foraging, and raiding. They sometimes barter with creatures powerful enough to withstand their attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scorzak \n'b' Medium fiend ( devil ), lawful neutral \n'b' Armor Class 18 (plate) Hit Points 297 (17d20 + 119) Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 15 (+2) CON: 22 (+6) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +12, Wis +9, Cha +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities blinded , charmed , frightened , poisoned Senses blindsight 60 ft., darksight 120 ft., passive Perception 13 Languages Egyptian, Greek Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons Scorzak\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Horn of Hades . As an action, Scorzak\xe2\x80\x99s runic horn emits a keening howl, dealing 27 (6d8) thunder damage to all creatures within 120 feet and stunning them for one round. After using this ability, Scorzak must take a long rest before using it again. \n'b' Multiattack . Scorzak makes three attacks, two with his longsword and one with his whip. \n'b' Longsword . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) slashing damage plus 13 (3d8) fire damage. \n'b' Whip . Melee Weapon Attack : +14 to hit, reach 30 ft., one target. Hit : 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Scorzak. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Scorzak 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. Scorzak regains spent legendary actions at the start of his turn. \n'b'\n'b' Longsword . Scorzak makes one longsword attack . \n'b' Teleport (Costs 2 Actions) . Scorzak magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b' Burning Hands (Costs 3 Actions) . Scorzak casts the spell burning hands at fourth level. (Spell Save DC 19) \n'b'\n'b' ABOUT \n'b' Once a powerful warlord, the cursed entity known as Scorzak brought fear and ruin to his enemies during his mortal life. Seeking immortality, Scorzak marched his armies into the underworld itself. Just as Achilles before him, Scorzak immersed himself in the river Styx, becoming invulnerable to the blows of all mortal weapons. Pluto and his host of the dead were no mere mortals, however, and as Scorzak challenged the god of death for dominion over Tartarus, he finally met his match. As the dead lay waste to his armies and Pluto himself humbled the nigh-invincible warrior, Scorzak finally understood the nature of hubris. \n'b' Dragged through Phlegethon, the River of Fire, Scorzak\xe2\x80\x99s body was filled with an inferno that set his very soul alight. Despite his torment, death would not come for Scorzak. Immortality he had sought, and so immortality he was granted: for the Olympians decreed that as punishment for his pride, Scorzak would not die until he had repaid his crimes in service to the gods. Now he travels the world carrying out their will. He is messenger, herald, hand, and justice, ever-burning and never tiring as he yearns for final release.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scrag, Lesser \n'b' Family: Scrag - Greater \n'b' Suddenly, a pair of emaciated humanoids with greenish, rubbery hides, wicked looking claws, and enlarged lower jaws burst out of the side of the air pocket. \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (7d8 + 14) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Aquan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious . The scrag can breathe air and water Regeneration. The lesser scrag regains 5 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the scrag\xe2\x80\x99s next turn. The scrag dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The lesser scrag makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) \n'b' About \n'b' Demon Friends . Marine cousins of trolls, scrags as a group are very much attuned to water, water-based creatures, and water demons, going so far as to speak their languages and ally with forces of elemental water, ice, and ocean depths. \n'b' Net Stealers and Shipbreakers . Both lesser and greater scrags are notorious for pulling down fishing nets from under the water, then either devouring the fisherfolk who hold onto them or eating the catch out of a full net (abandoning the ripped nets afterwards). In groups led by a greater scrag, they often stave in a small ship\xe2\x80\x99s hull, sink it, and devour the crew.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Screech Leech \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 21 (6d4 + 6) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , deafened Senses blindsense 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The screech leech can breathe air and water. \n'b' Swamp Camouflage . The screech leech has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the screech leech attaches to the target. While attached, the screech leech doesn\xe2\x80\x99t attack . Instead, at the start of each of the screech leech\xe2\x80\x99s turns, the target loses 5 (1d6 + 2) hit points due to blood loss. The screech leech can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the screech leech. \n'b' Screech (1/day) . The leech screeches loudly. Each creature within 30 feet of the screech leech that can hear the screech must succeed on a DC 12 Constitution saving throw or be stunned until the end of the leech\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Swimming in a swamp might not be the best idea. Especially when the screech leech is around. This blood-thirsty beast is always on the hunt in swamps, rivers, and lakes. \n'b' Born Sucker . These monsters feed on the blood of any creature they can find. Screech leeches can also send out a piercing cry to stun victims. \n'b' Armed to the Teeth . Gifted with razor sharp teeth, these beasts drain a large amount of blood in a short period of time. If one attaches itself to another creature the host is very aware of its presence. Finding one of these large leeches on one\xe2\x80\x99s body is a very unpleasant experience. \n'b' Shocking Sounds . Some monster hunters say that the screech leech\xe2\x80\x99s spooky call is worse than its bite. A few alchemists are reported to use these beasts to make healing potions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scrofa \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 22 (4d10) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages \xc2\x97 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Smell . The scrofa has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) piercing damage. If the target is Medium or smaller creature, it must succeed a DC 11 Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scrofa Old Boar \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 59 (7d12 + 14) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xc2\x97 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The scrofa old boar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The scrofa old boar makes two gore attacks. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. If the target is a Large or smaller creature, it must succeed a DC 13 Strength saving throw or be knocked prone . \n'b' About \n'b' Scrofa are unusually large wild pigs most commonly found trailing ogre mobs. Most will grow to an intimidating 1,500 lbs if they are wily enough to avoid predators (chiefly the ogres they follow), but some can grow truly monstrous. Reliable reports exist of 4,000 lb males, and tales of even larger creatures exist, though their veracity is questionable. \n'b' Tough and vicious opportunists, scrofa can get by on any kind of food available, grazing and browsing vegetation, using their tusks to excavate roots, or using their great size to scare away predators and access carrion. If food is scarce, it is not unknown for them to chase down and kill their own prey, sometimes even smaller ogres are taken in this way (though the scrofa must eat quickly before the rest of the mob joins the feast). \n'b' Scrofa are difficult to tame and train but, even so, some orc tribes utilize them as mounts, often setting the procurement of scrofa piglets as a youngster\xe2\x80\x99s rite of passage to kill two birds with one stone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bas-f-py (Subaltern) \n'b' Medium male human , chaotic neutral \n'b' Armor Class 19 (+1 chain shirt, +1 shield) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 22 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 03 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +4 Skills Animal Handling +2, Athletics +3, Perception +2 Senses passive Perception 12 Languages Khemitian, some Common Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . Bas-f-py makes two melee attacks or two ranged attacks . \n'b' +1 Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' GEAR \n'b' +1 chain shirt, potion of superior healing, +1 shortsword, +1 shield, longbow, 20 arrows, spear, long cowled cape of pale mustard yellow with red hem and gold sleeves (200 gp), two gold crescent moon military insignia (50 gp), pouch with violet garnet (300 gp) and 68 sp. \n'b' ABOUT \n'b' The subaltern is a younger son of a petty noble sent off to make his way in the military because he isn\xe2\x80\x99t suited for much else \xe2\x80\x93 certainly not the priesthood or scholarly life. Recognizing his modest talents, higher authorities sent him to this post to keep him out of the way. Because he is not particularly able and has no promising future, he yearns to do something important to make his name. He is just smart enough to be dangerous. He can be a lot of trouble or a big help to those who approach him correctly. Bas-f-py is a follower of Khnemu.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scrofin \n'b' Medium fey , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d8 + 32) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 9 (-1) WIS: 9 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5 Senses darkvision 60 ft., passive Perception 9 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Expert Wrestler . The scrofin can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled . If the scrofin grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the scrofin has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. \n'b' Relentless (Recharges after a Short or Long Rest) . If the scrofin takes 10 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scrofin makes two attacks: one with its fist and one with its gore or two with its fists. \n'b' Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The scrofin can grapple only one target at a time. If the scrofin scores a critical hit, the target must succeed on a DC 13 Constitution saving throw or become stunned until the end of its next turn. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Quick to Anger (Recharges after a Short or Long Rest) . If the scrofin is wrestling a foe as part of a challenge and takes damage, or when it is reduced to half its hp maximum, it becomes angry. While angry, the scrofin has advantage on melee attack rolls and on saving throws against spells or effects that would charm or frighten it or make it unconscious , and it has resistance to bludgeoning damage. It remains angry for 1 minute, or until it is knocked unconscious . Alternatively, it can end its anger as a bonus action. \n'b'\n'b' ABOUT \n'b' This upright, muscular boar has short, brown fur. Though it stands on cloven hooves, its arms end in oversized fists. \n'b' Seeker of Champions . The scrofin is a powerfully built creature that seeks to find a worthy challenger for a wrestling challenge. A winner is declared when one creature holds its opponent in a grapple for 30 seconds. The scrofin is aware its natural gifts make it a formidable foe and feels duty-bound to make others aware of its advantages. An honorable battle is its highest goal, and it ensures that no great harm comes to its opponent during the contest, immediately relenting if its opponent submits. \n'b' Short Tempered . If the scrofin feels its opponent is fighting dishonorably or if something unrelated to the wrestling match harms it (a cast spell, a hidden weapon, or similar), it goes berserk at the betrayal. In normal combat situations, it loses its temper when it takes too many injuries. The scrofin can calm itself but only chooses to when it believes its opponents are truly contrite about breaking its trust or harming it. \n'b' Outcast from the Courts . The scrofins\xe2\x80\x99 sense of honor is at odds with many of their fellow fey, regardless of court, who believe exploiting any advantage in a situation is acceptable. This coupled with what the fey see as the scrofins\xe2\x80\x99 tiresome insistence on proving their physical superiority makes them unwelcome in many fey courts. For their part, scrofins are content to walk the mortal world in search of champions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scroll Mold \n'b' Tiny plant , unaligned \n'b' Armor Class 5 Hit Points 22 (5d4 + 10) Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 14 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int -3, Wis +3 Condition Immunities blinded , charmed , exhaustion , frightened , prone , unconscious Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The mold\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The mold can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : chill touch , detect magic , minor illusion \n'b' 1/day each : burning hands , color spray , longstrider (self only), sleep \n'b'\n'b' Nascent Mind . The mind of a scroll mold is barely conscious and has difficulty imagining things it has not already perceived. As it has no sense of sight, visual illusions the mold creates (such as with minor illusion ) tend to appear as shifting, shapeless blobs. Auditory illusions tend to be distorted reflections of sounds the scroll mold has recently heard. \n'b'\n'b' ACTIONS \n'b'\n'b' Camouflage . The mold changes its coloring to match its surroundings. Until the mold casts a spell, a successful DC 13 Wisdom ( Perception ) or Intelligence ( Investigation ) check is required to spot the mold. \n'b'\n'b' ABOUT \n'b' Many students of the arcane have muttered to themselves about a case of scrolls wandering off on its own. Most of the time, they\xe2\x80\x99ve simply misplaced the item. But now and again, when the conditions are right, their absurd ramblings are more right than they realize. \n'b' Scroll molds are colonies of color-shifting mold that have permeated and incorporated a decaying wooden scroll case into their masses, the scrolls within rendered slimy and blank. They are typically the result of magic scrolls left abandoned for too long in some musty basement or dank cavern. After extended exposure to the magic contained within the scroll case, a patch of otherwise ordinary mold develops strange new abilities-and the beginnings of consciousness. \n'b' Scroll molds can barely move. Instead, they rely on their spells, camouflage, and distractions to stay safe. They generally hide in out-of-the-way spaces, preferably damp and dark nooks and crannies, tuning their color to blend in with their surroundings. If they sense approaching creatures, they instinctively create illusions to distract other creatures from their location. If still approached, a scroll mold will often try to put interlopers to sleep before casting longstrider to slither away to a new hiding place. As a last resort, the scroll mold can use its few offensive spells, although doing so makes it obvious it is not merely a decaying scroll case to be left alone to decompose. \n'b' Scroll molds have a particular taste for magic items. If a scroll mold senses magic and there is no one around, it might make its way over to the source and attempt to consume the item to incorporate it into itself. Utilizing this process, it can learn spells or develop powerful new abilities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ancestor of Glory \n'b' Medium undead , chaotic good \n'b' Armor Class 16 (breastplate) Hit Points 76 (9d8 + 36) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +7, Charisma +7 Skills Athletics +7, Intimidate +7, Persuasion +7, Religion +4 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 13 Languages all, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blazing Glory . The ancestor of glory\xe2\x80\x99s melee weapon attacks deal an additional 1d12 fire damage (included in the attack ). \n'b' Blessed Weapon . The ancestor of glory has advantage on attack rolls against evil-aligned creatures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ancestor of glory makes two melee weapon attacks. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage plus 6 (1d12) fire damage. \n'b' Fire in the Fray (Recharges on a Short or Long Rest) . The ancestor of glory shouts the names of its ancestors, fellow angels , or its deity, and leaps into an unoccupied space that it can see within 30 feet of itself. When the ancestor lands at the chosen point, waves of flames rush outward. Enemies within 30 feet of it must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 17 (5d6) fire damage. On a successful save, the damage is halved. \n'b'\n'b' ABOUT \n'b' Ancestors of glory are spirits who enjoy honorable fights, glorious battles, and righteous victories. Watching over glorious combatants (p. 52), observing their battles, and relishing in their victories, they may even intervene in these battles if they find it necessary. \n'b' Different Forms . An ancestor of glory can be the spirit of a glorious knight, an angel, or a creature of another form. It can act independently, be the servant of a deity of glory, or be an angelic emissary. If the ancestor is an angel, its alignment becomes lawful, its type becomes celestial, and it gains resistance to radiant damage. Additionally, an ancestor of glory doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Fiery Zealots . An ancestor of glory is zealous about their ideals; ideals of glory. This eagerness manifests itself as the burning flames that cover their weapons. \n'b' Mortal-like Celebrations . An ancestor of glory celebrates victories as mortals do. They enjoy massive celebrations, ceremonies, and even drinking and feasting if they are able to do so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scutico (Scale Rat) \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 7 (-2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0 Senses darkvision 60 ft., passive Perception 10 Languages \xc2\x97 Challenge 1/8 (25 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends the scutico can\xe2\x80\x99t bite another target and has advantage on claw attacks against the grappled creature. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scuttlebug \n'b' Medium monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit points 26 (4d8 + 8) Speed 30 ft., climb 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Condition Immunities blinded Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, the scuttlebug has advantage on attack rolls against any creature it surprised. Hive Mind. The scuttlebug is immune to the charmed and frightened conditions while within 30 feet of at least one other scuttlebug. \n'b' Illusory Appearance . The scuttlebug covers itself and anything it is wearing or carrying with its wings that makes it look like a large man of general size and humanoid shape wearing a cloak. The illusion ends if the scuttlebug takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 13 Intelligence ( Investigation ) check to discern that the scuttlebug is disguised. \n'b' Pack Tactics . The scuttlebug has advantage on an attack roll against a creature if at least one of the scuttlebug\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . Pounce. If the scuttlebug 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 13 Strength saving throw or be knocked prone . If the target is prone , the scuttlebug can make one bite attack against it as a bonus action. Spider Climb . The scuttlebug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The scuttlebug makes two attacks: one with its claw and one with its sting. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Sting . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. 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. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b'\n'b' About \n'b' What you took to be a man in a dark overcoat is actually a large, roach-like beetle standing on its hind legs. Its face splits to reveal an insectoid head and vicious mandibles. \n'b' Scuttlebugs are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their king, they attack immediately and fight to the death. Scuttlebugs communicate through the hive mind. They cannot speak otherwise. \n'b' Scuttlebugs are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scylla \n'b'\n'b' Huge aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 507 (35d12+280) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 24 (+7) DEX: 29 (+9) CON: 27 (+8) INT: 16 (+3) WIS: 23 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +16, Con +15, Cha +13 Skills Acrobatics +16, Deception +20, Insight +13, Intimidation +13, Perception +13 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , prone Senses truesight 60 ft., blindsight 200 ft., passive Perception 28 Languages Abyssal, Aquan, Common Challenge 23 (62,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The scylla can breathe water and air. \n'b' Innate Spellcasting . The scylla\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : acid arrow , control water , fog cloud \n'b' 3/day each : dispel magic , major image \n'b'\n'b' Legendary Resistance (3/Day) . If the Scylla fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The scylla has advantage on saving throws against spells and other magical effects. \n'b' Multi-Headed . While the scylla can see in all directions, and has advantage on Wisdom ( Perception ) checks, which applies to its passive Perception score. It also has advantage on saving throws against being blinded , deafened , stunned , and knocked unconscious . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The scylla can use its frightful presence. It then makes three slam or tentacle attacks. It may substitute a bite for one of those attacks. In humanoid form, it may instead make three weapon attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one grappled target. Hit : 27 (4d8 + 9) piercing damage, and 18 (4d8) necrotic damage, and the target can\xe2\x80\x99t regain hit points until the end of its next turn. \n'b' Tentacle . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 31 (4d10 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained . The scylla has eight tentacles, each of which can grapple one target. \n'b' Poisoned Dagger (humanoid form only) . Melee or Ranged Weapon Attack : +16 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 11 (1d4+9) piercing damage, and 18 (4d8) poison damage. \n'b' Frightful Presence . Each creature of the scylla\xe2\x80\x99s choice that is within 100 feet of the Scylla and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the scylla\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Change Shape . The scylla magically polymorphs into a Small or Medium female humanoid, or back into her true form. The scylla loses its bite and tentacle attacks but can wield weapons or make slam attacks as appropriate for its form. Its statistics are otherwise the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b'\n'b' Legendary Actions \n'b' The scylla can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The scylla regains spent legendary actions at the start of its turn. \n'b'\n'b' Tentacle . The scylla makes one attack with its tentacle. \n'b' Bite (Costs 2 actions) . The scylla makes one attack with its bite. \n'b' Spell (Costs 2 actions) . The scylla uses one of its spells. \n'b'\n'b' About \n'b' The scylla is one of the more nightmarish aberrations to blight the mortal world, horrifying creatures with the upper body of a beautiful woman but a lower body of snapping wolf or serpent heads and writhing tentacles. Conflicting tales of her origins abound, from demonic flesh-crafting and arcane experiments to a divine curse handed down by a vengeful deity. The most popular stories cast the first scylla as the monstrous spawn of a union between a mortal and a god. \n'b' Whatever the case, scyllas are fortunately quite rare, enough so that many consider them nothing more than tall tales told by sailors deep in their cups. \n'b' Ship-Hunter . Scyllas dwell along major shipping lanes, often near coastlines, where they use their spells to lure entire ships to their doom. The hideous monsters are intelligent creatures, though half-mad with hunger and self-loathing. They normally do not use weapons, but when they do, they prefer to fight with light weapons wielded by their human-sized upper arms. \n'b' However, they much prefer to keep their hands free to utilize magic items like wands, staves, and other powerful devices.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scylla \n'b'\n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 253 (22d12 + 110) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +8 Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 22 (41,000 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, the scylla has advantage on attack rolls against any creature it surprised. \n'b' Amphibious . The scylla can breathe air and water. \n'b' Legendary Resistances (3/Day) . If the scylla fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The scylla has advantage on saving throws against spells and other magical effects. \n'b' Multiple Heads . The scylla has five heads. While it has more than one head, the scylla has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the scylla takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the scylla dies. \n'b' Reactive Heads . For each head the scylla has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Regeneration . The scylla regains 10 hit points at the start of its turn. If the scylla takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the scylla\xe2\x80\x99s next turn. The scylla dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Siege Monster . The scylla deals double damage to objects and structures. \n'b' Wakeful . While the scylla sleeps, at least one of its heads is awake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The scylla makes one fist attack and as many bite attacks as it has heads, each of which it can replace with one use of Fling or Swallow. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 10 (1d10 + 5) piercing damage and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the scylla can\xe2\x80\x99t bite another target with that head. \n'b' Fist . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 20) and restrained until the grapple ends. The scylla has two fists, each of which can grapple one target. \n'b' Fling . One Large or smaller object held or creature grappled by the scylla is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Frightful Presence . Each creature of the scylla\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the scylla 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 scylla\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow . The scylla makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the scylla, and it takes 56 (16d6) acid damage at the start of each of the scylla\xe2\x80\x99s turns. If the scylla takes 60 damage or more on a single turn from a creature inside it, the scylla must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the scylla. If the scylla dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. \n'b'\n'b' Legendary Actions \n'b' The scylla 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 scylla regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The scylla makes one bite attack or slam attack. \n'b' Move . The scylla moves up to half its speed. \n'b' Chomp (Costs 2 Actions) . The scylla makes one bite attack or uses its Swallow. \n'b'\n'b' About \n'b' This warped being has a beautiful female\xe2\x80\x99s upper torso and the lower body of a fish. Like a macabre belt, six heads on long sinewy necks are attached to her torso. \n'b' According to some myths, Phorcys and Hecate are the parents of this horrendous monster, others say Typhon and Echidna beget the monster. Yet another myth says that Scylla was born a radiantly beautiful nymph who was cursed into her current vile form.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Scylla \n'b' Huge monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 94 (9d12 + 36) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +10, Stealth +6, Survival +6 Damage Immunities fire Senses darkvision 60 ft., passive Perception 20 Languages Aquan, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Heat . A creature who touches a scylla takes 7 (2d6) fire damage. \n'b' Multiple Heads . The scylla has six heads. It has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Water Breathing . The scylla can only breathe underwater. \n'b' Water Dependency . A scylla can survive on land for 6 hours before suffocating. \n'b' Actions \n'b' Multiattack . The scylla makes three bite attacks. \n'b' Bites . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 23 (4d8 + 5) piercing damage. \n'b' Superheat Water (Recharge 5-6) . The scylla uses one of the following options. \n'b' Scalding Blast . The scylla releases a line of scalding water that is 60 feet long and 5 feet wide. Creatures in the area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Boil Water . The water surrounding a scylla in a radius of 10 feet rises to a boil. All creatures within the area must make a DC 16 Constitution saving throw, taking 24 (7d6) fire damage on a failed saving throw, or half as much damage on a successful one. The area remains at a boil for 1 minute, even if the scylla moves to another space. \n'b' About \n'b' This massive sea monster is about 20 feet long with a rounded lower body, four large fins, a short tail, and six heads, each perched on top of a long snake-like neck. \n'b' Scyllas are thought to be related to hydras, though no proof exists connecting the two. They are found in climates from temperate to warm (they don\xe2\x80\x99t like the cold) and prefer to lair in natural underwater caves and caverns, only emerging when hungry. A scylla is a predatory creature, existing on a diet of large fish such as shark, octopus or squid, or unlikely swimmers and sailors. \n'b' Prey is usually devoured in the same spot it is killed; rarely does a scylla return to its lair with prey except when nursing its young. \n'b' Scyllas are solitary creatures, and even during mating season, it is rare to actually encounter more than one of these creatures. The mating ritual lasts but a short time with the male swimming away afterward, never to return to the lair. Young are born about 6 months later and reach maturity in just under a year. \n'b' Young scyllas are noncombatants and do not possess the heat ability of adult scyllas. \n'b' A scylla is gray-blue to dark gray in color with a lighter shaded underbelly. Its fins are gray-blue to dark gray. Its eyes are golden or gray and each mouth is lined with triple rows of whitish-gray teeth. \n'b' Scyllas can grow to a length of 50 feet. \n'b' Scyllas attack their foes with vicious bites from their multiple heads. \n'b' When facing more than one opponent, a scylla uses its heat ability to boil the water surrounding it and burn its foes. Scyllas prefer to attack when it is most advantageous, such as surfacing under a foe. If combat goes against a scylla it dives beneath the waves and swims away. A cornered or hungry scylla, or one defending its lair, always fights to the death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Bonze \n'b'\n'b' Gargantuan undead , neutral evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 280 (16d20+112) \n'b' Speed 40 ft., swim 80 ft.\n'b' STATS STR: 18 (+4) DEX: 28 (+9) CON: 25 (+7) INT: 16 (+3) WIS: 18 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +10, Wis +9 \n'b' Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, lightning \n'b' Condition Immunities charmed , frightened \n'b' Skills Intimidation +19, Perception +10 \n'b' Senses blindsight 120 ft., darkvision 120 ft., passive Perception 20 \n'b' Languages Aquan, Common \n'b' Challenge 19 (22,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . A sea bonze\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day : antilife shell , control water \n'b' 1/day each : control weather , storm of vengeance \n'b'\n'b' Untraceable . The sea bonze is immune to all spells and effects made to learn its location or gain information about it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sea bonze makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, 20 ft. reach, one target. Hit : 59 (10d10 + 4) bludgeoning damage. \n'b' Dooming Gaze . A sea bonze can gaze at one creature within 120 feet and attempt to overwhelm its mind with fear . That creature must succeed a DC 19 Wisdom saving throw or be paralyzed . A paralyzed creature can attempt another saving throw at the end of each of its turns to end this effect. Once a creature that was paralyzed breaks free from that condition, they must attempt another DC 19 Wisdom saving throw or become frightened of the sea bonze. A frightened creature can attempt another saving throw at the end of each of its turns to end this effect. A creature that is immune to the frightened condition is immune to both effects of this ability. \n'b' Draining Strike (3/Day) . Melee Weapon Attack : +10 to hit, 20 ft. reach, one target. Hit : 117 (18d12) necrotic damage plus the target must succeed a DC 19 Constitution saving throw or gain 1 negative level. \n'b' Elusive (1/Day) . A sea bonze has long been the stuff of maritime legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. While in water, the sea bonze can move up to 400 feet in a single movement without leaving any trace of its passing (while under the effects of a pass without trace spell). The sea bonze gains advantage to its Dexterity ( Stealth ) ability checks while making this movement. \n'b'\n'b' About \n'b' Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze\xe2\x80\x94it combines the anger and doom of all who die in such close proximity. Reawakened as mammoth ship-wreckers, these angry spirits have no memory of their past lives and seek to inflict the doom they suffered on others who ply the seas. Their hatred does not make them mindless, however, and more than one lucky crew member has talked her entire ship\xe2\x80\x99s way out of total annihilation. Sea bonzes have an unusual respect for those with wit and guile and sometimes consider sparing those they deem worthy of their esteem. Those who try to defend themselves with brawn and weapons, however, receive no mercy from the enormous monsters. \n'b' Nothing but Death . A sea bonze\xe2\x80\x99s body is black and leathery like that of a squid when seen up close, but an ever-present mist clings to it even in the water, causing it to appear at first glance to be made out of the black waters of the ocean itself, or a bank of shadow and fog rising up from the waves. The entire creature is featureless and smooth, making its empty visage and its two gleaming pinpricks of light for eyes all the more horrifying.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Devil \n'b' Large fiend (devil), chaotic evil \n'b' Armor Class 11 \n'b' Hit Points 52 (8d10 + 8) \n'b' Speed 10 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Aquan \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . While out of water, the sea devil can hold its breath for 1 hour. \n'b' Pack Tactics . A sea devil has advantage on attack rolls against a creature if at least one of the sea devil\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Underwater Camouflage . The sea devil has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The sea devil can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacles . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the sea devil can\xe2\x80\x99t use its tentacles on another target. \n'b' Ink Cloud (Recharges after a Short or Long Rest) . A 20- foot-radius cloud of ink extends all around the sea devil if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sea devil can use the Dash action as a bonus action. \n'b' Horrible Laughter (Recharge 6) . The sea devil laughs horribly in a 60-foot radius. Each creature in that area that isn\xe2\x80\x99t deafened must succeed on a DC 10 Wisdom saving throw or be frightened until the end of the sea devil\xe2\x80\x99s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated . A target that successfully saves is immune to the Horrible Laughter of all sea devils for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This creature looks like an octopus, only much larger and of a bright scarlet color, striped with black. \n'b' Sea devils are aptly named; they are not the smaller creatures that sometimes rise to the surface, go near the shore, or are caught by fisherman. The deep sea devils are monsters who inhabit caves in the rugged, mountainous regions of the ocean. They are evil spirits who delight in injuring all who meet them. \n'b' Ink Sacs . They carry big sacks in front of them, where they conceal the ink. Whenever they choose, the sea devils press out this ink, and it colors the water for a great space around them. \n'b' Devil\xe2\x80\x99s Net . Sea devils can work together to create a net of sorts, interlacing their arms like the branches of trees in winter, when the leaves have fallen and left them bare. \n'b' They have an awful laugh, and they are fond of laughing hideously at those they have trapped. \n'b' The most dangerous of all sea devils is their prince, the largest and fiercest of his species. Fortunately sea devil princes are quite lazy, never moving from their position. \n'b' Their people bring him food to and take his commands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Devil Prince \n'b' Huge fiend (devil), chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 207 (18d12 + 90) \n'b' Speed 20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 20 (+5) INT: 19 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +6, Con +10, Int +9, Wis +7 \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities frightened , paralyzed \n'b' Skills Perception +7, Stealth +6 \n'b' Senses darkvision 120 ft., passive Perception 17 \n'b' Languages Aquan \n'b' Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . While out of water, the sea devil can hold its breath for 1 hour. \n'b' Pack Tactics . A sea devil has advantage on attack rolls against a creature if at least one of the sea devil\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Underwater Camouflage. The sea devil has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The sea devil can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sea devil prince makes two tentacle attacks, each of which it can replace with one use of Fling. \n'b' Tentacle . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained . The sea devil prince has ten tentacles, each of which can grapple one target. \n'b' Fling . One Medium or smaller object held or creature grappled by the sea devil prince is thrown up to 40 feet in a random direction and forced prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be forced prone . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) piercing damage. If the target is a Medium or smaller creature grappled by the sea devil prince, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the sea devil prince, and it takes 21 (6d6) acid damage at the start of each of the sea devil prince\xe2\x80\x99s turns. One Medium or two smaller creatures can be swallowed at the same time. If the sea devil prince takes 35 damage or more on a single turn from a creature inside it, the sea devil prince must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the sea devil prince. If the sea devil prince dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone . \n'b' Ink Cloud (Recharges after a Short or Long Rest) . A 60- foot-radius cloud of ink extends all around the sea devil if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sea devil can use the Dash action as a bonus action. \n'b' Horrible Laughter (Recharge 6) . The sea devil laughs horribly in a 120-foot radius. Each creature in that area that isn\xe2\x80\x99t deafened must succeed on a DC 10 Wisdom saving throw or be frightened until the end of the sea devil\xe2\x80\x99s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated . A target that successfully saves is immune to the Horrible Laughter of all sea devils for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This creature looks like an octopus, only much larger and of a bright scarlet color, striped with black. \n'b' Sea devils are aptly named; they are not the smaller creatures that sometimes rise to the surface, go near the shore, or are caught by fisherman. The deep sea devils are monsters who inhabit caves in the rugged, mountainous regions of the ocean. They are evil spirits who delight in injuring all who meet them. \n'b' Ink Sacs . They carry big sacks in front of them, where they conceal the ink. Whenever they choose, the sea devils press out this ink, and it colors the water for a great space around them. \n'b' Devil\xe2\x80\x99s Net . Sea devils can work together to create a net of sorts, interlacing their arms like the branches of trees in winter, when the leaves have fallen and left them bare. \n'b' They have an awful laugh, and they are fond of laughing hideously at those they have trapped. \n'b' The most dangerous of all sea devils is their prince, the largest and fiercest of his species. Fortunately sea devil princes are quite lazy, never moving from their position. \n'b' Their people bring him food to and take his commands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basalt Warhound \n'b' Large elemental , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Ignan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a basalt warhound dies, it explodes in a burst of fire. Each creature within five feet of it must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Keen Smell . The basalt warhound has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The basalt warhound has advantage on an attack roll against a creature if at least one of the warhound\xe2\x80\x99s allies is within five feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The basalt warhound makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage and 9 (2d8) fire damage. \n'b'\n'b' ABOUT \n'b' A basalt warhound is a massive hound that looks as if it is formed of living brass and basalt. It stands nearly as tall as a human, and its eyes burn with yellow flame. Its tongue and teeth are pitch-black, and flames flicker and dance around its rocky snout as it breathes. When killed, the massive beast erupts in an explosive ring of fire. Some spellcasters claim basalt warhound packs can be summoned from the edges of the various elemental planes bordering the Material Plane, but other say the beast can smell out tunnels into the world so it can roam \xe2\x80\x93 and hunt \xe2\x80\x93 freely.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Devil Swarm \n'b' Gargantuan swarm of Large fiends ( devil ), chaotic evil \n'b' Armor Class 11 \n'b' Hit Points 120 (16d10 + 16) \n'b' Speed 10 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Aquan \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . While out of water, the sea devil can hold its breath for 1 hour. \n'b' Underwater Camouflage. The sea devil has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The sea devil can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 13 (2d8 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if the swarm has half of its hit points or fewer. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained . \n'b' Ink Cloud (Recharges after a Short or Long Rest) . A 40-foot-radius cloud of ink extends all around the sea devil swarm if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the sea devil swarm can use the Dash action as a bonus action. \n'b' Horrible Laughter (Recharge 6) . The sea devil laughs horribly in a 90-foot radius. Each creature in that area that isn\xe2\x80\x99t deafened must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the sea devil\xe2\x80\x99s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated . A target that successfully saves is immune to the Horrible Laughter of all sea devils for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This creature looks like an octopus, only much larger and of a bright scarlet color, striped with black. \n'b' Sea devils are aptly named; they are not the smaller creatures that sometimes rise to the surface, go near the shore, or are caught by fisherman. The deep sea devils are monsters who inhabit caves in the rugged, mountainous regions of the ocean. They are evil spirits who delight in injuring all who meet them. \n'b' Ink Sacs . They carry big sacks in front of them, where they conceal the ink. Whenever they choose, the sea devils press out this ink, and it colors the water for a great space around them. \n'b' Devil\xe2\x80\x99s Net . Sea devils can work together to create a net of sorts, interlacing their arms like the branches of trees in winter, when the leaves have fallen and left them bare. \n'b' They have an awful laugh, and they are fond of laughing hideously at those they have trapped. \n'b' The most dangerous of all sea devils is their prince, the largest and fiercest of his species. Fortunately sea devil princes are quite lazy, never moving from their position. \n'b' Their people bring him food to and take his commands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Decapus \n'b' Medium aberration , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 10 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Deep Speech, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Brachiation . A decapus can move through trees at its base climb speed by using its tentacles to swing from tree to tree. Trees used by the decapus in this manner can be no further than 10 feet apart. \n'b' Mimicry . The decapus can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The decapus makes up to four tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12) and restrained until the grapple ends. The decapus has many tentacles but can only grapple two targets at any given time. \n'b'\n'b' About \n'b' This creature is a large spheroid with ten octopus-like tentacles protruding from its body. Hair grows in broken patches on its body. \n'b' Its eyes are stark white and pupilless. Its large mouth sports long, yellow fangs. \n'b' Decapi are solitary creatures that dwell in dense forests or underground. Most prefer the forests as their ability to move among the trees allows them to either pursue their prey or flee in situations not to their advantage. On the ground, decapi are slowmoving, thus they spend most of their time among the treetops. \n'b' Decapi are nocturnal hunters and are quite fond of human, elf, and halfling flesh. In times when food is scarce, they exist on a diet of rats, snakes, and other small forest creatures (or dungeon denizens in the case of the subterranean decapus). \n'b' Decapi prefer a solitary life; the only time more than one will ever be encountered together is during mating season (usually the fall). Young decapi are born live, and the female only ever gives birth to a single young during each mating season. If food is extremely scarce, some decapus females have been known to eat their young. \n'b' This creature\xe2\x80\x99s body is a 4-foot diameter globe of pallid green. On rare occasions, a purple or even yellow hued decapus may be encountered. Patches of dark hair, brown or black, grow in various locations. Regardless of its body color, each decapus has 10 octopus-like tentacles protruding from its spherical body. Each tentacle is covered in suction cups that aid the creature in not only climbing and moving through trees but also in holding on to its prey. Its large wide maw sports sickly yellow teeth and foul breath. Decapi seem to be able to speak with others of their kind using a series of guttural noises.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Dragon, Ancient \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 22 (natural armor) Hit Points 518 (28d20 + 224) Speed 40 ft., fly 80 ft., swim 80 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 27 (+8) INT: 19 (+4) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Skills Perception +17, Stealth +7 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic, Primordial Challenge 23 (50,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The dragon can breathe air and water. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The dragon deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage. \n'b' Fin . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Tidal Breath (Recharge 5-6) . The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the creature takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage and is pushed up to 45 feet away from the dragon and forced prone . On a success, the creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (Perception) check. \n'b' Tail Attack . The dragon makes a Tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be forced prone . The dragon can then move up to half its flying speed, or swimming speed if in the water. \n'b'\n'b' LAIR \n'b' Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it\xe2\x80\x99s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \n'b' The sky surrounding a sea dragon\xe2\x80\x99s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Create Coral Wall . The dragon creates an opaque wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall\xe2\x80\x99s space on whichever side of the wall it wants, and it must make a DC 15 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. While the wall remains, any creature that touches the wall must also make the saving throw. Each 10-foot section of the wall has AC 5, 30 hp , resistance to fire damage, and immunity to poison damage and psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. \n'b' Invoke the Sea\xe2\x80\x99s Calm . The currents around up to four creatures in the water and that the dragon can see within 120 feet of it work against the creatures. Each target must succeed on a DC 15 Strength saving throw or it can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn until initiative count 20 on the next round. \n'b' Whirlpools . Four vortexes of water appear centered on points underwater or on the water\xe2\x80\x99s surface that the dragon can see within 120 feet of it. Each vortex takes the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature that enters a vortex for the first time on a turn or starts its turn there must make a DC 15 Strength saving throw or be restrained . A creature, including a restrained creature, can take its action to free the restrained creature by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a legendary sea dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Chill of the Deeps . Water temperatures drop within 1 mile of the dragon\xe2\x80\x99s lair, turning the water frigid and endangering swimming creatures not accustomed to arctic waters. \n'b' Tempestuous Weather . Storms and rough water are more common within 6 miles of the lair. \n'b' Thriving Waterways . Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' This aquamarine dragon has a shark\xe2\x80\x99s head that tapers off into a sleek eel-like body. Its large fins double as wings. \n'b' Divine Dragons . Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. \n'b' Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n'b' Shipwreck Art . Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon\xe2\x80\x99s lair when they catch stray beams of light. \n'b' Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n'b' Sunken Memorials . A sea dragon\xe2\x80\x99s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n'b' Priests . Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. \n'b' Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Horse \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 1 (1d4 \xe2\x80\x93 1) \n'b' Speed 0 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 0 (0 or 10 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Water Breathing . The sea horse can breathe only underwater. \n'b'\n'b' ABOUT \n'b' There are plenty of sea horses in the sea. GMs should feel free to create additional sea horses and swarms to add to those that the patchwork sea horse can summon or to populate the oceans of the campaign. \n'b' The sea horse and giant sea horse appear in the official fifth edition rules, but they are presented here for ease of reference as well as a bonus swarm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Monster, Adult \n'b' Family: Sea Monsters \n'b' Huge monstrosity , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d12 + 12) Speed 15 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Dexterity +4 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Hold Breath . The sea monster can hold its breath for 30 minutes. \n'b' Limited Telepathy . The sea monster can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Murderous Rage . The sea monster gains a third attack on its Multiattack action if a creature other than a sea monster harms or comes within 60 feet of one of its children. \n'b' Actions \n'b' Multiattack . The sea monster makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 14 (2d10 + 3) piercing damage. \n'b' About \n'b' Sea monsters hunt for survival and avoid causing harm to intelligent creatures, preferring to watch them from afar. It is believed that these rare and solitary creatures grow lonely, as they hunt vast territories alone. For some, sea monsters are seen as friendly visitors to be greeted with food and song. Most, however, see them as monsters, and try to scare them away or even harm them. \n'b' Sea monsters are extremely overprotective parents. This is due to the low natality rate of these creatures. \n'b' Sea monsters only gather to mate once every decade, and gestation requires another two years. The parents hunt together during pregnancy and until their offspring can hunt on its own. Anyone who gets too close to a sea monster\xe2\x80\x99s offspring faces the wrath of one or both parents. If a sea monster loses its child, it spends the rest of its life hunting the culprits, unless the child is returned unharmed. \n'b' Sea monsters that are unable to find a mate or lose their mate have been known to accidentally steal children that wander away from communities, only wanting to protect them. These children are always well fed and kept safe by the sea monster, caring for the child as if it were their own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Monster, Baby \n'b' Family: Sea Monsters \n'b' Medium monstrosity , neutral good \n'b' Armor Class 11 (natural armor) Hit Points 27 (6d8) Speed 10 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 10 (+0) INT: 5 (-3) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Hold Breath . The baby sea monster can hold its breath for 15 minutes. \n'b' Limited Telepathy . The baby sea monster can magically transmit simple messages and images to any creature within 60 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Actions \n'b' Multiattack . The baby sea monster makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 8 (2d6 + 1) piercing damage. \n'b' About \n'b' Sea monsters hunt for survival and avoid causing harm to intelligent creatures, preferring to watch them from afar. It is believed that these rare and solitary creatures grow lonely, as they hunt vast territories alone. For some, sea monsters are seen as friendly visitors to be greeted with food and song. Most, however, see them as monsters, and try to scare them away or even harm them. \n'b' Sea monsters are extremely overprotective parents. This is due to the low natality rate of these creatures. \n'b' Sea monsters only gather to mate once every decade, and gestation requires another two years. The parents hunt together during pregnancy and until their offspring can hunt on its own. Anyone who gets too close to a sea monster\xe2\x80\x99s offspring faces the wrath of one or both parents. If a sea monster loses its child, it spends the rest of its life hunting the culprits, unless the child is returned unharmed. \n'b' Sea monsters that are unable to find a mate or lose their mate have been known to accidentally steal children that wander away from communities, only wanting to protect them. These children are always well fed and kept safe by the sea monster, caring for the child as if it were their own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent \n'b' Gargantuan monstrosity (titan), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 296 (16d20 + 128) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 28 (+9) DEX: 21 (+5) CON: 26 (+8) INT: 12 (+1) WIS: 17 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , prone Senses darkvision 120 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The sea serpent does double damage to objects and structures. \n'b' Water Breathing . The sea serpent can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sea serpent makes one bite attack and one constrict attack . \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 42 (6d10 + 9) piercing damage. \n'b' Constrict . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained . The sea serpent can grapple up to three Large or smaller creatures. \n'b' Stench Breath (Recharge 5-6) . The sea serpent exhales a foul, poisonous gas in a 120-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 55 (10d10) poison damage and be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the sea serpent\xe2\x80\x99s breath for 24 hours. \n'b'\n'b' ABOUT \n'b' One of the largest monsters in the sea is the legendary sea serpent. It makes any journey across the ocean a perilous voyage. \n'b' Powerful Swimmers . Sea serpents are strong swimmers and are surprisingly agile in the water. They seem to be more active in wild, intense storms. Their superior swimming ability lets them easily navigate these wild waves. \n'b' Ocean Hazard . Those adventurers brave enough to travel across wide stretches of ocean might have to face this nightmare. Some maps mark the locations where a sea serpent has been sighted. \n'b' Salty Mouth . A sea serpent\xe2\x80\x99s breath is so awful it will harm any nearby creatures. The odor is rumored to smell like a salty dead whale.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent \n'b' Gargantuan monstrosity , neutral good \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 297 (17d20 + 119) \n'b' Speed 10 ft., swim 60 ft.\n'b' STATS STR: 29 (+9) DEX: 7 (-2) CON: 25 (+7) INT: 5 (-3) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned \n'b' Skills Arcana +9, History +9, Nature +9, Perception +9 \n'b' Senses darkvision 120 ft., passive Perception 19 \n'b' Languages Aquan, Common \n'b' Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The sea serpent can breathe air and water. \n'b' Teach . The sea serpent can reach anywhere within 1 mile. \n'b' Innate Spellcasting . The sea serpent\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components: \n'b'\n'b' At will : druidcraft \n'b' 3/day each : control water , create or destroy water , polymorph , water breathing \n'b' 1/day each : commune with nature , tsunami \n'b'\n'b' Magic Resistance . The sea serpent has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . A sea serpent\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sea serpent makes two constriction attacks. \n'b' Constrict . Melee Weapon Attack : +15 to hit, reach 35 ft., one creature. Hit : 21 (3d8 + 9) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained . \n'b'\n'b' ABOUT \n'b' This gargantuan creature\xe2\x80\x99s head is round as a ball, but its ears are sharp pointed and have tassels at the ends of them. Its nose is flat and its mouth very wide indeed, but its eyes are blue and gentle in expression. The white, stubby hairs that surrounded its face are not thick, like a beard, but scattered and scraggly. From the head, the long brown body of the sea serpent extends to the horizon. On the back of the body are several fins, which made make creature look more like an eel than a serpent. \n'b' Tea serpents are immortal guardians of the seas, patrolling their territory by stretching their long bodies a mile in each direction. They are nigh unkillable and quite powerful, so few dare oppose them. They are largely responsible for peace in the four oceans surrounding Faerie. \n'b' The Serpents Three . There are but three sea serpents in all of Faerie, known as Anko, Unko, and Inko. They are benign and quite shy, but not particularly attractive. They are each over twenty thousand years old. Anko rules the eastern ocean, Inko the western, and Unko to the north. The south is managed by a \xe2\x80\x9clesser serpent\xe2\x80\x9d that the brothers don\xe2\x80\x99t speak of, but is believed to be managed by serpent golems assigned to babysitting sea fairy children. Once every hundred years, the brothers visit Anko.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent, Brine \n'b' Family: Sea Serpents \n'b' Huge dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d12 + 85) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 20 (+10) INT: 7 (-2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Dexterity +7, Constitution +9 Skills Athletics +10, Perception +6 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Draconic Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Amphibious . The brine sea serpent can breathe air and water. \n'b' Actions \n'b' Multiattack . A brine sea serpent attacks once with its bite and once with its tail. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 18). If the brine sea serpent already has a creature grappled with its bite, it can only bite that creature, and it has advantage on that attack . \n'b' Tail Slap . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage and the target must succeed at a DC 18 Strength saving throw or be pushed 10 feet away and knocked prone . \n'b' Brine Blast (Recharge 6) . The brine serpent releases a 50-foot cone of briny acid. Creatures in the area must make a DC 18 Dexterity saving throw. On a failed saving throw, the target takes 72 (16d8) acid damage. \n'b' Legendary Actions \n'b' The brine sea serpent can take up to 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The serpent regains spent legendary actions at the start of its turn. \n'b' Tail Attack . The brine serpent uses its tail attack . \n'b' Coiling Maneuver (Costs 2 Actions) . The brine sea serpent attempts to grapple a Large or smaller target. The target must make a DC 18 Strength saving throw or be grappled and restrained . The sea serpent can\xe2\x80\x99t use its other legendary actions or its Tail Slap if it\xe2\x80\x99s grappling a target. At the beginning of each of the brine serpent\xe2\x80\x99s turns, the grappled target takes 18 (3d8 + 5) bludgeoning damage. \n'b' About \n'b' Nearly as old as the dragons that roam the sky, sea serpents are great snakelike creatures that have roamed the oceans for ages. Unlike the classical dragon, these great, scaly, serpentine beasts are generally agreed to be a product of evolution though many suspect magical influence, either deliberate or natural, somewhere in their evolution. \n'b' Whatever their origins, sea serpents are a highly-varied species, with great variation in size , coloration, intellect, and temperament. However, all sea serpents bear certain similarities. They are long, sinuous, warm-blooded creatures that closely resemble snakes in appearance, though they all have two sets of flippers, which may be large or so small and atrophied as to be nearly unnoticeable. Sea serpents are aquatic creatures, though some can make their way about on land. All sea serpents can breathe both water and air with equal efficiency, another fact that distinguishes them from marine mammals and reptiles. Further, all sea serpents are sentient, with an intellect ranging from little greater than moronic to supragenius level. \n'b' One trait that sea serpents share in common with their draconic brethren is a sense of innate superiority, a feeling that they are masters of the sea, at least in whatever manner they choose to pursue their expertise. \n'b' Unlike dragons, however, sea serpents are not distinguished by color or age category. And while some species are as acquisitive as dragons, others have no interest in hoarding wealth and live lives little better than beasts. \n'b' All sea serpents can speak and understand Aquatic, and many know Draconic as well. The more intelligent species may also learn the languages of marine civilizations or the languages of sea-traveling surface-dwellers. \n'b' Due to their physical similarities, sea serpents use fairly consistent tactics in combat situations. All sea serpents have venomous bites, and they use this to their advantage to slow or immobilize multiple attackers so they can concentrate on one foe. In addition to their lethal bite, all sea serpents have the ability to ensnare prey in their coils as a giant constrictor does and crush the life out of them. The larger sea serpents may even use this constriction attack against sea vessels, and mariners in their smoky dens delight in recounting tales of horror and woe of great serpents that splinter hulls and then devour the helpless sailors in the water. \n'b' Because they are sentient beings, sea serpents can often be reasoned with even if the reasoning is no more complex than simple intimidation.\xc2\xa0They are adaptable to circumstances, and none throw themselves into battle rashly.\xc2\xa0This serpentine creature is about 20 feet long, nose to tail, with two sets of large flippers and a wide body. A finned crest runs the length of its back, head to tail. The body is dark blue with a lighter underbelly, often tinged with rust or green highlights.\xc2\xa0The brine sea serpent is a relatively stupid and aggressive predator of the deeps and is the only sea serpent with a breath weapon.\xc2\xa0The brine sea serpent lives in caves in the ocean floor, where it maintains a hoard much like a dragon. It often lives in seas known for their stormy conditions, since it enjoys feeding on humans capsized from boats.\xc2\xa0Sometimes it even attacks ships directly if it is hungry. It also searches sunken ships for objects of interest to add to its hoard. The eyes of a brine serpent are small, but it possesses large ears and has exceptional hearing. \n'b' Against lone prey, the brine sea serpent likely closes and attack with its bite. \n'b' When confronting larger groups, it uses its breath weapon first \xe2\x80\x93 the brine sea serpent has a special organ that harvests sodium from seawater and stores it in concentrated form in a gland in its cheek. It generally avoids constricting attacks unless attacking large opponents that do not die from its poisonous bite. The brine sea serpent may also use the constriction attack against small sea vessels if it is very hungry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent, Deep Hunter \n'b' Family: Sea Serpents \n'b' Gargantuan dragon , lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 385 (22d20 + 154) Speed 0 ft., swim 80 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 7 (-2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +15, Dexterity +10, Constitution +14 Skills Athletics +15, Perception +8 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 18 Languages Aquan, Draconic Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Amphibious . The deep hunter serpent can breathe air and water. \n'b' Siege Monster . The deep hunter serpent deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . A deep hunter serpent attacks once with its tail and either bites or uses its swallow attack . \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 34 (4d12 + 8) piercing damage plus 22 (4d10) poison damage, and the target is grappled (escape DC 23) and restrained . The deep sea hunter can\xe2\x80\x99t make a bit attack while it has a creature grappled with its bite. \n'b' Tail Slap . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage and the target is pushed 15 feet away and knocked prone . \n'b' Swallow . A Large or smaller target grappled by the serpent\xe2\x80\x99s bite attack is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the deep hunter serpent, and it takes 42 (12d6) acid damage at the start of each of the deep hunter serpent\xe2\x80\x99s turns. If the deep hunter takes 30 damage or more on a single turn from a creature inside it, the serpent must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the serpent. If the serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Legendary Actions \n'b' The deep hunter sea serpent can take up to 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The serpent regains spent legendary actions at the start of its turn. \n'b' Golden Bliss (Inhaled) . A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned , the target is stunned and has advantage on Intelligence , Wisdom , and Charisma saving throws against spells and magical effects. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Tail Attack . The deep hunter serpent uses its Tail Slap. \n'b' Coiling Maneuver (Costs 2 Actions) . The deep hunter sea serpent attempts to grapple a Huge or smaller target. The target must make a DC 23 Strength saving throw or be grappled and restrained . The sea serpent can\xe2\x80\x99t use its other legendary actions or its Tail Slap if it\xe2\x80\x99s grappling a target. At the beginning of each of the brine serpent\xe2\x80\x99s turns, the grappled target takes 30 (4d10 + 8) bludgeoning damage. \n'b' Unhinge Jaw (Costs 3 Actions) . The deep hunter uses its bite attack on all creatures of Large size or smaller in a 10-foot cube within 15 feet of the deep hunter. If the attack hits on any of the creatures, it can use its swallow ability. \n'b' About \n'b' This serpent is about 60 feet long and 10 feet thick. Its body scales are smooth, each about the size of a large shield, and the entire serpent is deep green to jet black in color, with eyes a solid, nearly black red color. \n'b' The immense deep hunter serpent lives in deep oceans and delights in hunting down and killing the most fearsome creatures of the sea. The deep hunter lives on the ocean floor, usually near thermal vents and volcanic areas where it is relatively warm. However, when hunting it may be encountered just about anywhere at sea; its preferred prey are krakens and the largest whales, though it may attack any other fearsome sea predator \xe2\x80\x93 the more dangerous, the better. \n'b' The deep hunter sea serpent is seldom seen near the surface, as its prey tends to stick to deep waters. It does not initiate combat against creatures it sees as its inferiors, but if it does regard a creature as a threat, it uses stealth to surprise its prey when possible and launches into a full-scale assault using all of its physical attacks to the best of its ability.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent, Fanged \n'b' Family: Sea Serpents \n'b' Large dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 5 (-3) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +3 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 13 Languages Aquan, Draconic Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amphibious . The fanged serpent can breathe air and water. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) piercing damage plus 7 (2d6) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the sea serpent cannot grapple another target. While the fanged serpent has a creature grappled in its bite, it cannot bite a different creature, and has advantage on bite attacks against the grappled creature. \n'b' Roll . One target that the fanged serpent has grappled takes 21 (6d6) slashing damage as the fanged serpent rolls quickly. After this damage is dealt, the target is no longer grappled . \n'b' About \n'b' This serpent is 12 to 15 feet long and 5 feet thick. Its body scales are thickened and hardened, which slows it somewhat in water but provides good protection. The serpent\xe2\x80\x99s most outstanding features, however, are the rows of long, sharp teeth that fill its mouth. It has large, lidless red eyes with white pupils. \n'b' The fanged sea serpent is a vicious predator of the seas feared for its tendency to travel in packs and swarm over creatures much larger than itself. Fanged sea serpents are nomadic, traveling with ocean currents. \n'b' They prefer to hunt in groups, which they can surround and attack from all sides. Fanged sea serpents have been known to attack their own kind, but only when starving. \n'b' Fanged sea serpents on their own usually live on large fish and avoid confronting intelligent opposition unless they believe their victims to be helpless. However, when they are in groups, they become much more aggressive, and attack creatures much larger than themselves. \n'b' They prefer to use swarm tactics, surrounding their target and attacking simultaneously from all directions; in the water, where they can also attack from above and below, few marine creatures can stand up to a prolonged assault.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Abyssal, Greater \n'b' Family: Basilisk \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 25 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8 Skills Perception +5 Damage Resistances cold, fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Detect Good . The Abyssal basilisk can detect fey and celestial creatures within 60 feet as an ongoing effect. \n'b' Foul Breath . The Abyssal basilisk\xe2\x80\x99s breath is so putrid it creates an area of foul gas in a 5-foot radius around itself. Any creature entering that area or starting its turn within that area must succeed on a DC 13 Constitution save or become poisoned until the start of its next turn. \n'b' Magic Resistance . The Abyssal basilisk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Abyssal basilisk makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Petrifying Gaze . If a creature starts its turn within 30 feet of the Abyssal basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 15 Constitution saving throw if the basilisk isn\xe2\x80\x99t incapacitated. 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. 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 Abyssal basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the Abyssal basilisk in the meantime, it must immediately make the save. If the Abyssal basilisk sees its own reflection within 30 feet of it in bright light, it must succeed on a DC 10 Wisdom save or mistake itself for a rival and target itself with its gaze. The Abyssal basilisk\xe2\x80\x99s magic resistance gives it advantage on any resultant Constitution save versus its own gaze.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One \n'b' Medium monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 12 (natural armor) Hit Points 26 (4d8+8) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 9 (-1) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Religion +3, Stealth +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Common, Deep Speech Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The deep one can breathe air and water. \n'b' Item Use . A deep one can use magic items as though it were a cleric, warlock, or wizard. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, 5 ft. reach. Hit : 7 (2d4 + 2) slashing damage. \n'b'\n'b' About \n'b' Deep ones are as at ease dwelling in the most remote of ocean trenches as they are in the shallows that hug secluded shorelines, although their favorite haunts combine the two. \n'b' The largest deep one cities are located at places not far off shore but nestled in vast submerged canyons unusually close to those coastlines. This proximity allows deep ones to pursue one of their favorite goals\xc3\xaf\xc2\xbf\xc2\xbdcommingling with and corrupting surface-dwelling humanoids. Deep ones do so not out of a biological need but as a way to spread their blasphemous religion above the ocean waves. The hybrid children of deep ones and humans form a race of their own. These offspring typically live near others of their kind, assuming positions of leadership in their small towns. A deep one\xc3\xaf\xc2\xbf\xc2\xbds gray-green hide glistens with moisture, and saliva dribbles from its fishlike maw. \n'b' Deep Devotees . Deep ones usually worship the alien entities known as the Outer Gods or the Great Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a deep one elder instead typically venerate that powerful deep one, who in turn serves one of the eldritch gods. \n'b' Underwater Wielders . Deep ones prefer to fight with their claws. If they do resort to manufactured weapons, they prefer piercing ones, as these function best underwater. They can also use wands and staves; deep ones who pursue the study of more powerful magic often learn to create magic items for their weaker kinfolk to wield. \n'b' Immortal . A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging. \n'b' Deep Dweller . Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease. \n'b' Deep One Bishop . Deep one bishops incite religious fervor in their kinfolk and promote their chosen deities as the greatest among the Outer Gods. \n'b' Hybrid Horrors . Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. Though deep ones are devoutly religious, they usually cloak their true beliefs under a facade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent, Gilded \n'b' Family: Sea Serpents \n'b' Medium dragon , neutral \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 0 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +2 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The gilded serpent can breathe air and water. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage and if the target is a creature, it must succeed at a DC 14 Constitution saving throw. On a failed saving throw, the target is poisoned for 1 minute. While poisoned , the target is also stunned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage and the target is grappled if it is Medium-sized or smaller (escape DC 13). At the beginning of each of the serpent\xe2\x80\x99s turn, the grappled creature takes 12 (2d8 + 3) bludgeoning damage. \n'b' About \n'b' This serpent is about 8 feet long and 2 feet thick. Its body scales are small and smooth, with the brilliant luster of gold. It has a long, narrow crocodilian snout and a cluster of antenna-like whiskers sweeping back from just above its jaws. \n'b' One of the rarest of sea serpents, the gilded serpent is known for its glittering golden hide and is often hunted for this skin and for the powerful narcotic that can be made from its venom. In the wild, gilded sea serpents live on the most secluded islands and hidden lagoons, where they nest in sandy lairs and shallow, sun-warmed waters. Wealthy coastal lords have been known to acquire gilded sea serpent eggs or infants and raised them captivity. These serpents are usually revered as holy or prized as status symbols; captive gilded serpents that are mistreated quickly lose the will to live and die. \n'b' The golden hide of a gilded serpent can be harvested and made into a single set of scale mail that fits a Medium or smaller creature. This armor is considered masterwork and has the same properties as mithril scale armor. \n'b' The poison of the gilded serpent can be milked or harvested as well, then made into a powerful narcotic drug called golden bliss. \n'b' Gilded sea serpents flee danger when they can, using their ability to swim swiftly to evade danger as quickly as possible. If cornered or surprised, however, they lash out with their bite and use their constriction attack if their prey is small enough. The venom of a gilded sea serpent numbs the flesh to pain and induces a state of catatonic stupor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent, Shipbreaker \n'b' Family: Sea Serpents \n'b' Gargantuan dragon , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 663 (34d20 + 306) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 29 (+9) INT: 11 (+0) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +19 Dexterity +9, Constitution +18, Wisdom +12 Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons. Condition Immunities frightened , paralyzed , poisoned , restrained Skills Perception +22, Stealth +18 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 22 Languages Deep Speech, Draconic Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Amphibious . The sea serpent can breathe air and water. \n'b' Keen Scent . This sea serpent can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at a range of up to a mile. \n'b' Legendary Resistance (3/day) . If the sea serpent fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The sea serpent deals double damage to objects and structures \n'b' Actions \n'b' Multiattack . The sea serpent can use its frightful presence and make two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 20 ft., one target. Hit : 45 (10d6 + 10) piercing damage and 28 (8d6) poison damage. \n'b' Ram . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 65 (10d10 + 10) bludgeoning damage. \n'b' Tail . Melee Weapon Attack : +19 to hit, reach 30 ft., one target. Hit : 37 (6d8 + 10) bludgeoning damage. \n'b' Frightful Presence . Each creature of the sea serpent\xe2\x80\x99s choice that is within 120 feet of the sea serpent and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the sea serpent\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Capsize . If the sea serpent moves at least 30 feet straight toward a watercraft (boat, ship, ferry, etc.) and then hits it with a ram attack on the same turn, there is a chance that it will capsize. All occupants of the watercraft must make Dexterity saving throw when the craft is rammed (see below). To determine if the watercraft capsizes, consult the following table: \n'b' Size \n'b' Outcome \n'b' Small \n'b' The craft is destroyed, all on board must make a successful DC 23 Dexterity saving throw to avoid being stunned. On a failed save, passengers each take 65 (10d10 + 10) bludgeoning damage, are trapped in the wreckage, and are stunned for 1 minute, or half as much on a successful save and are thrown clear of the wreckage. \n'b' Medium \n'b' The craft must make a generic DC 20 saving throw to avoid being destroyed. If the craft fails the save by 5 or more, it capsizes and all on board must make a DC 18 Dexterity saving throw to avoid being pulled under with the ship. If the save is successful, the ship takes 120 (20d10 + 10) damage and those on board must make a successful DC 17 Dexterity saving throw. On a failed save, the passenger takes 48 (7d10 + 10) bludgeoning damage and is knocked prone (or overboard if they are near the ship\xe2\x80\x99s edge), or half as much without being knocked prone on a success. \n'b' Large \n'b' The craft must make a generic DC 18 saving throw to avoid being capsized. If it fails the save by 5 or more, the ship capsizes and all on board must make a DC 16 Dexterity saving throw to avoid being pulled under with the ship. If the save is successful, the ship takes 103 (17d10 + 10) damage and those on board must make a DC 14 Dexterity saving throw. On a failed save, the passenger takes 37 (5d10 + 10) bludgeoning damage and is knocked prone (or overboard if they are near the ship\xe2\x80\x99s edge), or half as much without being knocked prone on a success. \n'b' Huge \n'b' The craft must make a generic DC 16 saving throw to avoid being capsized. If it fails the save by 5 or more, the ship capsizes and all on board must make a DC 15 Dexterity saving throw to avoid being pulled under with the ship. If the save is successful, the ship takes 81 (13d10 + 10) damage and those on board must make a DC 12 Dexterity saving throw. On a failed save, the passenger takes 26 (3d10 + 10) bludgeoning damage and is knocked prone (or overboard if they are near the ship\xe2\x80\x99s edge), or half as much without being knocked prone on a success. \n'b' Gargantuan \n'b' The craft must make a generic DC 14 saving throw to avoid being capsized. If it fails the save by 5 or more, the ship capsizes and all on board must make a DC 13 Dexterity saving throw to avoid being pulled under with the ship. If the save is successful, the ship takes 65 (10d10 + 10) damage and those on board must make a DC 10 Dexterity saving throw. On a failed save, the passenger takes 15 (1d10 + 10) bludgeoning damage and is knocked prone (or overboard if they are near the ship\xe2\x80\x99s edge), or half as much without being knocked prone on a success. \n'b' Legendary Actions \n'b' The sea serpent 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 sea serpent regains spent legendary actions at the start of its turn. \n'b' Detect . The sea serpent makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The sea serpent makes a tail attack . \n'b' Breach (Costs 3 Actions) . The sea serpent dives deep below the surface of the water then swims rapidly upward, propelling itself out of the water, often clearing the surface, before violently slamming into the surface with great force. Each creature within 60 feet of the sea serpent must succeed on a DC 23 Dexterity saving or take 27 (5d10) bludgeoning damage and be knocked prone . \n'b' About \n'b' This devastating serpent is over 120 feet long and 15 feet thick. Its body scales are dark gray-brown, festooned with barnacles, seaweed, and other sea life. Its maw is the size of a large wagon, with teeth the size of greatswords. \n'b' The legendary shipbreaker is thought to be the largest of the sea serpents, a true behemoth that rules the seas. It is a fearless hunter that enjoys attacking the largest seagoing vessels and crushing them in its mighty coils. It is believed by many sailors and seafarers that the shipbreaker is a unique creature (i.e., that only one of these mighty beasts exists), and apparently (and thankfully) it seems to spend most of its time hibernating. \n'b' A shipbreaker attacks ships and huge-sized creatures as its primary prey. It ignores smaller creatures except as snacks, or if directly threatened by one. Its favorite tactic is to ambush a ship or approach it at speed, then wrap it in its coils and crush it. It then feasts on the sailors in the water at its leisure. The shipbreaker is most often sighted deep at sea, usually just before it approaches and breaks up a naval vessel into kindling. \n'b' It is unknown what language the shipbreaker speaks or understands, if any, since none have ever reported successfully speaking with it. A shipbreaker\xe2\x80\x99s broad flat flippers allow it to slowly propel itself onto and across dry land.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Serpent, Spitting \n'b' Family: Sea Serpents \n'b' Large dragon , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 97 (13d10 + 26) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 14 (+2) INT: 8 (-1) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +4 Damage Immunities acid, poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 14 Languages understands Aquan but seldom speaks Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Amphibious . The spitting sea serpent can breathe air and water. \n'b' Actions \n'b' Multiattack . A spitting sea serpent spits once and bits once, or it can make a constrict attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage plus 10 (3d6) poison damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 23 (4d8 + 5) bludgeoning damage and the target is grappled if it is Medium-sized or smaller (escape DC 16). At the beginning of each of the serpent\xe2\x80\x99s turn, the grappled creature takes 23 (4d8 + 5) bludgeoning damage. \n'b' Spit . Ranged Weapon Attack : +8 to hit, range 60 ft., one target. Hit : 15 (3d6 + 5) acid damage. This attack can be used underwater. \n'b' About \n'b' The body length of these serpents is roughly 15 to 18 feet, with a girth of up to 3 feet. They are covered with rough-edged scales of brown, green, or blue coloration, giving their hides a mottled appearance. Their heads are short, with thick, muscular necks concealed beneath a webbed fringe. \n'b' Spitting sea serpents are a fiercely territorial, if not terribly intelligent, species that can be a great hazard on unfamiliar coasts. They are renowned for their great ability to spit globs of acidic spittle onto creatures that threaten them. The spitting sea serpent always tries to use its spitting attack against any that anger it, using its bite and constriction attacks against food or as a last resort. \n'b' A spitting sea serpent prefers to dwell in shallow coastal waters and coastlines, and avoids deep water where they are ill-equipped to handle encounters with large marine predators, against which their ability to spit is ineffective. They prefer to live in wild, uncivilized lands, and fiercely protect their hunting grounds from intrusion by any other predators.'}