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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sea Squirt, Giant \n'b' Medium monstrosity , unaligned \n'b' Armor Class 13 Hit Points 85 (10d8 + 40) Speed 0 ft., swim 25 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Vulnerabilities slashing Damage Resistances bludgeoning, poison Condition Immunities blinded , charmed , frightened Senses blindsense 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sea Squirt Venom . A creature exposed to sea squirt venom must make a DC 14 Constitution saving throw. On a failure, it takes 4 (1d8) poison damage and is poisoned until the end of its next turn. If the creature fails the save by 5 or more, it is paralyzed while poisoned in this way. \n'b' Surprise Attack . If the sea squirt surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sea squirt makes two siphon attacks. \n'b' Siphon . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. The target is exposed to sea squirt venom. If it is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the sea squirt can\xe2\x80\x99t make siphon attacks against another target. \n'b'\n'b' ABOUT \n'b' These ovoid, translucent filter-feeders have markings that resemble a bleach-white skull and ribcage. Although sea squirts (known more formally as ascidians) usually pose no more threat than a loofah, some species can deliver painful stings or even pose a mortal threat to coastal swimmers and reef explorers. \n'b' Particularly among the crowded coral reefs they call home, the skeleton image on a giant sea squirt\xe2\x80\x99s mostly transparent body provides natural and effective camouflage. In addition, the skull and ribcage markings serve as a rudimentary nervous system, allowing them to perceive the aquatic world immediately around them, even despite their nonexistent vision or even a brain. \n'b' A giant sea squirt\xe2\x80\x99s size is dictated by its diet; those intelligent species that use sea squirts as indiscriminate waste disposal systems may find their living trash compactors grown to a size that they become a threat to the unwary. Animals as large as full-grown sharks have been found paralyzed , drowned, and slowly digesting in a sea squirt\xe2\x80\x99s gut. \n'b' Even normal-sized sea squirts can constitute a simple (but deadly) hazard for unwary swimmers. \n'b' Sea Squirt Patch Hazard \n'b' A patch of venomous sea squirts blends in seamlessly with the coral reef around it. The patch covers the ground in a space that is 5 feet on a side or larger. Spotting the patch requires a successful DC 15 Wisdom ( Perception ) or Intelligence ( Investigation ) check. A creature that starts its turn in the patch or enters the patch for the first time on a turn takes 2 (1d4) piercing damage and must make a DC 14 Constitution saving throw. On a failure, it takes 4 (1d8) poison damage and is poisoned until the end of its next turn. If the creature fails the save by 5 or more, it is paralyzed while poisoned in this way. \n'b' A sea squirt patch has AC 10, 20 hit points , and immunity to psychic damage. A creature can use its action to neutralize a 5-foot-square section of the sea squirt patch by making a successful DC 14 Wisdom ( Survival ) check. \n'b' Sea Squirt Gardens \n'b' Some aquatic species that worship death or the cycle of life hold these creatures in high regard and cultivate whole gardens of them. \n'b' Certain merfolk societies predisposed to necromancy, for example, find sea squirts to be quite beautiful-not to mention helpful in trapping animals and intruders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seahorse, Giant \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 26 (4d10 + 4) Speed 0 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' Special Traits \n'b' Water Breathing . The giant seahorse can only breathe underwater. \n'b' Actions \n'b' Tail Slap . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Head Butt . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' About \n'b' This aquatic creature resembles an ordinary seahorse with a vaguely equine-shaped head, fins emerging from the base of its head and a curling tail but it extends to a length of 8 feet or more. \n'b' Giant seahorses are larger versions of the common seahorse that spend their days swimming slowly along feeding on crustaceans and other such aquatic life. The average giant seahorse is about eight feet long and weighs 300 pounds. \n'b' Giant seahorses eat a variety of aquatic life, including plants, shrimp, and other small aquatic life. They are slow swimmers and never pursue their prey. \n'b' Giant seahorses reproduce through internal fertilization and do so four times each year (once per season). During reproduction, the female giant seahorse lays between 300 and 700 eggs in the male\xe2\x80\x99s incubation pouch (which resembles the pouch of a kangaroo). After 20 days, the eggs hatch, and the young remain in the pouch until they are capable of swimming on their own (about ten days). Newborn giant seahorses are about one foot long and reach maturity in eight months. About 30% of all young seahorses die before birth (either the eggs don\xe2\x80\x99t hatch or the young die before emerging from the pouch). Giant seahorses are monogamous and mate for life. \n'b' A giant seahorse is about 8 feet long from the top of its head to the tip of its tail. Its body is covered with fine scales and its head is horse-like with a long snout. Its back is lined with small dorsal fins. (These aid it in swimming.) Near the base of its head are pectoral fins that help the giant seahorse turn while swimming. A giant seahorse ranges in color from yellow to dull green or brown. Its eyes are almost always brown with the occasional giant seahorse having blue eyes. \n'b' Giant seahorses are not aggressive creatures and only attack if cornered or if a member of the herd is threatened. In combat, a giant seahorse butts an opponent with its bony head. Most, however, simply flee when confronted. \n'b' Training a Giant Seahorse \n'b' A giant seahorse requires training before it can bear a rider in combat. To be trained, a giant seahorse must have a friendly attitude toward the trainer. Training a seahorse as an aquatic mount requires six weeks of work and a successful DC 15 Wisdom ( Animal Handling ) check. Riding a seahorse requires an exotic saddle. A seahorse can fight while carrying a rider. Seahorse eggs are worth 2,000 gp apiece on the open market, while young are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant seahorse. \n'b' Carrying Capacity. A giant seahorse is unencumbered up to 300 pounds, lightly encumbered from 301-600 pounds, and encumbered from 601-900 pounds. A giant seahorse can drag 4,500 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Searing Wind \n'b' Huge construct , unaligned\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 20 (natural armor) Hit Points 115 (10d12 + 50) Speed 0 ft., fly 50 ft. (hover) Saving Throws Constitution +9 Damage Immunities piercing, poison, psychic, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , grappled , poisoned , prone , unconscious Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Barbed Whirl . If the searing wind is active, then each creature inside it or within 5 ft. of it must make a DC 16 Dexterity saving throw at the start of its turn, taking 30 (6d4 + 15) piercing damage on a failure, or half as much on a success. If the searing wind has taken cold damage since its last turn then creatures have advantage on the saving throw. \n'b' False Appearance . While the searing wind remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal pile of weapons. \n'b' Insubstantial . The searing wind has no body as such and a creature can occupy the same space as it does. \n'b' Resistant to Magic . When the searing wind is targeted by a spell it makes a DC 10 Constitution saving throw. If the caster used a spell slot, add the level of the spell slot to the DC. On a success, the searing wind is not affected by the spell. \n'b' Actions \n'b' Multiattack . The searing wind makes three attacks with its blades. \n'b' Blade . Melee Weapon Attack : +9 to hit, reach 5 ft. one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Tactics \n'b' Searing winds are mindless and there is no strategy to their attacks. Instead they persist in attacking anyone who enters the space that they are assigned to protect, pursuing them only if their orders insist on destroying all foes. \n'b' Description \n'b' At rest, a searing wind seems to be nothing more than a pile of discarded weaponry (daggers, knives, throwing stars or other small weapons). \n'b' But when a creature gets too close, the blades begin to spin, forming a whirling storm of cutting mayhem that can fill an entire room. The entity seems to have some direction and purpose, and usually serves as a protector of arcane secrets. \n'b' A Wizard Did It . Searing winds are constructs designed to serve as guardians or warriors for magic users.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seaweed Siren \n'b'\n'b' Large monstrosity , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 294 (28d10+140) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 29 (+9) DEX: 16 (+3) CON: 20 (+5) INT: 11 (+0) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +15, Wis +13, Cha +13 \n'b' Skills Athletics +14, Deception +15, Perception +13, Stealth +13 \n'b' Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities acid, cold \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 120 ft., passive Perception 23 \n'b' Languages Aklo \n'b' Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Cacophony . The seaweed siren projects a constant noise that disrupts spellcasting. Any creature casting a spell within 100 feet of the seaweed siren requires a DC 19 Constitution saving throw. Failure means the spell fails to be cast. The action is used, but any spell slots or uses per day are not. In addition, any hearing-based perception checks made within 100 feet of the seaweed siren have disadvantage. The seaweed siren can use its bonus action to stop using this ability, or to reactivate it. \n'b' Innate Spellcasting . The seaweed siren\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : suggestion , tongues , minor illusion \n'b' 1/day each : bestow curse , dominate, irresistible dance \n'b'\n'b' Multi-Headed . While the seaweed siren 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 . Whenever the seaweed siren takes 40 or more damage in a single turn, one of its heads dies. If all three heads die, the seaweed siren can no longer use its Cacophony ability, or its innate spellcasting. Heads regrow at a rate of one per day. \n'b' Water Breathing . The seaweed siren cannot breathe air. It can move on land but must hold its breath. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The seaweed siren makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 20 (2d10 + 9) piercing damage and 11 (2d10) poison damage. \n'b' Sonic Beam (Recharge 4-6) . The seaweed siren uses its heads to create a wail that affects everything in a 60-foot line. Each creature in that line must make a DC 18 Constitution saving throw, taking 56 (12d8) thundering damage and becoming deafened on a failed save, or half as much damage and not becoming deafened on a successful one. \n'b'\n'b' About \n'b' Seaweed sirens hunt near the shore, where they wait for clam diggers strolling the beaches, lone fisherfolk, or even passing ships. The creature\xe2\x80\x99s three singing heads sway atop serpentine necks that extend from a bulbous body split by a wide, toothy mouth. Pungent strands of seaweed cover the creature like slimy hair. Once a seaweed siren spots its prey, the creature lurks just under the water and allows its three strange heads to protrude above the surface. These heads are nothing more than appendages, and while it can breathe through them it doesn\xe2\x80\x99t use them to eat. Seaweed sirens\xe2\x80\x99 heads grow differently depending on where the creature developed in order to match the skin tone and apparent ethnicity of the surrounding humanoid population. In addition, the heads are eyeless\xe2\x80\x94 the siren sees using the many eyes on its main body mass. A seaweed siren stands over 8 feet tall from the tip of its stubby legs to the top of its heads and is nearly 7 feet in diameter. The creature weighs upward of 3,500 pounds. \n'b' Horrific Hybrid . At first glance, this creature appears to blur the line between plant and animal. Three eyeless heads sway above the central body mass, constantly singing, chanting, and speaking in nonsense languages and simple babble. Seaweed covers the creature\xe2\x80\x99s three false heads and its main central body\xe2\x80\x94a form of camouflage to help the beast remain hidden while hunting. Six stout, crablike legs carry this creature along the coast and through the rocky tide pools it inhabits. \n'b' Entrancing cacophony . The seaweed siren\xe2\x80\x99s heads sing songs and babble in strange nonsense languages to fuel the seaweed siren\xe2\x80\x99s many special abilities. Even when not in use against a potential meal, the heads seemingly converse with each other, holding lengthy conversations full of random syllables and made-up words. Once it draws its prey near, the seaweed siren attempts to charm or bewilder its foe to gain the advantage. After this, the creature moves closer and begins to devour its still-living victim. While the seaweed siren prefers to dine on living humanoids, it uses its strident squall attacks to incapacitate or kill prey that flees or resists its charm attempts. \n'b' Seaweed sirens sometimes ally themselves with other aquatic creatures to share in hunts or for mutual protection. Sahuagin typically don\xe2\x80\x99t trust them but may ally with them long enough to capture new slaves and restock their humanoid food supply. Locathah sometimes use these strange beasts as protectors, keeping them well fed in return for the creatures serving as lookouts and sentinels. Merfolk and aquatic elves avoid seaweed sirens, and even go so far as to sometimes warn other humanoid communities when one is discovered to be hnting nearby. \n'b' Seaweed sirens use a form of aggressive mimicry, appearing to have humanoid features in order to lure in their preferred meals. They can converse in Aklo, and constantly babbles in glossolalia, but if it manages to talk with another sentient being that has a language long enough, it begins mimicking the other\xe2\x80\x99s language and speech patterns, eventually sounding exactly like it. Though a seaweed siren can use its tongues spell to understand and speak any language, it prefers to talk with and mimic its conversational partners without resorting to using this ability. Some speculate the creature catalogs every conversation in order to add to the collection of sounds and words that power its cacophony special ability.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seaweegian \n'b' Medium monstrosity , neutral \n'b' Armor Class 12 \n'b' Hit Points 9 (2d8) \n'b' Speed 0 ft., swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 14 (+2) WIS: 14 (+2) CHA: 11 (+0) \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., passive Perception 14 \n'b' Languages Aquan \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The seaweegian has advantage on an attack roll against a creature if at least one of the seaweegian\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Transparent . Even when a seaweegian is in plain sight, it takes a DC 12 Wisdom ( Perception ) check to spot a seaweegian that has neither moved nor attacked. A creature that tries to enter the seaweegian\xe2\x80\x99s space while unaware of the seaweegian is surprised by the seaweegian. \n'b' Water Breathing . The seaweegian can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Tendrils . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 4 (1d4 + 2) acid damage plus 2 (1d4) poison damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failure or ending the recurring poison damage on a success. A lesser restoration spell cast on the target also ends the recurring poison damage. 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' This jellyfish being has eyes that belie a higher intelligence. \n'b' Seaweegians are an advanced society of jellyfish who consider air-breathing beings a curiosity to be captured and studied. They are not particularly familiar with life above the ocean and thus are just as prone to drown their charges as feed them. \n'b' Seaweegian technology is surprisingly advanced for a jellyfish-like species. They are capable of crafting massive glass domes to capture their prey, and they charge currency to view the more curious specimens as one might find at a carnival freakshow. \n'b' Seaweegians have an alien disposition that makes them difficult to comprehend. In light of their fondness for capturing surface-breathers, they have a sophisticated society. \n'b' In combat, seaweegians are not defenseless. Their tendrils have a poisonous sting that can lacerate flesh and poison their foes; those who resist often end up in their display tanks for entertainment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Second Harbinger: War \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 Hit Points 315 (30d8+180) Speed 60 ft.\n'b' STATS STR: 30 (+10) DEX: 24 (+7) CON: 22 (+6) INT: 25 (+7) WIS: 23 (+6) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +24, Intimidation +18, Perception +20, Survival +20 Damage Resistances cold, fire, thunder; bludgeoning, piercing, slashing Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , disease, exhaustion , frightened , poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 30 Languages all Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ageless . War cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b' Innate Spellcasting . War\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 22). War can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : counterspell, fly , phantom steed \n'b' 3/day each : antimagic field , detect thoughts , earthquake , plane shift \n'b'\n'b' Legendary Resistance (3/Day) . If War fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . War has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . War\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . War regains 60 hit points at the start of its turn if it has at least 1 hit point. \n'b' Shapechanger . War can use a bonus action to polymorph into a Small, Medium, or Large humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Siege Monster . War deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . War uses its Frightful Presence and attacks four times. \n'b' Blade . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 28 (4d8+10) slashing damage. \n'b' Personified Fury . Ranged Weapon Attack : +17 to hit, range 200/800 ft., one target. Hit : 20 (3d6+10) force damage and the target makes a DC 25 Strength saving throw or is knocked prone . \n'b' Frightful Presence . Each creature of War\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 22 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 War\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Fast Reactions . War can take 3 reactions each round, but never more than one reaction against the same creature. \n'b'\n'b' LEGENDARY ACTIONS \n'b' War 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. War regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . War makes a melee weapon attack . \n'b' Return Straggler (Costs 2 Actions) . War chooses a creature it can see that has moved any distance away from it since the beginning of its last turn. The creature makes a DC 25 Strength saving throw or is pulled 30 feet closer to War. A creature that ends this movement adjacent to War provokes an opportunity attack . \n'b' Sunder (Costs 3 Actions) . War makes a melee weapon attack against a weapon or shield wielded by a creature within its reach. On a hit, the wielding creature makes a DC 25 Strength saving throw or the object is destroyed. A magic weapon or shield grants advantage to the saving throw, and on a successful save is not destroyed but instead transformed into a mundane object for 1 minute.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Secutor \n'b' Large fiend , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 171 (18d10 + 72) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 19 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9, Wis +7 Skills Athletics +10, Intimidation +8 Damage Resistances fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 12 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fear Aura . Any creature hostile to the secutor that starts its turn within 20 feet of the secutor must make a DC 16 Wisdom saving throw, unless the secutor is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to that secutor\xe2\x80\x99s Fear Aura for the next 24 hours. \n'b' Limited Magic Immunity . The secutor can\xe2\x80\x99t be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Magic Weapons . The secutor\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The secutor can use its Challenge. It then makes two attacks: one with its claw and one with its hook. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Hook . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 24 (3d12 + 5) slashing damage and the target must succeed on a DC 18 Strength saving throw or fall prone. \n'b' Challenge . A creature of the secutor\xe2\x80\x99s choice that it can see within 90 feet and that can see or hear the secutor must make a DC 16 Charisma saving throw. On a failed save, it can\xe2\x80\x99t willingly move away from the secutor and it has disadvantage on attack rolls to hit targets other than the secutor until the start of the secutor\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Block . The secutor adds 4 to its AC against one melee attack that would hit it. To do so, the secutor must see the attacker. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The secutor 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 secutor regains spent legendary actions at the start of its turn. \n'b'\n'b' Catching Hook (Costs 2 Actions) . The secutor moves up to half its speed and makes a hook attack. \n'b' Claw . The secutor makes a claw attack. \n'b' Cull the Weak . The secutor glares at a creature that it can see within 60 feet. The target must make a DC 16 Wisdom saving throw. On a failed save, the target takes 14 (4d6) psychic damage and, if it then has 10 or fewer hit points and is frightened of the secutor, it dies. \n'b'\n'b' ABOUT \n'b' Standing twice the height of a man, this lanky, hooved creature is clad in rusted plates of gladiatorial armor. It is hard to discern where the armor ends and the creature\xe2\x80\x99s flesh begins. Its very skull resembles a mockery of a gladiator\xe2\x80\x99s helm, crowned in a plumelike line of cloven hooves. One of its long arms plumes out into a chitinous shield, while the other ends in a wicked hook that scrapes along the ground. \n'b' Secutors are the most elite of fiendish warriors in an entire invasion army. Each can often be found wandering the shattered landscape alone seeking worthy champions to slay. A secutor does not concern itself with armies or lesser warriors but seeks out the strongest heroes to defeat. Secutors are almost always encountered alone, either seeking out threats to its Archlord\xe2\x80\x99s interests or guarding a place of extreme importance. Underfiends often tell tales of secutors and hope to become powerful enough to match their abilities or become secutors themselves one day. \n'b' Effortless Killers . When a secutor comes upon lesser mortals, a simple glare from it kills them where they stand, and it continues onward. If it must travel far to find a worthy foe, countless innocents might die along the way. \n'b' Legions . A secutor typically champions the Cocytus, Gehenna, Sheol, Styx, and especially Annwn legions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One \n'b' Huge aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 20 (+5) INT: 23 (+6) WIS: 24 (+7) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +12, Cha +10 Skills Deception +10, Insight +12, Perception +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , poisoned , prone Senses darkvision 90 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The Deep One\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 20, +12 to spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : command , detect magic \n'b' 3/day each : detect thoughts , suggestion , zone of truth \n'b' 1/day each : conjure elemental (water elemental ), control water , dream , scrying \n'b'\n'b' Inscrutable . The Deep One is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the Deep One\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Water Breathing . The Deep One can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Deep One makes six tentacle attacks. \n'b' Tentacles . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Long Distance Call . The Deep One can choose one creature it can see using its scrying spell. It then is able to cast suggestion on that creature. This link will remain intact up to 30 miles away. \n'b'\n'b' ABOUT \n'b' Using magic to breathe underwater, adventurers swim through a dense kelp forest. Suddenly one of the leaders sees two enormous eyes appear from behind the green plants. A strange sensation travels quickly through the adventurer\xe2\x80\x99s body. \n'b' Eye-Opening . The Deep One crossed through an underwater portal into the ordinary world. It has powerful magic and can affect other creatures miles away. This strange aberration schemes to take control by enthralling those in power. \n'b' Deep Magic . Even though it swims far from royal palaces and other seats of power, the Deep One uses magic to enter the minds of unsuspecting creatures. It will use its scrying and dream spells, as well as telepathy to influence others. At times, the monster will have its victims make an undersea journey to meet face-to-face.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Crimson \n'b' Family: Basilisk \n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Blood Frenzy . The crimson basilisk has advantage on attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Wounding Gaze . If a target starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the target to make a DC 12 Constitution saving throw if the basilisk isn\xe2\x80\x99t incapacitated. On a failed save, the target takes 7 (2d6) necrotic damage as blood weeps from the victim\xe2\x80\x99s eyes, ears, nose, and mouth. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target takes an additional 7 (2d6) necrotic damage and will continue to take recurring damage at the end of each of its turns (without further chance to save) unless the basilisk is incapacitated or the effect is ended 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 creature until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage and 7 (2d6) acid damage. In addition, nonmagical armor or a shield being worn or carried is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. \n'b' About \n'b' This creature looks like a stocky, 8-legged, crimson-scaled reptile. A row of bony spines juts from its back and runs the length of its body. Its eyes have a ghostly blue glow. \n'b' Crimson basilisks are variants of the common basilisk, and in some cases more dangerous. Adventurers can be relieved that they will not be turned to stone, but such relief is usually short-lived as they soon realize their equipment begins to disintegrate under acidic bites and they begin bleeding uncontrollably when they meet the creature\xe2\x80\x99s gaze. \n'b' Crimson basilisks are subterranean carnivores with a voracious appetite whetted only when they get the thing they desire most \xe2\x80\x93 blood. \n'b' While they can survive on a diet of plants, mosses, and meat, they prefer blood above all else, even attacking their own kind when food is scarce. A typical crimson basilisk lair is a stony cavern that reeks of blood and whose walls and ground are typically covered and caked in dried blood. The lair usually contains up to five of these creatures with an equal chance of males and females. From 1d4 young are likely to be present as well. Young do not fight or enter combat. \n'b' A crimson basilisk is about 6 feet long and weighs over 400 pounds. Its skin is dull crimson though it can easily change its color (as a free action) to match its surroundings. Its eight legs are thick and stout and end in sharpened claws. The spines on its back are crimson as well though they tend to be darker than its overall body (especially in males). Its eyes glow with a ghostly blue light. \n'b' A crimson basilisk most often attacks from ambush, using its ability to camouflage itself against its surroundings and lying in wait for prey to wander too close. Once prey moves within 30 feet, it attacks, first using its gaze to bleed a foe and then quickly moving in to bite. If it successfully bleeds an opponent, the basilisk enters a frenzied state and attacks until either it or its prey is dead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seer \n'b' Huge celestial , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 178 (21d12 + 42) Speed 40 ft., fly 80 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 20 (+5) WIS: 26 (+8) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +13 Skills Arcana +10, Insight +13, History +10, Perception +13, Religion +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses blindsight 60 ft., truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Awareness . The seer knows if it hears a lie. \n'b' Magic Resistance . The seer has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The seer is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The seer has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , sacred flame , thaumaturgy , true strike \n'b' 1st level (4 slots) : bane , detect evil and good , detect magic , sanctuary \n'b' 2nd level (3 slots) : augury , calm emotions , detect thoughts \n'b' 3rd level (3 slots) : dispel magic , sending , sleep of the sinful* \n'b' 4th level (3 slots) : arcane eye , banishment , divination \n'b' 5th level (3 slots) : contact other plane , scrying , sinner\xe2\x80\x99s mark* \n'b' 6th level (2 slots) : find the path , planar ally \n'b' 7th level (2 slots) : divine word , plane shift \n'b' 8th level (1 slot) : holy aura \n'b' 9th level (1 slot) : foresight \n'b'\n'b' ACTIONS \n'b'\n'b' Calming Vision . The seer makes a creature see an illusion. The target perceives itself in a place where there is no threat whatsoever. The creature must succeed on a DC 21 Wisdom saving throw or be affected for 1 minute. An affected creature must make a DC 21 Wisdom saving throw each time it tries to make a hostile action. On a failed save, the creature loses its action. On a successful one, it can make the action normally. \n'b' Find Creature . While looking at the stars, the seer describes or names a creature familiar to it. The seer magically senses the exact location of the creature, as long as that creature is on the same plane of existence as the seer. If the creature is on another plane of existence, the seer knows its last location on the seer\xe2\x80\x99s plane of existence. The seer continues to sense the location of the creature for up to 1 hour, requiring concentration. \n'b' Haunting Glance . Ranged Spell Attack : +13 to hit, range 60 ft., one target. Hit : 35 (10d6) psychic damage. The seer targets a creature and glares at it with its haunting stare. The target must also succeed on a DC 21 Wisdom saving throw, or be frightened until the end of its next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The seer 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 seer regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The seer casts a cantrip. \n'b' Calming Vision (Costs 2 Actions) . The seer uses its Calming Vision. \n'b' Haunting Glance (Costs 2 Actions) . The seer uses its Haunting Glance. \n'b'\n'b' ABOUT \n'b' Seers are angels who are masters of divination. Owing to both their physically and magically keen sight, they see what others fail to see, and perceive everything in its true form. \n'b' Seers lack well-defined facial features; they don\xe2\x80\x99t have noses or eyelids. Although these angels don\xe2\x80\x99t have wings, they do have the ability to fly by levitating and hovering freely. They are androgynous and have glowing porcelain skin. They are Huge creatures, but have a skinny build. The contrast between their size and shape certainly helps them look delicate. \n'b' All-seeing Angels . Seers are angels who are responsible for keeping trails of creatures. For instance, when fellow angels need to know the whereabouts of a creature, seers are there to help them. \n'b' Divine Creation . The seer is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Master of Astrology . The seer has an intimate connection with the stars. It can perceive the reality of a subject by looking at them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seething Oblivion \n'b' Medium undead , neutral evil \n'b' Armor Class 15 Hit Points 246 (29d8 + 116) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 20 (+5) CON: 19 (+4) INT: 14 (+2) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive perception 12 Languages the languages it knew in life Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The seething oblivion can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/Day) . When the seething oblivion fails a saving throw, it can choose to succeed instead. \n'b' Specter Servants . The seething oblivion\xc2\x92s Life Drain and Create Specter abilities can both create specters under the seething oblivion\xc2\x92s control. The seething oblivion can have no more than 11 total specters under its control at a time. \n'b' Sunlight Sensitivity . While in sunlight, the seething oblivion has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Life Drain . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 54 (12d8) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. If a creature is slain by this attack , its spirit rises on the next turn as a deadly specter (p.138) in the space of its corpse, or in the nearest unoccupied space. The specter is under the seething oblivion\xc2\x92s control. \n'b' Necrotic Lash . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 22 (5d8) necrotic damage. \n'b' Create Specter . The seething oblivion targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target\xe2\x80\x99s spirit rises as a deadly specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the seething oblivion\xc2\x92s control. \n'b' Legendary Actions \n'b' The seething oblivion 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 seething oblivion regains spent legendary actions at the start of its turn. \n'b' Shift . The seething oblivion flies up to half its fly speed, without provoking opportunity attacks. \n'b' Hateful Lash . The seething oblivion makes a Necrotic Lash attack . \n'b' Create Specter (Costs 2 Actions) . The seething oblivion uses its Create Specter ability.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sefer \n'b' Huge monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 60 (+0) CON: 01 (+5) INT: 5 (-1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pounce . If the sefer moves at least 20 feet straight toward a creature and then hits it with its Claws attack on the same turn, that target must make a DC 15 Strength saving throw or be knocked prone . If the target is prone, the sefer can make one Beak attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sefer makes one Beak Attack and one Claws attack. \n'b' Beak . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) piercing damage. \n'b' Claws . 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 sefer is a distant relative of the sphinx and griffon. It is a 20-foot-long creature with the body of a lion and the head of an eagle. Two large feathered wings protrude from its shoulders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seismosuchus (Tremor Crocodile) \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 84 (8d12 + 32) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 4 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages \xc2\x97 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Tough . The seismosuchus adds its Constitution modifier to its armor class. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (3d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the seismosuchus can\xe2\x80\x99t bite another target and has advantage on claw attacks against the grappled creature. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 19 (3d10 + 3) slashing damage. \n'b' About \n'b' In the same way that other races have tamed animals to serve them, kobolds keep a variety of large reptiles. While not intelligent enough to be trained in the same way as a horse or worg, these creatures know who feeds them and will usually do their bidding, though it is not unknown for primitive instincts to take over in stressful situations. Unless secure in a seat on their back, kobolds will usually simply turn them loose on a foe before putting a good deal of ground, and preferably some sort of barrier between themselves and the beasts. \n'b' Scutico, or scale-rats, fill a similar role in kobold society as dogs do above ground; some kobolds with a rare sentimental streak may keep them as companions, but they are mostly used in large hunting packs to run down and harry subterranean game. \n'b' Kept by most colonies as a waste disposal and perimeter defense, svaraskalos lizard-hounds are usually kept in their own chamber due to their unpredictable nature. They will tolerate being ridden only by kobolds who are very familiar to them and view others as prey, though they prefer their food warm-blooded. \n'b' The seismosuchus is a huge burrowing reptile occasionally used by powerful kobold colonies to aid in the expansion of their tunnels either by leaving bait, goading the beast, or simply following in its wake and hoping for the best.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sekem of the Duat \n'b' Medium fiend , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 132 (24d8 + 24) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 02 (+1) CON: 12 (+1) INT: 16 (+3) WIS: 34 (+2) CHA: 24 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +5, Cha +5 Skills Deception +5, Intimidation +5, Perception +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks, lightning Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The sekem of the Duat has advantage on saving throws against spells and other magical effects. \n'b' Two-Dimensional . The sekem of the Duat positions its disproportionately flat body in an advantageous manner during combat, causing attack rolls against it to have disadvantage. The sekem loses this trait if it is incapacitated or has a speed of 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Sekem\xe2\x80\x99s Touch . Melee Weapon Attack : +4 to hit, range 5 ft., one target. Hit : 21 (6d6) psychic damage, and the target\xe2\x80\x99s Intelligence score is reduced by 1d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 16 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sekem of the Duat\xe2\x80\x99s soul possesses the creature, causing the target to fall unconscious while the sekem battles against the target\xe2\x80\x99s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as a mummy of Khemit controlled by Rahotep. If the target succeeds, it expels the sekem of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed and prevents the transformation. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1. \n'b'\n'b' ABOUT \n'b' This creature, a summoned part of a soul from the Duat, is a near-lightless black form of a human wearing a strange headdress, clad in robes, but in silhouette only.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sektaf \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 12 \n'b' Hit Points 2 (1d4) \n'b' Speed 40 ft., climb 40 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL Traits \n'b'\n'b' Keen Smell . The sektaf has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Spider Climb . A sektaf can climb difficult surfaces, including upside down on ceilings, without needed to make an ability check. \n'b' Web Sense . While in contact with a web, the sektaf knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The sektaf ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful save.\n'b' Web (Recharge 5-6). Ranged Weapon Attack : +4 to hit, range 10/20 ft., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 10 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 acid, bludgeoning, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' Sektaf are most probably the result of strange arcane experiments. Despite their half-spider, half-cat appearance, they are surprisingly cute, especially when young, and certain cultures love to keep them as pets. \n'b' A sektaf\xe2\x80\x99s personality resembles that of a normal cat. It allows pettings when so it pleases; but at other times may bite even when not anger or afraid. \n'b' A domestic sektaf may withhold its venom when biting its master or a person it knows; on the other hand, it may not. Some masters have their sektaf\xe2\x80\x99s venom glands removed for safety, but the beast doesn\xe2\x80\x99t appreciate this violation and may never trust again the culprit. However, intact venom glands can be sold for 50 gp. \n'b' Sektaf eat mostly insects and other diminutive vermin; they keep their master\xe2\x80\x99s homes free from vermin. A mated couple raises one clutch of 1-4 hatchlings in a year, then splits until the next mating season. \n'b' A spellcaster of at least 3rd level with the Improved Familiar feat may select a sektaf as a familiar. \n'b' Sektaf Familiars \n'b' Some sektafs are willing to serve spellcasters as a familiar. Such sektaf have the following trait: Familiar: The sektaf can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the sektaf senses as long as they are within 1 mile of each other. While the sektaf is within 10 feet of its companion, the companion shares the sektaf\xe2\x80\x99s Web Sense trait. At any time and for any reason, the sektaf can end its service as a familiar, ending the telepathic bond.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Selang \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d8 + 36) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Cha +6 Skills Perception +6, Performance +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, lightning Senses darkvision 60 ft., passive Perception 16 Languages Common, Elvish, Sylvan, Void Speech Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Poisoned Weapons . The selang\xe2\x80\x99s weapons are coated with a magical poison. When the selang hits with any weapon, the weapon deals an extra 3d6 poison damage (included in the attack). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The selang can use its Alien Piping. It then makes two Dagger or Poison Bolt attacks. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage. \n'b' Poison Bolt . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 14 (3d6 + 4) poison damage. \n'b' Alien Piping . The selang plays one of the following ear-bending melodies on alien pipes. One creature the selang can see within 60 feet of it is the only creature that can hear the melody. The target must succeed on a DC 14 Wisdom saving throw or be affected by the chosen melody. \n'b' Capering . On the target\xe2\x80\x99s next turn, it must use all of its movement dancing without leaving its space, and it has disadvantage on attack rolls and Dexterity saving throws. \n'b' Captivating . The target is charmed until the end of its next turn, humming along to the selang\xe2\x80\x99s pleasant melody. \n'b' Disorienting . The target is incapacitated until the end of its next turn, and when it moves, it moves in a random direction. \n'b' Drowsy . The target falls unconscious and dreams of evil entities and sinister portals for 10 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b' Haunting . The target is frightened until the end of its next turn, and it must take the Dash action and move away from the selang by the safest available route, unless there is nowhere to move. \n'b'\n'b' ABOUT \n'b' This grinning humanoid looks like a handsome man, if not for his glowing red eyes, insectoid legs, and antennae. \n'b' Dark Satyrs . The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding. \n'b' Battle Song and Laughter . Selangs relish battle, pain, and torture. They find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. \n'b' Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can sometimes be hard to follow. They are most comfortable with the slithering tones of Void Speech. \n'b' Blasphemous Music . Selang cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Selkie \n'b'\n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 143 (22d8 + 44) \n'b' Speed 20 ft., 50 ft. swim\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) 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 Dex +6, Cha +7 \n'b' Skills Athletics +7, Deception +7, Insight +5, Perception +5, Stealth +6 \n'b' Damage Resistances cold \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Aquan, Common \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The selkie can hold its breath for 1 hour. \n'b' Echo of Reason . The selkie has advantage on its Charisma checks made when talking or singing. \n'b' Magic Resistance . The selkie has advantage on saving throws against spells and other magical effects. \n'b' Selkie Cloth . Those who hold the cloth can control the selkie, as if it were charmed by the bearer of the cloth. Selkies can regenerate a destroyed cloth at the next full moon, or after 21 days in the absence of a lunar cycle. \n'b' Scent . The selkie has advantage on Perception checks made involving scent. When underwater, it can also track specific scents from up to a mile away. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The selkie makes two melee attacks , one of which can be its bite if it is in its true form. In seal form, it can make two bite attacks. \n'b' Bite (True Form or Seal Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) piercing damage. \n'b' Claws (True Form or Seal Form Only) . Ranged Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) slashing damage. \n'b' Charming Song . The selkie sings a charming song. When it does, it can target one creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed for 1 minute. As a bonus action, the selkie can instruct a charmed creature to use its movement to enter or swim to the center of the nearest body of water, regardless of any danger. Charmed creatures can attempt a new saving throw at the end of each of their turns. If a creature\xe2\x80\x99s saving throw is successful, or the effect ends for it, the creature is immune to the selkie\xe2\x80\x99s Charming Song for the next 24 hours. \n'b' Change Shape . The selkie magically polymorphs into a Small or Medium female humanoid, the shape of a seal, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' About \n'b' Selkies are clever and brutal seal-like beings that often inhabit the colder oceans of the world. Although capable predators, selkies are best known for their mysterious shapechanging ability, which allows them to come ashore in the guise of land dwellers and even live among other races before luring their victims beneath the waves to drown. In its natural form, a selkie has webbed, clawed hands and a muscular trunk ending in broad flippers. A selkie\xe2\x80\x99s head is a blend of human and seal, with large eyes and a mouth full of curved teeth. Selkies\xe2\x80\x99 coats range from chestnut brown to slate, dappled with darker spots of gray. Male selkies grow to a length of 6-1/2 feet but can weigh up to 300 pounds because of the extra fat the creatures need to survive in colder climes. Females are slightly shorter and slimmer. Selkies typically live up to 75 years.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Selkie \n'b' Medium fey (shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 0 ft. (30 ft. in humanoid form), swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +4, Persuasion +5 Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The selkie can hold its breath for 30 minutes. \n'b' Innate Spellcasting . The selkie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic \n'b' 3/day each : charm person , cure wounds \n'b'\n'b' Magic Resistance . The selkie has advantage on saving throws against spells and other magical effects. \n'b' Shapechange . The selkie can use its action to polymorph into a seal, or back into its true form of a fey creature. Its statistics, other than those for the Hold Breath feature, are the same in each form. They shed their seal skins after transforming. The selkie reverts to its true form if it dies. \n'b' Speak with Beasts . The selkie can communicate with beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Unarmed Strike . Melee Weapon Attack : +4 to hit, reach 5 ft. one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Sailors swear that some seals can turn into humans. This is close to the truth, selkies are actually fey creatures that can shapechange into seals. \n'b' Rocky Romance . Selkies have been known to fall in love with humans who find their seal skin. If someone possesses their skin, the selkie\xe2\x80\x99s magic doesn\xe2\x80\x99t work on them. The fey aren\xe2\x80\x99t the best judge of character and find it hard to escape unhealthy relationships. \n'b' Children born from marriages with selkies have webbed toes and fingers. \n'b' Seven Year Hitch . Every seven years there is a chance a selkie can\xe2\x80\x99t return to its humanoid form and remains in seal form. These shapechangers are usually shunned by other fey creatures and forgotten about.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catkin \n'b' Tiny humanoid (catkin, ozian), neutral \n'b' Armor Class 14 (leather armor) Hit Points 2 (1d4) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Performance +5, Persuasion +5, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Cat, Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Keen Smell . The catkin has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Nimble Escape . The catkin can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Standing Leap . The catkin\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 3 slashing damage. \n'b'\n'b' ABOUT \n'b' Catkin are plump and comfortable-looking felines with prehensile paws. They come in a dizzying variety of shapes and colors. \n'b' Catkin can stand upright on their hindlegs and walk about and wear clothing as it suits them. \n'b' Catkin dwell in Ulthar, but they are also found in Catty Corners. Catty Corners consists of a perfect network of fences that divide city into a great many little enclosures. In each yard is a catnip bed, a pussy willow tree, and a lovely fountain of cream. There are many ponds well stocked with fish. \n'b' Some catkin have long, silky hair, and some short, velvety hair; some have long, bushy tails, some short tails and some no tails at all. They are white and black, blue and gray, yellow and red, speckled and tortoise-shell in color. Some have pretty ribbons around their necks and some of the older ones wear spectacles; but all are as neat as wax, and well cared for. \n'b' Their king is a great Maltese pussycat with its ears pointing into the air and its big yellow eyes gazing steadily. He is bigger than most catkin, towering over the others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4, Cha +3 Damage Vulnerabilities fire Damage Resistances cold Senses darkvision 120 ft., passive Perception 9 Languages Common, Void Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . A deep one can breathe air or water with equal ease. \n'b' Frenzied Rage . On its next turn after a deep one takes 10 or more damage from a single attack , it has advantage on its claws attack and adds +2 to damage. \n'b' Lightless Depths . A deep one is immune to the pressure effects of the deep ocean. \n'b' Ocean Change . A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b'\n'b' About \n'b' With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fish-like folk, often hunched and scaled when encountered in coastal villages. \n'b' Elder Gods . In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods and they dwell in deep water darkness. They\xe2\x80\x99ve intermarried with coastal humans to create human -deep one hybrids. \n'b' Coastal Raiders . The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n'b' Demand Sacrifices . They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule. The deep ones are faithful servants of horrific powers inimical to all life on land.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Selkolla \n'b' Medium fiend (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft. (20 ft. in seal form, swim 50 ft.)\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 15 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Persuasion +7, Perception +3, Stealth +5 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Common (can\xe2\x80\x99t speak in seal form) Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Keen Smell . The selkolla has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The selkolla can use its action to polymorph into a humanoid or into a seal, or back into its true form, which is seal-humanoid hybrid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Telepathic Bond . The selkolla ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . The selkolla makes two attacks: two with its eye poke or one with its eye poke and one with its bite (hybrid form). \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b' Eye Poke (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage, and if the creature can see the selkolla, it must make a DC 15 Dexterity saving throw. If the saving throw fails by 5 or more, the creature loses one eye. If the creature has just one eye remaining, it has disadvantage on Wisdom ( Perception ) checks and ranged attack rolls. If it has no eyes remaining, it is permanently blind. Permanent blindness lasts until the creature\xe2\x80\x99s sight is restored by the lesser restoration spell or other magic. Otherwise, a creature that fails the save begins is temporarily blinded in one eye until the end of its turn. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the selkolla until the start of its next turn, when it can avert its eyes again. \n'b' Charm . One humanoid the selkolla can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the selkolla\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this selkolla\xe2\x80\x99s Charm for the next 24 hours. The selkolla can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Draining Kiss (Humanoid Form Only) . The selkolla kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Etherealness . The selkolla magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' About \n'b' This seal-headed horror walks the streets naked, heedless of the looks it\xe2\x80\x99s getting. \n'b' Selkollas are terrifying beings formed from the dead children of neglected parents. When those parents fail to ensure the health of a baby by ignoring its needs, its soul it claimed by a selkolla, who returns as an adult seal-headed creature hell-bent on making everyone pay for their sins. \n'b' Children Avenged . Selkolla seek out parents of children who cheat on their spouses and then appear as attractive humanoids to tempt them into bed. Once here, the selkolla transforms into its hybrid form. Those who dare to defend its chosen victim are often found with their eyes gouged out.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Crystal \n'b' Family: Basilisk \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities radiant Condition Immunities blinded Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Crystallizing Gaze . If a creature starts its turn within 30 feet of the crystal basilisk and the two of them can see each other, the crystal basilisk can force the creature to make a DC 14 Constitution saving throw if the crystal basilisk isn\xe2\x80\x99t incapacitated. On a failed save, the creature magically begins to turn to crystal 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 basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the crystal basilisk in the meantime, it must immediately make the save. \n'b' Actions \n'b' Multiattack . The crystal basilisk makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 3 (1d6) radiant damage. \n'b' Shard Breath (recharge 5-6) . The crystal basilisk exhales crystal shards in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Crystalline Hide . When a creature hits the crystal basilisk with a nonmagical metal weapon while within 5 feet of the crystal basilisk, the crystal basilisk can toughen its skin to crystalline hardness. The attacker must succeed on a DC 15 Dexterity saving throw or the crystal basilisk deflects the damage from the attack and the attacker is blinded until the end of its next turn as the weapon sparks on the basilisk\xe2\x80\x99s hide . \n'b' Crystal Basilisk Blood \n'b' Wondrous item, very rare \n'b' The blood of a crystal basilisk imbues a gemstone worth at least 50 gp with rainbow radiance. If a gemstone is soaked in one gallon of crystal basilisk blood for 24 hours, the gemstone becomes a gem of brightness with 50 charges. A successful DC 15 Dexterity or Intelligence check using alchemist\xe2\x80\x99s supplies harvests 1 gallon of blood from a freshly-slain crystal basilisk. If the check succeeds by 5 or more, the harvested amount increases to 2 gallons. The blood congeals after it imbues a gemstone with radiance and can\xe2\x80\x99t be used to make another gemstone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sema \n'b' Small aberration , neutral evil \n'b' Armor Class 13 Hit Points 31 (7d6 + 7) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities radiant Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages understands Void Speech but can\xe2\x80\x99t speak it Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Traveler (2/Day) . As a bonus action while in shadows, dim light, or darkness, the sema disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A faint gnashing of teeth sounds at the origin and destination when it uses this trait. \n'b' Sunlight Sensitivity . While in sunlight, the sema has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sema makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Chaotic Energy Blast . Ranged Spell Attack : +3 to hit, range 60 ft., one target. Hit : 5 (2d4) force damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflexive Energy Blast . When the sema is hit with a ranged attack from an attacker it can see within 60 feet of it, the sema makes one chaotic energy blast attack at the attacker. \n'b'\n'b' ABOUT \n'b' This diminutive, bipedal creature has large, black eyes, rubbery gray skin, a protruding belly, and vicious claws. It appears to lack ears and a nose. \n'b' Allies of the Ghasts of Leng . Semas are small creatures from the Plateau of Leng, and they are commonly found in the company of ghasts of Leng (see page 164) and kaveph (see page 225), acting as pets toward the larger creatures. Semas are loyal to the ghasts, going so far as to defend their threatened masters. Likewise, the ghasts are always sure to throw the semas a few scraps of meat during the ghasts\xe2\x80\x99 notorious feeding frenzies. \n'b' At Home in the Dark . Semas have extremely sensitive eyes and prefer to live in dark places. They find excessive amounts of light distasteful, and in open sunlight they are known to keen, howl, and clutch at their hairless heads as if the very presence of the light causes them pain. They immediately calm down once they make their way into darkness. \n'b' Gleeful Bloodlust . Semas are much like wild predators, seeming to take great joy in jumping out of the darkness and spilling blood. They are inherently cruel, and their own physical pain seems to mean little to them. They participate in the feeding frenzies of the ghasts of Leng even when they are more than capable of finding their own prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sendrak \n'b' Large aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10+85) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Damage Immunities force Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages None Challenge 10 (5,900 XP) \n'b' Actions \n'b' Multiattack . Makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) force damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Nightmare Rays . Shoots two of the following nightmare rays at random (1d4, reroll duplicates), choosing one or two targets it can see within 120 ft. of it: \n'b' 1. Mute Ray . The targeted creature must succeed on a DC 14 Wisdom saving throw or be lose the ability to comprehend language for 1d4 rounds. The targeted creature cannot speak or understand spoken words. All spells cast with a verbal component fail. \n'b' 2. Immobility Ray . The targeted creature must succeed on a DC 14 Constitution saving throw or be stunned for 1d4 rounds. The creature can still speak and cast spells that only require a verbal component. \n'b' 3. Strange Ray . The targeted creature must succeed on a DC 14 Intelligence saving throw or lose all knowledge of their allies for 1d4 rounds, seeing strangers who\xe2\x80\x99ve replaced their friends. \n'b' 4. Aging Ray . The targeted creature must succeed on a DC 14 Charisma saving throw or physically age to an extreme level for 1d4 rounds. Attack rolls and physical ability checks ( Str , Dex, Con) are now made at disadvantage and movement speed is halved. \n'b' About \n'b' A nightmarish approximation of a dragon, with an elongated black translucent body shimmering with power and diaphanous wings glistening with coursing sinew. \n'b' A sendrak is a nightmare-made-flesh, manifested in the world by an entity of chaos and madness to break down the barrier between the material plane and the world of dreams.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentient \n'b' Huge plant, Any \n'b' Armor Class 17 (natural) Hit Points 337 (27d12+162) Speed 20 ft.\n'b' STATS STR: 25 (+7) DEX: 7 (-2) CON: 22 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +10, Nature +10, survival +11 Saving Throws Strength +14, Wisdom +11 Damage Immunities poison Condition Immunities charmed , frightened , Paralyzed , poisoned , Polymorphed Damage Resistances bludgeoning, piercing Senses passive Perception 14 Languages Common, Druidic, Elvish, Primordial, Sylvan Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Move Earth . As an action, the sentient digs its roots deep into the earth, causing great upheaval. The creature casts an earthquake spell, centered on itself, which does not affect the sentient. After doing this, the sentient must take a short or long rest before it can use this ability again. \n'b' Acidic Sap . Once per long rest, the sentient can emit a coating of acidic sap on itself. This lasts for 1 minute. During this time, all of the creature\xe2\x80\x99s slam attacks do an extra 4 (1d8) acid damage, and any melee attack that hits the sentient also does 4 (1d8) damage to the attacker. Any non-magical weapon that strikes the sentient will be destroyed by the acid at the end of the attacker\xe2\x80\x99s turn. \n'b' Change Stone . The sentient can cast Stone Shape at will. \n'b' Magic Resistance . The sentient has advantage on saving throws against spells and other magical effects. \n'b' Vulnerabilities . The sentient is vulnerable to fire damage. If the creature suffers cold damage, it has to make a wisdom save against the caster\xe2\x80\x99s DC or be stunned for 1d4 rounds. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creature has 6 limbs at any time. It can use each limb to either make a slam attack , a squeeze attack , or drop a grappled target into its mouth for a swallow. A limb that suffers 25hp of damage is forced to release its grip on a target but is replaced with new branches the following round. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 17 (3d6+7) bludgeoning damage. In addition, the target must make a Strength save (DC 20) or be grappled by the limb. \n'b' Squeeze . If a creature is grappled at the start of the sentient\xe2\x80\x99s turn, the sentient squeezes the creature and lifts it towards its mouth. The target automatically suffers 17 (3d6+7) bludgeoning damage and is considered restrained . \n'b' Swallow . If a creature suffered a squeeze attack in the previous round and is still restrained , the sentient can swallow it whole as long as it is large-sized or smaller. The target is trapped in the sentient, blinded and restrained , and suffers 27 (6d8) acid damage at the beginning of each of its turns. Only magic or the death of the sentient can allow a target that has been swallowed to escape. \n'b'\n'b' ABOUT \n'b' Sentients are very old trees that have lived since the beginning. They are predominantly hardwoods, beech, hickory, oak, elm, and the like. They are shorter than most trees, averaging from the ground to their uppermost branches about 40 feet high. They are old and squat, their wide boles thick with layers of bark and knobby branches. Their canopies vary in appearance according to the health of the tree, some being very sparse, while others remain resplendent in deep foliage. Like all trees, unless it is an evergreen, the sentients lose their leaves in the autumn months and do not regain them until the spring. They have no discernable arms or legs. When they travel, their roots serve as feet, but they never rise out of the ground, rather sliding beneath the earth, moving it, and pulling the old tree along. For arms and fingers, it has many branches, thick and long. They have no face to speak of, rather they see, smell, and hear the world through vibrations in their roots, leaves, or branches. and wherever the mogrl settle, if they do so for any length of time, the flakes of their hide gather at their feet. Such is the will of these creatures that this chaff, what the dwarves call the scaj, gathers in heaps, and in time assumes a life of its own, devoid of all reason and filled only with rage. \n'b' They open up folds of their barky-skin to reveal a massive maw into which they drag any who prey upon them. \n'b' Hermits of Nature . These intelligent trees live throughout the world, in any clime that trees can live, from the deep jungles to the high mountains. They are secretive and do not normally interact with other creatures unless forced by some peculiar circumstance. Their roles vary greatly; some are good and serve as a shepherd for animals and plants, protecting them from most dangers, while others are evil and take great joy in killing the unsuspecting. The majority are in the middle of these and do little but sit and enjoy the passing of the seasons, prompted into action by circumstance. \n'b' Singular Powers . They do not live in societies and rarely breed, though from time to time a sentient drops seedlings that take root. Only some of these possess self-awareness, as they have never lived in the shadows of their creators. In any respect, these are very rare and always less powerful than their kin. Sentients do not horde treasure but some do have vast amounts of wealth buried in the soil around their roots, spoils of the victims, and leaving no doubt of the tree\xe2\x80\x99s power.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentient Sword \n'b' Small construct , any alignment \n'b' Armor Class 18 (natural armor) Hit Points 97 (15d6 + 45) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +8 Damage Immunities all, except damage from the forge hammer the sword was created with Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages telepathy 60 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The sentient sword is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the sword must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' Artifact Weakness . When hit by the forge hammer it was forged with, the sentient sword loses all damage immunities, except immunity to poison and psychic damage, for 1 minute. \n'b' False Appearance . While the sentient sword remains motionless, it is indistinguishable from a normal sword of its kind. \n'b' Legendary Resistance (3/Day) . If the sentient sword fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The sentient sword makes three longsword attacks. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. The sentient sword scores a critical hit on a d20 roll of 19 or 20, instead of only 20. \n'b' Legendary Actions \n'b' The sentient sword 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 sword regains spent legendary actions at the start of its turn. \n'b' Attack . The sentient sword makes one longsword attack . \n'b' Jab (Costs 2 Actions) . The sentient sword moves up to its fly speed in a straight line. It can make a longsword attack at the end of this movement. If the attack hits, it deals an additional 7 (2d6) slashing damage for every 10 feet moved.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel Colossus \n'b' Large construct , unaligned \n'b' Armor Class 19 (adamantine plating) Hit Points 252 (24d10 + 120) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The sentinel construct is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sentinel colossus makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 28 (5d8 + 6) bludgeoning damage. \n'b' Shield of Force (Recharge 5-6) . The sentinel colossus activates a protective shield of force around itself. Until the start of its next turn, the construct gains a +4 bonus to its AC and resistance to all damage. Additionally, any creature that hits the construct with a melee attack takes 18 (4d8) force damage. \n'b' Explosive Blast (Recharge 5-6) . The sentinel colossus releases a burst of explosive energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (10d12) force damage on a failed save, or half as much damage on a successful one. \n'b' Siege Slam . The sentinel colossus raises its mighty fists and slams them into the ground, causing tremors in a 20-foot radius. Each creature within that area must make a DC 17 Dexterity saving throw, taking 65 (4d10 + 6) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one. Additionally, the ground becomes difficult terrain for 1 minute after this action is used. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sentinel colossus 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 sentinel colossus regains spent legendary actions at the start of its turn. \n'b'\n'b' Slam . The sentinel colossus makes one slam attack . \n'b' Shielding Aura (Costs 2 Actions) . The sentinel colossus emits a protective aura in a 20-foot radius. Until the start of its next turn, all creatures of the construct\xe2\x80\x99s choice within the aura gain a +2 bonus to their AC and resistance to all damage. \n'b'\n'b' ABOUT \n'b' The Sentinel Construct is unusual for a construct due to its ability to think and reason. It possesses an intelligence that is neither remarkable nor inferior. Despite this, it has an unwavering loyalty to its creator, even after their demise. However, it lacks the emotion that could cause it to become duplicitous to those around it or disloyal to its creator. \n'b' Reasoning Servant . The creation of a Sentinel Construct demands greater magical resources compared to lesser animated creatures. However, once it is infused with magical life, the Sentinel Construct operates with minimal direction, diligently executing its assigned duties. It is able to understand its creator\xe2\x80\x99s intent rather than rigidly adhering to the exact letter of their instructions. \n'b' Skilled Combatants . In combat, the Sentinel Construct employs the tactical cunning of a seasoned warrior, prioritizing attacks on foes who are less capable in melee combat while possessing greater potential to harm from a distance. While it demonstrates a strategic approach to engagement, its intelligence does not extend to actions it could take to modify its surroundings or actively improve its defensive position.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel Construct \n'b' Medium construct , unaligned \n'b' Armor Class 17 (adamantine plating) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The sentinel construct is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sentinel construct makes three slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Shield of Force (Recharge 5-6) . The sentinel construct activates a protective shield of force around itself. Until the start of its next turn, the construct gains a +2 bonus to its AC and resistance to all damage. Additionally, any creature that hits the construct with a melee attack takes 9 (2d8) force damage. \n'b' Explosive Blast (Recharge 5-6) . The sentinel construct releases a burst of explosive energy in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 33 (6d10) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The sentinel construct is unusual for a construct due to its ability to think and reason. It possesses an intelligence that is neither remarkable nor inferior. Despite this, it has an unwavering loyalty to its creator, even after their demise. However, it lacks the emotion that could cause it to become duplicitous to those around it or disloyal to its creator. \n'b' Reasoning servant . The creation of a sentinel construct demands greater magical resources compared to lesser animated creatures. However, once it is infused with magical life, the Sentinel Construct operates with minimal direction, diligently executing its assigned duties. It is able to understand its creator\xe2\x80\x99s intent rather than rigidly adhering to the exact letter of their instructions. \n'b' Skilled Combatants . In combat, the sentinel construct employs the tactical cunning of a seasoned warrior, prioritizing attacks on foes who are less capable in melee combat while possessing greater potential to harm from a distance. While it demonstrates a strategic approach to engagement, its intelligence does not extend to actions it could take to modify its surroundings or actively improve its defensive position.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel Hut \n'b' Huge construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d12+30) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +5 Damage Immunities poison, psychic Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The hut is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The hut has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hut\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hut makes three attacks: one bite and two kicks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 +4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the hut. A swallowed creature has total cover against attacks and other effects outside the hut, and it takes 10 (3d6) psychic damage at the start of each of the hut\xe2\x80\x99s turns. A swallowed creature can move freely about the plain 10 foot square room. If the hut takes 15 damage or more on a single turn from a creature inside it, the hut must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hut. If the hut dies, a swallowed creature falls prone in a space within 10 feet of the hut and the creature must make a DC 13 Wisdom saving throw. On a failed save, a creature is affected as per the spell confusion with a duration of 1 minute. \n'b' Kick . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Though few have seen Baba Yaga\xe2\x80\x99s Dancing Hut and lived to tell the tale, many scholars believe that these bizarre constructs, created by the white witches, were modeled after their mother\xe2\x80\x99s miraculous artifact. Used primarily as sentinels, these quaint hovels on stilt-like legs surprise passersby when they move in an almost comical dancing strut. \n'b' Sentinel Hut Construction . A sentinel hut must be made of the wood from a tree grown in a place of eternal winter (an extraordinarily rare commodity) and thatch for the roof. Both wood and thatch must be treated with magical ointments and powders worth 1,000 gp.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel in Darkness \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 16 (+3) INT: 6 (-2) WIS: 18 (+4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 60 ft., passive Perception 17 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Construct Nature . A sentinel in darkness doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Scourge of the Seekers . The sentinel has advantage on attack rolls against creatures with darkvision , blindsight , or truesight . \n'b' Vault Keeper . Secret doors and illusory walls within 1,500 feet of the sentinel have the DC to detect their presence increased by 5. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sentinel makes two stone fist attacks. If both attacks hit a Large or smaller creature, the target must succeed on a DC 15 Wisdom saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. The object is teleported to a random unoccupied space within 200 feet of the sentinel. The target feels a mental tug in the general direction of the item until it is recovered. \n'b' Stone Fist . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (2d12 + 5) bludgeoning damage. \n'b' Curse of the Wanderer (Recharge 6) . One creature the sentinel can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the Curse of the Wanderer. While cursed, the creature\xe2\x80\x99s speed is halved and it can\xe2\x80\x99t regain hp . For every 24 hours it goes without discovering or learning new information, it takes 10 (3d6) psychic damage. The curse lasts until it is lifted by a remove curse spell or similar magic. \n'b'\n'b' About \n'b' A blindfolded, stone face leers down from beneath a hooded cloak stitched from thousands of desiccated treasure maps. With each step the four-armed, stone figure takes, torches sputter, compasses spin, and ink fades. \n'b' Protector of Secrets . Sentinels in darkness are magical constructs tasked with guarding secret vaults and reliquaries. These creatures ward off plunderers with their imposing form, brute strength, and magical nature that obscures secrets. It is said when a sentinel is slain, its cloak of maps burns away, leaving behind one map to a great, secret treasure. \n'b' Magical Theft . Sentinels in darkness can magic away a coveted item, while cursing explorers with an unquenchable desire to find secrets-even at the cost of the explorer\xe2\x80\x99s own health. \n'b' Awakening the Sentinel . To animate a sentinel in darkness, the creator must imbue an inert stone golem with the spirit of a mortal that died having taken at least one terrible secret to the grave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4, Cha +3 Damage Vulnerabilities fire Damage Resistances cold Senses darkvision 120 ft., passive Perception 9 Languages Common, Void Speech Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The deep one can breathe air and water. \n'b' Frenzied Rage . If a deep one takes 10 or more damage from a single attack , it has advantage on its Claws attack and gains a +2 bonus to damage with its Claws until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' These fishlike folk have enormous eyes, a wide mouth, and almost no chin. \n'b' Elder Gods . In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids. \n'b' Coastal Raiders . The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas. \n'b' Demand Sacrifices . They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule. \n'b' Ocean Change . A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel of the Ancestors \n'b' Medium construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 45 (6d8+18) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 11 (+0) CHA: 2 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhausted, frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., passive Perception 10 Languages Understands Dwarven, but can not speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Unchangeable Form . The sentinel of the ancestors is immune to any spell or effect that would change its form. \n'b' Magical Attacks . The sentinel of the ancestors\xe2\x80\x99 attacks are considered magical for determining what it can damage. \n'b' Shudder Arm . When a sentinel of the ancestors is hit in melee, the attacker must make a DC 14 Strength saving throw. If the character fails, the strength of the stone has quivered up the arm to the body of the attacker (1d4 points of damage) and you must check to see if their weapon shatters (see below). \n'b' Shatter Weapon . If an attacker was affected by Shudder Arm and hit the sentinel of the ancestors with a non-magical weapon, or non-adamantine weapon, they must make another DC 14 Strength saving throw or their weapon shatters against the stone. \n'b'\n'b' ACTIONS \n'b'\n'b' Stone Hammer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d8+3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The sentinel of the ancestors is a variant construct akin to an archaian sentinel or caryatid column. They appear as stone statues, pillars, or columns in the form of dwarven warriors. Sentinels will often guard important locations like a vault or crypt of an ancestor. \n'b' They remain inanimate until someone disturbs the place they have been assigned to protect. They are made of a granite strengthened and reinforced with dwarven stonecraft and clerical magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel of the Ancestors (Advanced) \n'b' Medium construct , neutral \n'b' Armor Class 19 (natural armor) Hit Points 120 (16d8+48) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhausted, frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., passive Perception 10 Languages Understands Dwarven, but can not speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Unchangeable Form . The sentinel of the ancestors is immune to any spell or effect that would change its form. \n'b' Magic Resistance . Some sentinels of the ancestors are equipped with a stone shield that gives it advantage on saving throws against spells and magical effects. \n'b' Magical Attacks . The sentinel of the ancestors\xe2\x80\x99 attacks are considered magical for determining what it can damage. \n'b' Shudder Arm . When a sentinel of the ancestors is hit in melee, the attacker must make a DC 14 Strength saving throw. If the character fails, the strength of the stone has quivered up the arm to the body of the attacker (1d4 points of damage) and you must check to see if their weapon shatters (see below). \n'b' Shatter Weapon . If an attacker was affected by Shudder Arm and hit the sentinel of the ancestors with a non-magical weapon, or non-adamantine weapon, they must make another DC 14 Strength saving throw or their weapon shatters against the stone. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sentinel of the ancestors (Advanced) makes two attacks with its Stone Axe. \n'b' Stone Axe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d8+3) bludgeoning damage. \n'b' Hurl Rock . Ranged Weapon Attack : +4 to hit, range 40 ft., one target. Hit : 7 (1d6+3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The sentinel of the ancestors is a variant construct akin to an archaian sentinel or caryatid column. They appear as stone statues, pillars, or columns in the form of dwarven warriors. Sentinels will often guard important locations like a vault or crypt of an ancestor. \n'b' They remain inanimate until someone disturbs the place they have been assigned to protect. They are made of a granite strengthened and reinforced with dwarven stonecraft and clerical magic. \n'b' The greater sentinel of the ancestors is similar to the regular sentinel insofar as they appear as statues or columns of dwarven warriors. However, the greater Archaian sentinel is constructed with stronger enchantments and has greater hit points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Giant \n'b' Family: Basilisk \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 184 (16d12 + 80) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , paralyzed , poisoned Senses darkvision 90 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Respect for the Rooster . If the giant basilisk hears the crowing of a rooster it must make a DC 12 Wisdom saving throw, or flee the area. It can make the save again after each of its turns. \n'b' Keen Smell . The giant basilisk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Petrifying Gaze . If a creature starts its turn within 30 feet of the giant basilisk and the two of them can see each other, the giant basilisk can force the creature to make a DC 18 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 as 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 giant basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the giant basilisk in the meantime, it must immediately make the save. \n'b' Actions \n'b' Multiattack . The giant basilisk makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage. The target must also make a successful DC 18 Constitution saving throw or take an additional 10 (3d6) poison damage. \n'b' Poisonous Breath (3/day) . The giant basilisk breathes out a poisonous breath in a 60-ft. cone. Any creatures in the area must make a successful DC 18 Constitution saving throw or take 31 (9d6) poison damage. \n'b' About \n'b' The giant basilisk is the king of snakes. \n'b' It is a massive green and gold monster, and a deadly killer. Some folks say the basilisk was hatched by a rooster from the egg of a toad or a snake. Legend also says this monstrosity can turn someone to stone. \n'b' Serpent Leader . Other snakes and snake-like creatures often work in unison with giant basilisks. Although they don\xe2\x80\x99t share a language, they share a common tongue. \n'b' Rooster Retreat . Even though these monstrosities strike fear in the hearts of many, they are scared of the call of the common rooster. \n'b' Castles and Keeps . On rare occasions, a giant basilisk makes a home in a castle or large settlement.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentinel Sphere \n'b' Tiny construct , chaotic evil \n'b' Armor Class 16 (natural armor) Hit points 7 (3d4) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 19 (+4) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Immunities necrotic, poison Condition Immunities deafened , blinded , petrified , poisoned Skills Perception +3, Stealth +6 Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 15 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b'\n'b' Drill . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage, and the sentinel sphere attaches to the target. If the target is Medium or smaller humanoid and the sentinel sphere has advantage on the attack roll, it attaches to the target\xe2\x80\x99s head. While attached to the target, the sentinel sphere can attack no other creature except the target but has advantage on its attack rolls. The sentinel sphere\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature can detach the sentinel sphere by making a successful DC 14 Strength check as an action. On its turn, the sentinel sphere can detach itself from the target by using 5 feet of movement. \n'b'\n'b' About \n'b' Sentinel spheres are the encased brains of victims captured by thin strangers. They are incredibly fast and highly maneuverable but are essentially pawns in the service of their commanding thin stranger. Thin strangers also use them to open dimensional gates, allowing them to hop planes at will. \n'b' Because the sentinel spheres require brains, they tend to take up residence in graveyards and funeral homes. But given the choice, thin strangers are not above taking brains from living people.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sentry Drone \n'b' Small construct , neutral \n'b' Armor Class 11 \n'b' Hit Points Henchman \n'b' Speed 10 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 9 (-1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Vulnerabilities lightning \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands commands given in any language but can\xe2\x80\x99t speak \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the sentry drone flies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren\xe2\x80\x99t being worn or carried in that area are ignited. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Blaster Pistol . Ranged Weapon Attack : +3 to hit, range 30/90 ft., one target. Hit : + (1d10+1) radiant damage. \n'b'\n'b' ABOUT \n'b' Sentry drones are a commonly used defense and detection system. Their size , A.I. scanners and their antigravity rings allows them to patrol, scout and track potential threats. They have minimum armaments in the form of a simple blaster. The Sentry Drone is most dangerous due to its self-destruct feature. Leaving nothing behind for an enemy to recover.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sepia Snake \n'b' Huge monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d12 + 56) Speed 40 ft., fly 50 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 19 (+4) INT: 4 (-3) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +8 Skills Perception +9, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 120 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Flyby . The sepia snake doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Gaze . When a creature that can see the sepia snake\xe2\x80\x99s eyes starts its turn within 30 feet of the sepia snake, the snake can force it to make a DC 16 Constitution saving throw if the sepia snake isn\xe2\x80\x99t incapacitated and can see the creature. On failure, the creature is frightened for 1 minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the sepia snake until the start of its next turn, when it can avert its eyes again. If the creature looks at the sepia snake in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the sepia snake are done at disadvantage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sepia snake makes two melee attacks : one with its bite and one with its tail sting. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. The target is grappled (escape DC 16) if the sepia snake isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. While the snake has a creature grappled with its bite, it can\xe2\x80\x99t bite a different creature. \n'b' Tail Sting . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (2d12 + 6) piercing damage and 27 (6d8) poison damage, and the target must make a successful DC 16 Constitution saving throw or is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' Cocoon (Recharge 5-6) . A sepia snake can fire a line of webbing to a range of 20 feet. Creatures in this area must make a DC 16 Dexterity saving throw. On a failure, the creature is restrained by webbing. If a creature is completely covered in webbing, it must make a successful DC 16 Constitution saving throw or be placed in a state of magical suspended animation for 1d4 + 12 days. During this time, the creature does not need food or water. In one round, the sepia snake can spit enough webbing to cover one Medium or smaller creature. For each size category larger than Medium, the snake must fire another line of webbing to completely encase an opponent. As an action, creatures hit by the webbing but not completely covered can make a DC 16 Strength check, bursting the webbing on a success. A creature that is completely wrapped in the webbing cannot break free and must rely on others to remove the webs. The webbing can be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' About \n'b' Winglessly flying forth, a monstrously-sized anaconda-like serpent descends from the sky. Its 30-foot body is nearly two-feet thick and covered in muddy brown scales with strange patterns and symbols on its dorsal side. Large glowing yellow orbs set in its wide, triangular head emit a haunting glare and arching its tail aggressively, it exposes a vicious looking barbed stinger. \n'b' Wizards and other sages well-versed in arcane lore agree that the sepia snake was the inspiration for the spell sepia snake sigil. The similarities between the creature and the spell are simply too great to be coincidental.\xc2\xa0Though a sepia snake can be found just about anywhere, it usually makes its lair deep underground in abandoned mines, dungeons, or subterranean caverns. It has been said that to look into the eyes of the sepia snake is to look into one\xe2\x80\x99s own doom.\xc2\xa0A sepia snake begins combat by using its gaze on what it believes to be its most dangerous opponents so it can safely deal with them later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sepulchral Guardian \n'b' Medium construct , unaligned \n'b' Armor Class 14 (scale mail) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, lightning; bludgeoning, piercing, and slashing damage from attacks that are not adamantine \n'b' Damage Immunities cold, fire, necrotic, poison, psychic \n'b' Condition Immunities charmed , diseased, frightened , paralyzed , petrified , poisoned , stunned , unconscious \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages None \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Crypt Fatigue . A creature infected with crypt fatigue gains one level of exhaustion immediately and gains another level every time it fails the DC 12 Constitution saving throw after taking damage from a sepulchral guardian. An infected creature must make a DC 12 saving throw at the end of every long rest; with a successful save, it recovers from one level of exhaustion , but with a failed save, it gains one level of exhaustion . The disease is cured when the victim no longer has any levels of exhaustion . \n'b' Dread . Living creatures with line of sight to one or more sepulchral guardians and within 50 feet of them must make a successful DC 11 Wisdom saving throw or be frightened for 2d4 rounds. A successful save renders the target immune to any guardian\xe2\x80\x99s dread for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Glaive . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 8 (1d10 + 3) slashing damage and the target must make a DC 12 Constitution saving throw or be infected with crypt fatigue (see above). \n'b'\n'b' ABOUT \n'b' Sepulchral guardians are constructs created from the preserved corpses of dead humanoids that have been encased in iron. They are created for one purpose only: to guard the final resting place of a dead creature. Once activated, a sepulchral guardian performs its task until it is destroyed. Even the death of its creator does not disrupt a sepulchral guardian; many are created to guard the final resting places of their creators. \n'b' A sepulchral guardian is a humanoid standing just over six feet tall. Its entire body except its face is encased in a suit of banded iron. Its face, while humanoid, shows no sign of life, and its eyes are filled with the emptiness of an automaton. These constructs are intelligent enough to pursue an intruder through nearby corridors and chambers of a tomb, but they seldom leave the immediate structure they\xe2\x80\x99ve been set to guard, even to chase down a sthief who stole something.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpent of the Duat \n'b' Gargantuan fiend , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 279 (18d20 + 90) Speed 60 ft., climb 20 ft., fly 60 ft.\n'b' STATS STR: 27 (+8) DEX: 80 (+0) CON: 00 (+5) INT: 56 (+3) WIS: 36 (+3) CHA: 38 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +11, Int +9, Wis +9, Cha +10 Skills Arcana +9, Athletics +14 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The serpent of the Duat\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18, +10 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 : lightning bolt , wall of fire \n'b' 1/day each : harm , symbol \n'b'\n'b' Magic Resistance . The serpent of the Duat has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The serpent of the Duat\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The serpent of the Duat makes one Bite attack, one Constrict attack, and one Sting attack. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 24 (3d10 + 8) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the serpent of the Duat can\xe2\x80\x99t bite another target. \n'b' Constrict . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 19 (2d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the serpent of the Duat can\xe2\x80\x99t constrict another target. \n'b' Kick . Melee Weapon Attack : +14 to hit, reach 5 ft., one target that is not grappled by the serpent of the Duat. Hit : 11 (1d6 + 8) bludgeoning damage. \n'b' Sting . Melee Weapon Attack : +14 to hit, range 20 ft., one target. Hit : 13 (1d10 + 8) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 33 (6d10) poison damage on a failure or half as much on a success. \n'b' Swallow . The serpent of the Duat makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite\xe2\x80\x99s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the serpent of the Duat, and it takes 35 (10d6) acid damage at the start of each of the serpent of the Duat\xe2\x80\x99s turns. If the serpent of the Duat takes 50 damage or more on a single turn from a creature inside it, the serpent of the Duat must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures that then fall prone in a space within 15 feet of the serpent of the Duat. If the serpent of the Duat dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone . \n'b' Fire Breath (Recharge 5-6) . The serpent of the Duat exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw taking 56 (16d6) fire damage on a failure, or half as much on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The serpent of the Duat can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The serpent of the Duat regains spent legendary actions at the start of its turn. \n'b'\n'b' Bite (costs 2 Actions) . The serpent of the Duat makes a Bite attack . \n'b' Kick . The serpent of the Duat makes a Kick attack. \n'b' Move . The serpent of the Duat moves up to its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' A serpent of this sort, a major one, is a very nasty thing indeed. The serpent\xe2\x80\x99s head resembles a cross between a snake\xe2\x80\x99s and crocodile\xe2\x80\x99s, with long front fangs as a snake and rows of lesser teeth besides. The creature has an ophidian body some 64 feet long, about four feet in diameter at its thickest part. Set along the middle third of its body \xe2\x80\x93 the thickest portion \xe2\x80\x93 are three pairs of legs of the sort that enable the serpent to move at either a sprawling or erect gait, or slither noiselessly along. It has wings but does not actually use them to fly (relying on its magic instead).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpent Root \n'b' Large plant , unaligned\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 10 Hit Points 119 (14d10 + 42) Speed 0 ft. Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Constrict . The serpent vine uses a bonus action to cause 5 (1d6 + 2) bludgeoning damage to all grappled creatures. The vine has 1 tendril for every 20 hit points , rounded down. It starts with 5 tendrils, then loses or regrows tendrils as it takes damage or regains hit points . \n'b' Vitality Drain (Recharge 5-6) . The serpent root can use a bonus action to cause each creature within 10 feet of it to take 7 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the vine is healed by an equal amount. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' Actions \n'b'\n'b' Tendril Lash . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage and the target becomes grappled (escape DC 12, with disadvantage if grappled by 2 or more tendrils). The vine must have at least one free tendril to make an attack . \n'b'\n'b' Tactics \n'b' Serpent root does not display any sort of tactical acumen, and it simply grabs anyone close to it and attempts to kill them with its constricting tendrils. It will use its vitality drain as soon as it takes damage and whenever it can thereafter. \n'b' Description \n'b' A dense patch of foliage grows thick with deep green flat-bladed leaves and clusters of knobby brown roots that spread through the immediate area. If a creature approaches, the roots shudder and begin to writhe, seeking out new prey. Serpent root seems to grow quickly. Failing to completely destroy even the smallest patch means it can spread out again and become a threat in mere days. Mature patches send out underground roots and new child-patches of serpent root can grow as far as 300 feet away from their parent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpentfolk \n'b' Variants Medium monstrosity (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 52 (7d8 + 21) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 18 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Yog-Sothothery +5 \n'b' Damage Immunities poison \n'b' Condition Immunities frightened , paralyzed , poisoned \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages Aklo, Common, Serpentfolk \n'b' Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The serpentfolk\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : minor illusion \n'b' 1/day each : charm person, major image, mirror image, suggestion \n'b'\n'b' Keen Smell . The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Magic Resistance . The serpentfolk has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It doesn\xe2\x80\x99t change form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The serpentfolk makes two attacks: one with its bite and one with its dagger. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. \n'b'\n'b' About \n'b' This serpent-headed humanoid wears elegant robes over its sinuous body. The cuffs of its sleeves reveal wicked claws, and a long tail emerges from beneath the hem of the robe. \n'b' A highly intelligent race with a knowledge of advanced magic and science, the serpentfolk once had a great empire, but it fell before modern races had even evolved. Serpentfolk are about the size of an average human, though because of their slim and muscular form, they typically seem to stand slightly taller. \n'b' Serpentfolk favor the use of carefully crafted magic items and have almost limitless access to magic. They can naturally create an illusion to resemble a particular human and often live within human society unnoticed. Serpentfolk alchemists are renowned in secret circles, particularly for their skill at producing poisons and drugs, including metamorphic venom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One \n'b' Family: Deep One \n'b'\n'b' Subpages \n'b' Medium monstrosity (mythos), chaotic evil \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 2 (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. 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-commingling with and corrupting surface-dwelling humanoids. \n'b' 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\xe2\x80\x99s 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.\xc2\xa0Deep 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'Serpentfolk Alchemist \n'b' Family: Serpentfolk \n'b' Medium monstrosity (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 19 (+4) CON: 18 (+4) INT: 19 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +8, Yog-Sothothery +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin) Damage Immunities poison Condition Immunities frightened , paralyzed , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Serpentfolk Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The serpentfolk\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day each : charm person, cure wounds (3rd-level), detect thoughts, dominate person, gaseous form, invisibility, major image, mirror image, nondetection, see invisibility, stoneskin, suggestion \n'b'\n'b' Keen Smell . The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Magic Resistance . The serpentfolk has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It doesn\xe2\x80\x99t change form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The alchemist makes two ranged attacks or two melee attacks: one with its bite and one with its dagger. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 9 (2d8) poison damage on a failure save, or half as much damage on a success. \n'b' Dagger . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 27 (6d8) poison damage and the target must succeed on a DC 16 Constitution saving throw or it is poisoned for 1 minute. At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending the poisoned condition on itself on a success. \n'b' Refined Acid . Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 26 (4d10 + 4) acid damage. \n'b'\n'b' About \n'b' A highly intelligent race with a knowledge of advanced magic and science, the serpentfolk once had a great empire, but it fell before modern races had even evolved. Serpentfolk are about the size of an average human, though because of their slim and muscular form, they typically seem to stand slightly taller. \n'b' Serpentfolk favor the use of carefully crafted magic items and have almost limitless access to magic. They can naturally create an illusion to resemble a particular human and often live within human society unnoticed. Serpentfolk alchemists are renowned in secret circles, particularly for their skill at producing poisons and drugs, including metamorphic venom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpentfolk of Yig \n'b' Medium humanoid , neutral evil \n'b' Armor Class 12 Hit Points 40 (9d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 14 (+2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +4 Skills Deception +6, Perception +2, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common, Draconic, Infernal, Void Speech Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The serpentfolk has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The serpentfolk\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The serpentfolk can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : charm person , disguise self \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The serpentfolk makes two attacks: one with its bite and one with its scimitar. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' About \n'b' The hooded cultist utters a sibilant phrase. Then, like a fading mask of fog, his face suddenly vanishes and in its stead leers a monstrous serpent\xe2\x80\x99s head. His terrible, slit eyes blaze unblinkingly as his scaly hands twist and contort in arcane gestures. \n'b' Priests of the Serpent God . Grim tales are told of a prehistoric race of evil snake-people who, wearing the guise of a human cult, have surreptitiously built a monstrous religion around the worship of-the serpent god Yig. As an actor dons a mask, these fiendish humanoids use illusory magic to imitate anyone they wish. This disguise is often betrayed, however, by the presence of the serpentfolk\xe2\x80\x99s frightful, fetid scent. \n'b' Under Cloak of Blasphemy . Serpentfolk of Yig rely on natural cunning and the sorcery of their cold, reptilian bloodline to survive. These snake-people live in secret amongst the cities of civilized nations and plot to overthrow the warm-blooded inheritors of the world \xe2\x80\x9cwhen the stars are right.\xe2\x80\x9d Known as \xe2\x80\x9cthey that walk the night,\xe2\x80\x9d the serpentfolk of Yig live to serve their dark god\xe2\x80\x99s hideous, evil agenda. Many seek to become powerful spellcasters and master assassins to better serve their cruel life\xe2\x80\x99s purpose. The Queen of Serpents considers the serpentfolk abominations, corrupted versions of true serpents, and there is great enmity between her followers and the followers of Yig. \n'b' The Snake That Speaks . In defiance of the creation myths surrounding the World Serpent Veles, the serpentfolk worship their Great Old One progenitor as the true Father of Serpents, knowing him by many names-Set, Quetzelcoatl, and Ningishzida among them. As their insidious cults grow in size-swollen with allied horrors like the Servants of Yig, the scitalis, and other reptilian monstrosities-the serpentfolk move further and further from their shadowed jungle enclaves to corrupt the credulous kingdoms of man.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpentmancer \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 12 (robes) Hit Points 22 (4d8+4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Cha +5 Skills Arcana +2, Deception +5, Stealth +4 Damage Resistances poison Senses passive Perception 10 Languages Kalay, Draconic, Low Atlantean Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting The Serpentmancer is a 4th-level caster. His spellcasting ability is Charisma (save DC 13, +5 attack ).\n'b'\n'b'\n'b' At Will : acid splash , mage hand , minor illusion \n'b' 1st level (4 slots) : color spray , magic missile , serpent fingers* \n'b' 2nd level (3 slots) : blur , phantasmal force \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d4 slashing damage. \n'b'\n'b' ABOUT \n'b' This young, tuft-bearded man has a sinuous build with unusually long arms, legs, and neck. His scalp is shaven, and he dresses in green sorcerer\xe2\x80\x99s robes.\xc2\xa0The Serpentmancer is the master of the Tower of Black Flame.\xc2\xa0He is a ruthless young sorcerer who is obsessed with serpents; he uses snakes in his magic, eats snakes, doses himself with snake venoms to gain immunity, and has even mastered a unique serpent fingers spell. Completely amoral, he thinks nothing of making promises and breaking them, and can be counted on to do whatever he thinks is best for him at any given moment.\xc2\xa0The Serpentmancer has an unusual pet or companion he calls \xe2\x80\x9cthe Kelauble.\xe2\x80\x9d He found the creature during his explorations of the Tower, and believes that it was perhaps conjured by one of the previous owners.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Gloom \n'b' Family: Basilisk \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 15 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 7 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 9 Languages None Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Gaze . If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn\xe2\x80\x99t incapacitated . On a failed save, the creature magically begins to turn into a shadow 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 turned into a shadow until freed by the remove curse 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 basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' ABOUT \n'b' In the Void, creatures dwell and have been altered, either through exposure to void energies or the experiments of mad wizards. \n'b' One of the more fearsome versions of this is the gloom basilisk. Much bigger than its traditional counterpart, with waves of shadow coming off it like heat shimmers, the gloom basilisk has sent many a party of adventurers running for the hills and questioning their career choices. \n'b' All in the Gaze . Most adventurers will be aware of the fact that, like most gorgons, the basilisk can petrify with its stare. \n'b' However, the gloom basilisk is different, as it inflicts a sort of ghostism on its victims, turning them into silent shadows which are often mistaken for ghosts. A powerful magical practitioner with the remove curse spell or similar magic can remove this effect, but often they don\xe2\x80\x99t realize the apparition they see is a living person.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpohipp \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 39 (6d10+6) \n'b' Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Trampling Charge . If the serpohipp moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the serpohipp can make another attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The serpohipp makes two attacks: one bite attack and one hoof attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful save. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Serpohipp are horselike creatures with the neck and head of a venomous serpent, most often a cobra. \n'b' However, vieper-headed and asp-headed serpohipps also exist, and seem to be the same species as the more common cobra-headed varieties. Their horselike body generally sees less varaition, though there are tales of massive heavy drafthorse serpohipps with boa heads. \n'b' Serpohipps are not vicious creatures, though they can be territorial. They generally attack only for food, self-defense, or to protect their clutch of eggs. Serpohipps mate for life and are good parents, raising their offspring till adulthood. \n'b' Serpohipps are usually secretive and try to stay inconspicuous. Most next in caves if possible, or in rough terrain with heavy grasses. A few have been captured and trained as monstrous mounts, but the task is much easier by stealing an egg and training the foal from birth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Serpopard \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Coastal Camouflage . The serpopard has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or swampy terrain. \n'b' Sinuous Strikeback . The serpopard gets two extra reactions that can be used only for opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The serpopard makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Musk (Recharges after a Short or Long Rest) . The serpopard releases foul-smelling musk in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 hour or until it spends 10 minutes washing off the musk. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned. While a creature is poisoned in this way, any creature that starts its turn within 5 feet of the poisoned creature must succeed on a DC 13 Dexterity saving throw or be poisoned until the end of its turn. \n'b'\n'b' ABOUT \n'b' The spotted and scaly quadruped runs on hairless leonine paws, while its draconic head perches atop a sinuous, serpentine neck. \n'b' Swaying, Snakelike Cats. Serpopards are 13 feet long and weigh 600 pounds, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard\xe2\x80\x99s neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions. \n'b' Easily Distracted . Serpopards are foul-tempered predators and scavengers, and they are known to occasionally cannibalize their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills\xe2\x80\x94or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal. \n'b' Musk Glands . In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in ancient tomb iconography and temple decoration.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Servant of the Unsated God \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (breastplate, shield) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, History +2, Religion +2, Stealth +3 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Darakhul Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Inescapable Hunger . Necrotic damage dealt by the servant of the Unsated God ignores resistance to necrotic damage. \n'b' Master of Disguise . A servant in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a living creature. While using this ability, it loses its stench. \n'b' Stench . Any creature that starts its turn within 5 feet of the servant must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the servant\xe2\x80\x99s Stench for the next 24 hours. A servant using this ability can\xe2\x80\x99t also benefit from Master of Disguise. \n'b' Sunlight Sensitivity . While in sunlight, the servant has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turning Defiance . The servant and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Spellcasting . The servant of the Unsated God is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: \n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , command , inflict wounds , protection from evil and good \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The servant of the Unsated God makes two attacks: one with its bite and one with its mace of the devourer. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever (Tome of Beasts, p. 215). \n'b' Mace of the Devourer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. The mace is magical and infused with the Unsated God\xe2\x80\x99s power while in the servant\xe2\x80\x99s hands. \n'b' Light Crossbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Hungering Strike (Recharge 5-6) . A shadowy jaw superimposes over the servant of the Unsated God\xe2\x80\x99s mouth and reaches out to a creature within 30 feet of it. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The grinning ghoul\xe2\x80\x99s mace drips with shadow as it chants prayers to its dark god. Another shadowy grin appears on top of the ghoul\xe2\x80\x99s and extends out, consuming all it touches. \n'b' Worshiper of Hunger . Vardesain, known as the Unsated God, is a god of death, hunger, and the undead. The bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these followers are darakhul- intelligent and civilized ghouls-who share their lord\xe2\x80\x99s unholy hunger. The servants of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying intruding surface dwellers then recruiting them as newly risen undead). \n'b' Hungry Dead Nature . The ghoul requires no air or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Servant of Yig \n'b' Medium aberration , neutral evil \n'b' Armor Class 12 Hit Points 90 (12d8 + 36) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +5, Wisdom +3, Charisma +4 Skills Perception +5, Persuasion +4, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive perception 11 Languages Abyssal, Common, Draconic, Infernal, Void Speech Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The Servant of Yig has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The Servant of Yig\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The servant can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : charm person , fear \n'b' 1/day : confusion \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The servant of Yig makes two attacks: one with its bite and one with its glaive. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned . While poisoned this way, the target is incapacitated and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Glaive . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 7 (1d10 + 2) slashing damage. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the Servant of Yig can\xe2\x80\x99t constrict another target. \n'b'\n'b' About \n'b' This massive ophidian is a hideous amalgam of man and snake-a fanged humanoid head with expressionless features sits atop the shimmering coils of a large, squamous body. As the creature hisses, its full lips open to speak in the rich, vibrant tone of an unknown tongue, forgotten long before the kingdoms of man arose. \n'b' Progeny of the Serpent God . Servants of Yig are monstrous humanoid-serpent hybrids that often serve as sentinels and assassins for the dreadful Old One Yig and his horrid devotees. The speckled, brownish hide and obscene stench of these long, scaly creatures contrasts the cold and otherworldly beauty of their emotionless countenance. \n'b' Abhorrent Executioners . Legends speak of a curse that dooms anyone foolish enough to betray Yig or raise his ire.\xc2\xa0Indeed, those condemned by the Great Old One are visited by these odious servants to meet an unpleasant end. When these unnerving creatures aren\xe2\x80\x99t engaged as masterfully covert hunters, they serve as the duly deranging guardians of dark, forbidden places. \n'b' The Swollen Death . The Servants of Yig are the Old One\xe2\x80\x99s children and were created in his horrible image. Their unholy venom causes the body of a creature slain by the poison to swell until its plump flesh ruptures with a repulsive \xe2\x80\x9cpop.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seven Knives Darkblade \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 66 (12d8+12) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +3 Skills Acrobatics +6, Perception +3, Stealth +6 Senses passive Perception 13 Languages Low Atlantean, Kalay Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . The darkblade takes no damage instead of half damage when it succeeds on a Dex save against an effect that deals half damage on a successful save. \n'b' Poisoned Blades . The darkblade can use an action to apply poison to its blades. The first creature that is hit by a poisoned blade takes 4d6 poison damage and must make a Con save (DC 13) or become poisoned . At the end of the poisoned creature\xe2\x80\x99s turn, it can attempt a new save to overcome the poison. A darkblade typically applies poison before combat begins. \n'b' Sneak Attack (1/turn) . The darkblade deals 2d6 extra damage with his sneak attack , as per the rogue ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The darkblade makes two kukri attacks, one with each hand. \n'b' Kukri . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1d4+2 slashing damage. \n'b'\n'b' ABOUT \n'b' Above the Seven Knives enforcers are the darkblades, the primary spies and assassins of the guild. They are chosen from the ranks of the enforcers after they have proven themselves smart, stealthy, and ruthless enough to handle the guild\xe2\x80\x99s more delicate and lethal business. \n'b' Seven tiny dagger tattoos ring the left eye of this hooded woman. She wears tight-fitting leather armor and carries two wavy-bladed daggers. \n'b' Darkblades are well known throughout Quodeth by the tattoos of seven blades ringing their right eye, and the pair of wavy-bladed daggers they wear on their belts. Though the tattoos make it difficult to hide among the people of Quodeth, Seven Knives darkblades are proud of their allegiance and often walk openly within Quodeth. While responsible for countless murders, darkblades are rarely arrested and, if so, never incarcerated or executed. \n'b' The Seven Knives thieves\xe2\x80\x99 guild is the most powerful guild in Quodeth, and influential in several nearby cities as well. \n'b' Guild members rule the streets and even bend nobles and panjandrums to their will, controlling whole districts of the city as a shadow government. Among their many criminal activities are brutal protection rackets, extortion, thievery, smuggling, assassination, prostitution, and political bribery.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seven Knives Enforcer \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 15 (studded leather) Hit Points 27 (5d8+5) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidate +2, Stealth +5 Senses passive Perception 10 Languages Low Atlantean, Kalay Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . The enforcer takes no damage instead of half damage when it succeeds on a Dex save against an effect that deals half damage on a successful save. \n'b' Sneak Attack (1/turn) . The enforcer deals 1d6 extra damage with its sneak attack , as per the rogue ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The enforcer makes a light mace attack and a serrated dagger attack . \n'b' Light Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d6+2 bludgeoning damage. \n'b' Serrated Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d4+2 piercing damage and the target takes an additional 1d4+2 damage at the end of its next turn unless it is magically healed or treated with a Wisdom / Medicine check (DC 15). \n'b'\n'b' ABOUT \n'b' This ruffian wears a dark red cloak over leather armor and tall, buckled boots. He carries a short, bronze-studded club in one hand and a long dagger in the other. \n'b' The next tier of Seven Knives agents are the enforcers. \n'b' These skilled fighters are the thread that weaves the guild together. Each enforcer managed to climb out of the muck of daily existence in the poorest quarters of Quodeth to become a trusted street-soldier of the Knives. \n'b' Enforcers are not the simple thugs and killers that plague the streets of Quodeth; they see the bigger picture. Enforcers know when to inflict violence with purpose, and when to stay their hand. Even though enforcers do not hold leadership roles in the Seven Knives guild, guards, merchants, and other criminals treat them with respect. \n'b' The Seven Knives thieves\xe2\x80\x99 guild is the most powerful guild in Quodeth, and influential in several nearby cities as well. \n'b' Guild members rule the streets and even bend nobles and panjandrums to their will, controlling whole districts of the city as a shadow government. Among their many criminal activities are brutal protection rackets, extortion, thievery, smuggling, assassination, prostitution, and political bribery.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One Bishop \n'b' Family: Deep One \n'b' Medium monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 12 (natural armor) Hit Points 39 (6d8+12) 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: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Persuasion +4, Religion +5, Stealth +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Common, Deep Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The deep one can breathe air and water. \n'b' Dark Devotion . The deep one bishop has advantage on saving throws against being charmed or frightened. \n'b' Item Use . A deep one can use magic items as though it were a cleric, warlock, or wizard. \n'b' Spellcasting . A deep one bishop is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). A bishop typically has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light, sacred flame, thaumaturgy \n'b' 1st level (4 slots) : bane, inflict wounds, shield of faith \n'b' 2nd level (3 slots) : aid, blindness/deafness, hold person \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The deep one makes two melee attacks. \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'Seven Knives Thug \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 13 (leather) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses passive Perception 10 Languages Low Atlantean, Kalay Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sapping Strike When the Seven Knives thug hits a humanoid target with an attack , the target must succeed on a Con save (DC 12) or be momentarily disoriented, granting tactical advantage on the next attack against the target before the end of the thug\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1d6+2 piercing damage. \n'b'\n'b' ABOUT \n'b' This ruffian wears a red hood over leather armor. She is armed with a short sword and a sling. \n'b' Most Seven Knives thieves are simply street thugs with few skills other than the ability to gang up on outnumbered victims and intimidate the common citizens of the city. These footsoldiers are no match for the typical Thulean freebooter, but what makes them dangerous is that the Seven Knives command a virtual army of these street thugs, and the power and prestige of the guild stands behind them. A group of heroes might be able to humiliate a dozen street thugs without much trouble, but the Seven Knives won\xe2\x80\x99t permit such an act of defiance to go unpunished. \n'b' The Seven Knives thieves\xe2\x80\x99 guild is the most powerful guild in Quodeth, and influential in several nearby cities as well. \n'b' Guild members rule the streets and even bend nobles and panjandrums to their will, controlling whole districts of the city as a shadow government. Among their many criminal activities are brutal protection rackets, extortion, thievery, smuggling, assassination, prostitution, and political bribery.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Severed Hand \n'b' Family: Severed... \n'b' Tiny undead , neutral evil \n'b' Armor Class 12 Hit Points 10 (4d4) Speed 30 ft., climb 10 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 8 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4 Damage Immunities poison Condition Immunities blinded , deafened, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Pack Tactics . The severed hand has advantage on an attack roll against a creature if at least one of the hand\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Standing Leap . The severed hand\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' Weapons Specialist . The severed hand is proficient with one-handed finesse weapons and can use its action to make an attack roll with such a weapon in place of its Slam attack. \n'b' Undead Nature . A severed hand doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Severed Head \n'b' Family: Severed... \n'b' Tiny undead , neutral evil \n'b' Armor Class 12 Hit Points 10 (4d4) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages any languages it knew in life Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Incessant Blathering . A creature that casts a spell with a verbal component while within 10 feet of the severed head must succeed on a DC 10 Constitution saving throw or fail to cast the spell, losing the action but not the spell slot. \n'b' Keen Sight . The severed head has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Nature . A severed head doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sewer Weird \n'b' Large elemental , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 17 (+3) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 3 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The sewer weird doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Flammable Fumes . If the sewer weird takes fire damage it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder damage, and each creature within 10 feet of the weird must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) thunder damage and 7 (2d6) fire damage. \n'b' Water Form . The sewer weird can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sewer weird makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Sewer Overflow (Recharge 5\xe2\x80\x936) . The sewer weird emits a tide of filth and water from itself in a 15-foot cube. Each creature in this cube must make a DC 15 Constitution saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) poison damage and is infected with sewer plague. On a success, a creature takes half as much damage and isn\xe2\x80\x99t infected. \n'b'\n'b' ABOUT \n'b' A water elemental rises from the sewer, bringing a tide of filth with it. Its form is thick with the city\xe2\x80\x99s detritus: discarded food, rotting trash, and offal. It moves with a malevolence its purer kin lack. \n'b' Sewer weirds are corrupted water elementals born of urban decay. As filth piles in ill-maintained sewers and as streets and drains crumble, the accumulated rot coalesces into a maddened elemental dedicated to destroying its environs. These elementals resemble desecrated forms of proper water elementals, their wavelike forms filled with the waste that birthed them. \n'b' Bringers of Plague . A sewer weird\xe2\x80\x99s arrival is often accompanied by the outbreak of new and horrible diseases. \n'b' Sudden epidemics pop up faster than clerics can cure them, the disease seemingly appearing without cause as curative measures fail and investigators disappear. The sudden stress of the epidemics causes filth to build up and infrastructure to degrade, creating even more sewer weirds. \n'b' Symptoms of Rot . Sewer weirds thrive when an underlying problem degrades the city\xe2\x80\x99s health: conspirators or wererats hiding in the sewer system, monsters burrowing beneath the city, or good old fashioned political corruption stirring enough discontent in the populace that it coalesces as animated sewage. Regardless of the specifics, something happening in the city generates sewer weirds, and heroes seeking to destroy the weirds would do well to figure out and solve the source before the weirds overwhelm the city. \n'b' Urban Terrors . Sewer weirds are well-adapted to cities and settlements. They travel through the sewers, unseen by most, and pick off isolated victims, dragging their body into the sewers to further the rot. Even after a sewer weird is identified, fighting it requires crawling through a collapsing sewer system, where hunters might be ambushed with little room to retreat or call for help.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Ice \n'b' Family: Basilisk \n'b' Large monstrosity , unaligned\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 65 (10d10 + 10) Speed 40 ft., swim 30 ft. Saving Throws Dexterity +6, Constitution +4 Skills Perception +5, Stealth +6 Damage Immunities cold Senses darkvision 60ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Chilling Gaze . If a creature starts its turn within 30 feet of the 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 freeze 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 paralyzed until freed by the greater restoration spell, other magic, or 2d4 hours pass. If the creature is left to thaw without the aid of magic, it takes 2d10 cold damage when the paralysis ends. 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 basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of itself in bright light, it mistakes itself for a rival and targets itself with its gaze. \n'b' Snow Camouflage . The basilisk has advantage on Dexterity ( Stealth ) checks made to hide in snowy or icy terrain. \n'b' Actions \n'b' Wounded Frenzy . If the basilisk has 32 or fewer hit points it makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 10 (3d6) cold damage. \n'b' Arctic Hunters . The ice basilisk is descended from the common basilisk, with perhaps additional ancestry from some breed of flying serpent. But the ice basilisk does not fly. Instead, it slithers across the tundra or dives into the frigid waters to hunt fish. The basilisk uses its sharp fin to break through thin ice on its hunting expeditions. \n'b' Tactics \n'b' Ice basilisks are aggressive hunters, willing to attack anything of their size or smaller when they encounter it. They will use their ability to hide in order to ambush prey, and then try to use their chilling gaze or simply bite at the target. If severely wounded, the basilisk might use its fin to break through any available ice patches to swim away. \n'b' About \n'b' The serpentine creature is nearly 12 feet long, although it is difficult to tell how it coils upon itself over and over. Vestigial wings, arms and legs can be seen along its sinuous length and a sharp fin extends along its spine. Its body is almost entirely whitish-blue, with its underbelly having a yellowish cast to it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sha \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 82 (11d10 + 22) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 33 (+1) CON: 15 (+2) INT: 20 (+0) WIS: 02 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The sha has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The sha has advantage on an attack roll against a creature if at least one of the sha\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 sha makes one Bite attack and one Hooves attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. On a critical hit, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' A sha is a large antelope-like creature with square, crocodilian-like heads. Its tail is long and ends in a mass of hardened bone. Shas dislike most other creatures and attack them at first sight. They are particularly fond of human flesh.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shabti \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 102 (12d8 + 48) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Immutable Form . The shabti is immune to spells and effects that would alter its form. \n'b' Magic Resistance . The shabti has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The shabti\xe2\x80\x99s weapon attacks are magical. \n'b' Serpentine Armlets . As a bonus action , the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti\xe2\x80\x99s forearms, and they can\xe2\x80\x99t be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures. \n'b' Actions \n'b' Multiattack . The shabti uses Telekinesis and makes two attacks with its nabboot. \n'b' Nabboot . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target\xe2\x80\x99s speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic. \n'b' Telekinesis . The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti\xe2\x80\x99s next turn. \n'b' About \n'b' Wearing silver and red enamel pectoral jewelry and stylized armlets, as well as carrying a thin, carved stick, this angular, dark-eyed human appears almost normal. When it moves, gears clash and whir faintly within it. \n'b' About \n'b' Lifelike Servants . Shabti are constructs made to tend to the needs of their masters in the afterlife. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by intruders into their ancient tombs, though careful examination reveals faintly glowing hieroglyphs graven into their garments and their bodies. \n'b' Insane Machines . Usually driven mad by centuries within its master\xe2\x80\x99s tomb, a shabti fiercely attacks anything that threatens its sworn charge. Some ceaselessly babble ancient scriptures or invocations to the gods of death. \n'b' Ancient Weapons . A shabti fights by releasing its serpentine armlets, then using telekinesis against spellcasters while thrashing anyone within reach with archaic but effective stick-fighting maneuvers. The shabti\xe2\x80\x99s weapon, the nabboot, is a 4-foot stick made of rattan or bundled reeds; this weapon was common in ancient forms of single-stick fighting. Shabti always fight until destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shackledeath \n'b' Medium aberration , lawful neutral\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 15 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft. Skills Arcana +6, Religion +6, Perception +6, Stealth +6 Damage Immunities cold, poison Damage Resistances piercing and slashing nonmagical weapons Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 16 Languages Celestial, Infernal, Primordial Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Aggressive . As a bonus action, the shackledeath can move up to its speed towards a hostile creature that it can see. \n'b' Punishment . The shackledeath can use its bonus action to punish each creature it has manacled. The effect depends on how many manacles each creature is wearing: 1 manacle: the target takes 1d8 necrotic damage and cannot regain hit points until the start of the shackledeath\xe2\x80\x99s next turn.\n'b'\n'b' 2 manacles : The target takes 3d6 necrotic damage and the shackledeath gains temporary hit points equal to the damage done. \n'b' 3 manacles : The target gains a level of exhaustion and the shackledeath recovers all its hit points . \n'b' 4 manacles : The target takes 61 (7d8 + 30) necrotic damage. If a creature is killed by this power, it becomes a zombie under the control of the shackledeath. \n'b'\n'b' Actions \n'b' Shackle . Melee Weapon Attack . +8 to hit, reach 5 ft., one target. Hit : the target is captured by one manacle (escape DC 20). The shackledeath has a total of 4 manacles. Manacles magically lock around a target creature\xe2\x80\x99s limbs. If a shackledeath is slain, the manacles open. \n'b' Tactics \n'b' Shackledeath duties usually involve crippling or intimidating rather than inflicting lethal injuries. However they have no qualms about killing if they feel the need, for example if a follower evades the punishment they deserve. Shackledeaths are fanatically dedicated to their work and do not retreat unless they face utter defeat. In such cases, they are intelligent enough to fall back in order to regroup. They always seek alternative ways to fulfill their missions, watching and stalking their victim for all their natural days if need be. \n'b' Description \n'b' Shackledeaths act as enforcers and executioners of people that offend the gods or fail in their duties to them. They are often sent to punish rather than kill. Offenders are left with their lives and the knowledge of what awaits them should they fail again. It\xe2\x80\x99s possible that truly devout or zealous followers have been granted the service and aid of shackledeaths, and keep them as guardians. The slaver is particularly watchful of these blessed minions, however. They might be prominent among his followers, but they also have farther to plummet if they fall from grace. \n'b' Easily mistaken for undead, shackledeaths are actually extraplanar creatures. They resemble tall, humanoid skeletons with green-glowing eyes. Their collarbones are abnormally long and thick, extending roughly two feet from each shoulder. From each of these collarbones hang two chains, each about six feet in length. \n'b' These chains end in manacles or shackles of black iron. Shackledeaths sometimes wear the tattered remains of what may once have been robes worn by clerics. They walk with a shambling gait that belies their speed and agility.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shade \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The shade can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness, the shade can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. \n'b' Sunlight Weakness . While in sunlight, the shade has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Strength Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 2 (1d4) necrotic damage. The target\xe2\x80\x99s strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack , a new shade rises from the corpse 1d4 hours later. \n'b' Cloak of Shadows . The shade can envelop a willing creature. That creature can\xe2\x80\x99t use actions until the end of its next turn. This creature shares the shade\xe2\x80\x99s amorphous, shadow stealth, and sunlight weakness traits until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Some dark magics, such as powerful necromantic rituals, expel the animating spirit from a creature\xe2\x80\x99s body. When the body of such a creature dies without its spirit, the spirit is unable to rest and becomes a shade. Shades are made of an ephemeral blackness and resemble a strange shadow of the body they were torn from, with exaggerated and disproportionate features. Unable to comprehend their loss, shades will wander the planes looking for a new body to be laid to rest with. \n'b' Hungry Guests . Shades are unaware of their state of being, but have an instinctive drive to seek out a physical body to anchor to. Unable to possess or inhabit new bodies, shades will attempt to meld with willing hosts, turning their host\xe2\x80\x99s body into the same shadow material that constitutes the shade\xe2\x80\x99s form. \n'b' Shades that have existed for extended periods of time may be seen shifting between the forms of different creatures they have melded with, each new bond further distorting the shade\xe2\x80\x99s image.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shade Lord \n'b' Family: Shade \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses blindsight 60 ft., passive Perception 16 Languages Common Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (2/Day) . When the shade lord fails a saving throw, it can choose to succeed instead. \n'b' Redemption\xe2\x80\x99s Light . When the shade lord takes radiant damage or starts its turn in direct sunlight, it has disadvantage on attack rolls until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shade makes two attacks. \n'b' Sorrow\xe2\x80\x99s Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) psychic damage and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. \n'b' Vengeful Ray . Ranged Spell Attack : +6 to hit, range 60 ft., one creature. Hit : 12 (2d8 + 3) necrotic damage and if the target has dealt damage to another creature since the start of its last turn, it must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion . \n'b' Shadow Corruption (3/Day) . A shadowmire shade appears in an occupied space next to a creature the shade lord can see within 30 feet and immediately uses its Shadow Possession to take control of the creature\xe2\x80\x99s shadow. The shade is under the shade lord\xe2\x80\x99s control but acts on its own initiative . \n'b' Spellcasting . The shade lord casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' 1/day each : blight , darkness , dispel magic , hold person \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Step . While in dim light or darkness, the shade lord can teleport up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Shared Pain . When the shade lord takes damage, it can force nearby creatures to share its pain. Instead of taking the full damage, the damage is divided between the shade lord and up to three creatures of its choice within 30 feet of it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The shade lord 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 shade lord regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack .The shade lord makes an attack. \n'b' Shadow Corruption (Costs 2 Actions) . The shade lord uses Shadow Corruption. \n'b'\n'b' ABOUT \n'b' When a particularly powerful humanoid, or someone harboring especially strong emotions of bitterness and hatred, dies in the Shadowmire, they may become a shadowmire shade lord. More powerful than its lesser kin, a shade lord retains much of the knowledge and personality it had in life, except that its negative emotions are enhanced to become all-consuming. \n'b' Shade lords wield many of the same shadowy powers as a lesser shade, except that they don\xe2\x80\x99t possess other creatures shadows they outright steal them, turning them into new shadowmire shades.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One Elder \n'b' Family: Deep One \n'b' Gargantuan monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 19 (natural armor) Hit Points 232 (15d20+70) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 21 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +10, Cha +9 Skills Religion +8 Damage Resistances acid, cold, lightning; bludgeoning and slashing from nonmagical attacks Senses passive Perception 14 Languages Common, Deep Speech Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Amphibious . The deep one can breathe air and water. \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' Innate Spellcasting . An elder deep one\xc3\xaf\xc2\xbf\xc2\xbds spellcasting ability is Wisdom (spell save DC 18). The elder deep one can innately cast the following spells, requiring no material components: \n'b' 3/day each : confusion (as an 8th-level spell), dream, freedom of movement, hold monster \n'b' 1/day each : black tentacles, dominate monster, symbol \n'b' Item Use . A deep one can use magic items as though it were a cleric, warlock, or wizard. \n'b' Legendary Resistance (3/Day) . If the elder deep one fails a saving throw, it can choose to succeed instead. \n'b' Reflective Mind . Any time an elder deep one succeeds at a saving throw against a spell or magical ability that cannot affect creatures that are immune to being charmed or frightened or that inflicts psychic damage, the effect is reflected back on the source, affecting the original caster as if the elder deep one cast the spell or used that magical ability. \n'b' Actions \n'b' Multiattack . The elder deep one can use its Awful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, 5 ft. reach. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, 20 ft. reach. Hit : 14 (2d6 + 7) slashing damage. If the elder deep one scores a critical hit, it rolls damage dice three times, instead of twice, and the target must succeed on a DC 21 Constitution saving throw. On a failed saving throw, the target is stunned until the end of their next turn. \n'b' Awful Presence . Each creature of the elder deep one\xe2\x80\x99s choice that is within 120 feet of the elder deep one and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature is incapacitated as long as it is frightened in this way. 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 elder deep one\xc3\xaf\xc2\xbf\xc2\xbds Awful Presence for the next 24 hours. \n'b' Legendary Actions \n'b' An elder deep one 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\xc3\xaf\xc2\xbf\xc2\xbds turn. The elder deep one regains spent legendary actions at the start of its turn. \n'b' Claw Attack . The elder deep one makes a claw attack. \n'b' Madness (Costs 2 Actions) . All creatures other than deep ones within a 30-foot radius must makes a DC 18 Wisdom saving throw. On a failed saving throw, a creature is affected as the spell confusion until the end of its next turn. Creatures with total cover are not affected. \n'b' Move . The elder deep one moves or swims up to half its speed without provoking opportunity attacks. \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\xe2\x80\x99s 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'Shadowmire Shade \n'b' Family: Shade \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 26 (4d8 + 8) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses blindsight 60 ft., passive Perception 10 Languages Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The shade can move through a space as narrow as 1 inch wide without squeezing. \n'b' Sunlight Weakness . While in sunlight, the shade has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Cursed Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 13 (3d6 + 3) necrotic damage and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the shade\xe2\x80\x99s next turn. \n'b' Shadow Lance . Ranged Weapon Attack : +5 to hit, range 30 ft., one creature. Hit : 13 (3d6 + 3) necrotic damage and the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. \n'b' Shadow Puppet . The shade attempts to dominate the creature whose shadow it possesses. The target must succeed on a DC 12 Charisma saving throw or fall under the shade\xe2\x80\x99s control until the start of the shade\xe2\x80\x99s next turn, as if affected by the dominate person spell. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Possession (1/Day) . The shade takes possession of the shadow cast by a creature that is within 5 feet of it. While it possesses a creature\xe2\x80\x99s shadow, the shade moves with the creature and whenever the shade takes damage, it takes only half the damage (rounded down), and the creature takes the other half. This possession lasts until the shade is in direct sunlight, the shade is more than 5 feet away from the target, or the shade takes possession of another creature\xe2\x80\x99s shadow. \n'b' Shadow Stealth . The shade takes the Hide action while in dim light or darkness. \n'b' Snuff Light . The shade extinguishes a single source of nonmagical light, such as a candle or a torch, or dispels a cantrip that produces light, such as the light spell. \n'b'\n'b' ABOUT \n'b' Shadowmire shades are twisted shadow-like creatures born from the accursed slivers of the souls of humanoids. For the most part, these shades linger only in the dark realms of Shadowmire the Material Plane\xe2\x80\x99s twisted mirror plane but may, in rare cases, filter through to wreak havoc on the Material Plane. \n'b' The arrival of shadowmire shades is often heralded by a thick, dark mist. Known as shadowmire mist, this unnatural cloud of darkness sweeps slowly across the land, leaving behind only the empty corpses of its Humanoid victims as it traps their souls and turns them into mindless shadowmire shades. \n'b' Shadowmire shades are weakened by sunlight and avoid it at all costs, but facing even one of them in the darkest of hours is often a death sentence. Moving through the darkness with soundless determination, the shades snuff out light mundane as well as magical before laying their accursed hands on their prey. \n'b' What truly makes shadowmire shades terrifying, however, is their ability to possess shadows cast by other creatures and use them to control their victims as if they were puppets on strings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shade Assassin \n'b' Medium humanoid , neutral evil \n'b' Armor Class 17 (studded leather) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +5 Skills Acrobatics +9, Athletics +5, Sleight of Hand +9, Stealth +9 Senses passive Perception 15 Languages Any one language Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Assassinate . The shadow assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn in combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit. \n'b' Cunning Action . On each of its turns, the shadow assassin can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Evasion . If the shadow assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Sneak Attack (1/turn) . The shadow assassin deals an extra 24 (7d6) 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 it that isn\xe2\x80\x99t incapacitated and it doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The shadow assassin makes two attacks with its rapier. \n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +9 to hit, reach 80/320 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Reactions \n'b' Shadowy Dodge . The shadow assassin cloaks itself in a shadowy essence. Roll a d100, on 40 and below the damage is negated. If the roll is above 40 it takes half damage. \n'b' Judging Smite . Whenever the shade paladin hits a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. This has already been factored into its attacks. It can also expend a 1st-level spell slot to deal an added 2d8 necrotic damage, plus 1d8 for each spell slot higher than 1st expended. \n'b' Spellcasting . The shade paladin is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The shade paladin has the following spells prepared:\n'b'\n'b' 1st level (4 slots) : command , protection from evil and good , thunderous smite \n'b' 2nd level (3 slots) : branding smite, find steed \n'b' 3rd level (3 slots) : blinding smite, dispel magic \n'b'\n'b' Actions \n'b' Multi Attack . The shade paladin makes three attacks with its longsword or two with its crossbow. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : single-handed 8 (1d8 + 4) or two-handed 11 (1d10 + 6) plus 4 (1d8) necrotic damage. \n'b' Crossbow . Ranged Weapon Attack : +4 to hit, reach 80/320 ft., one target. Hit : 6 (1d8 + 2). \n'b' Dreadful Aspect (Recharges after a short or long rest ) . The Shade Paladin exudes a magical menace. Each enemy within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the shade paladin , the target can repeat the saving throw, ending the effect on itself on a success. \n'b' About \n'b' The shadow spawned are recently deceased creatures who have found their souls trapped on the way to their resting place. As they are trapped, their essence stagnates and warps due to a mix of the dark energy from the realm in which they are held and Umbrial\xe2\x80\x99s interference. For many of these souls this process destroys them entirely, leaving nothing behind. \n'b' Souls withstanding the process are driven mad and stripped of any reminder of who they once were, leaving behind nothing more than a shadow of their previous selves. Those who withstand the transformation are sent back to the Material Realm by Umbrial to wreak havoc and destruction. \n'b' These creatures can be found in the darkest parts of dungeons and hidden deep within forgotten forests. \n'b' Travelers moving across the countryside spread tales of shadows moving along the trails at night, though these tales are scoffed at, perceived as nothing more than stories concocted by those with overactive imaginations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shade of The Umbral Wood \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 11 (16 with barkskin ) Hit Points 54 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Perception +5, Stealth +3 Senses passive Perception 15 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : minor illusion , ray of frost , shillelagh \n'b' 1st level (4 slots) : entangle , longstrider , speak with animals , thunderwave \n'b' 2nd level (3 slots) : animal messenger , barkskin \n'b' 3rd level (3 slots) : call lightning , fear \n'b'\n'b' ACTIONS \n'b'\n'b' Quarterstaff . Melee Weapon Attack : +2 to hit (+5 to hit with shillelagh ), reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shade Paladin \n'b' Medium humanoid , neutral evil \n'b' Armor Class 18 (plate) Hit Points 153 (18d8 + 72) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 5 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +7 Skills Athletics +8, Deception +7, Intimidation +7 Condition Immunities charmed Senses passive Perception 14 Languages Any one language Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Powerful Aura . The shade paladin\xe2\x80\x99s aura has the following properties:\n'b'\n'b' The shade paladin and any creatures allied with it within 10 feet adds its Charisma modifier to all saving throws and cannot be subject to charm spells. \n'b' Any enemy within 10 feet of the shade paladin has disadvantage on saving throws against being frightened . \n'b'\n'b' About \n'b' The shadow spawned are recently deceased creatures who have found their souls trapped on the way to their resting place. As they are trapped, their essence stagnates and warps due to a mix of the dark energy from the realm in which they are held and Umbrial\xe2\x80\x99s interference. For many of these souls this process destroys them entirely, leaving nothing behind. \n'b' Souls withstanding the process are driven mad and stripped of any reminder of who they once were, leaving behind nothing more than a shadow of their previous selves. Those who withstand the transformation are sent back to the Material Realm by Umbrial to wreak havoc and destruction. \n'b' These creatures can be found in the darkest parts of dungeons and hidden deep within forgotten forests. \n'b' Travelers moving across the countryside spread tales of shadows moving along the trails at night, though these tales are scoffed at, perceived as nothing more than stories concocted by those with overactive imaginations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadelocke \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 108 (24d8) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Charisma +7 Skills Arcana +7, Insight +9, Perception +9, Stealth +10 Damage Vulnerabilities radiant Damage Resistances cold, necrotic Damage Immunities psychic; bludgeoning, piercing and slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 19 Languages Common Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Aura of Gloom . When not subjected to full daylight or its magical equivalent, shadelockes have advantage on all Dexterity ( Stealth ) checks. \n'b' Innate Spellcasting . The shadelocke\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The shadelocke can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : chill touch , detect thoughts , mage hand , minor illusion \n'b' 3/day each : blink , darkness , major image \n'b' 1/day each : dominate person , fly , true seeing \n'b'\n'b' Actions \n'b' Multiattack . The shadelocke makes two shadow touch attacks. \n'b' Shadow Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 22 (4d8+4) cold damage. \n'b' About \n'b' A gaunt, robed figure stands before you, its features almost invisible in a deep hood. The essence of pure shadow swirls around it like a great cloak. \n'b' Shadelockes are mysterious creatures that dwell in gloomy places and possess a natural ability to harness the shadows to their own ends. Though they are usually solitary, shadelockes are sometimes encountered in pairs, working together to confuse and mislead their foes into thinking there is only one, then attacking when the opportunity presents itself. \n'b' While they may not belong in the material world (see below), shadelockes seem quite at home living in forsaken forests, bleak dungeons, or ruins \xe2\x80\x93 hiding among the shadows \xe2\x80\x93 occasionally emerging to quietly observe nearby mortals or to stalk and terrify. Some fear-filled tales claim that the shadelockes also kidnap their victims, spiriting them off to their own nightmarish dimension. \n'b' Scholars are uncertain about the shadelockes\xe2\x80\x99 origins and true nature, for they utterly refuse to communicate with those not of their species. Attempts to magically compel them to talk result in an incomprehensible flood of verbal and mental gibberish. If discovered in their silent observations \xe2\x80\x93 lurking in the gloom, silently following their victims along streets or lonely roads, staring intently through windows in the dark of night \xe2\x80\x93 they will invariably attack, trying to slay anyone who has seen them. If outnumbered or badly wounded, a shadelocke will flee, and under no circumstances will it surrender or parley. In very rare circumstances, shadelockes have been captured, but these individuals never communicate and invariably die in short order. \n'b' Investigators have had to turn to folklore to learn more of the shadelockes, but even here legends are contradictory. The most common tale is that shadelockes are servitors of a mysterious Shadow King who dwells in a dark realm of shadow adjacent to but separate from the known planes. The shadelockes are tasked with gathering information on dwellers in the Material Plane, spreading fear and dread to keep the Shadow King\xe2\x80\x99s realm safe from intrusion and occasionally kidnapping mortals into the shadow realms for experimentation and amusement. Some stories postulate that the Shadow King has other, even more terrifying, minions that no one has ever lived to describe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basilisk, Whelp \n'b' Family: Basilisk \n'b' Small monstrosity , neutral \n'b' Armor Class 15 (natural Armor) Hit Points 11 (2d6 + 4) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 8 (-1) CON: 15 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Challenge \xc2\xbc (50 XP) \n'b' ACTIONS \n'b'\n'b' Petrifying Glare (Recharge 4-6) . The basilisk whelp glares at a target within 60 feet that it can see. The target must succeed on a DC 12 Constitution saving throw or turn to stone, becoming petrified until the start of the basilisk\xe2\x80\x99s next turn. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage plus 3 (1d6) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Gaze . When a friendly creature that the basilisk whelp can see would take damage, the basilisk whelp can use its reaction to take the petrifying glare action, targeting that friendly creature, before the damage is dealt (the creature may choose to fail the saving throw). \n'b'\n'b' ABOUT \n'b' Basilisk hatchlings are crocodilian reptiles with scales ranging from gold to rust to black or emerald green. Fresh hatchlings are about the length of a human arm from head to tail, with six short, clawed legs and long rows of needle-like teeth. Full grown basilisks are feared throughout the realms for their ability to turn flesh to stone with their powerful gaze. Even as hatchlings, a nascent ability to briefly paralyze living creatures reveals itself when the hatchlings are startled or threatened. \n'b' Stone Matriarchs . Basilisk whelps are born in small clutches of no more than a dozen or so eggs, watched over by a basilisk matriarch. After laying her eggs, the matriarch slowly turns to stone, her petrified body deterring predators and providing a first meal full of vital nutrients for her hatchlings. Poachers that are able to get a old of an intact petrified matriarch can earn enough gold to live in luxury, particularly if they can seize her unhatched brood as well. \n'b' Golden Eggs . Despite the great danger involved, many of the realm\xe2\x80\x99s bravest and most ambitious hunters seek out the basilisk to prove themselves against its legend. Most fail, their hubris immortalized in stone in countless swamps and forests. A lucky few succeed against all odds and return, always with a tale and, in some rare cases, with eggs. Basilisk eggs are a rare treasure, invaluable both for the reagents they provide and because basilisks are smart enough to train. Tended from a young age, basilisks can be molded into fierce protectors, provided the trainer makes careful use of blinders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadhavar \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural) Hit Points 82 (11d10 + 22) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages understands Elvish and Umbral but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Horn . The shadhavar\xe2\x80\x99s Gore attacks are magical. \n'b' Shadesight . Magical darkness doesn\xe2\x80\x99t impede the shadhavar\xe2\x80\x99s darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadhavar makes one Gore attack and one Hooves attack . \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Darkness Aura (1/Day) . A 15-foot radius of magical darkness extends out from the shadhavar, moves with it, and spreads around corners. The darkness lasts as long as the shadhavar maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\xe2\x80\x99t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Plaintive Melody (3/Day) . The shadhavar plays a captivating melody through its hollow horn. Each creature within 60 feet of the shadhavar that can hear it must succeed on a DC 13 Wisdom saving throw or be charmed until the start of the shadhavar\xe2\x80\x99s next turn. While charmed, a creature is incapacitated , its speed is reduced to 0, and the shadhavar has advantage on attack rolls against it. \n'b'\n'b' ABOUT \n'b' The gray unicorn appears desiccated with its skeleton clearly visible beneath its taut flesh. A haunting melody surrounds it. \n'b' Shadow Horses . Shadhavar are natives of the Plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences. \n'b' Fey and Undead Riders . While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned. \n'b' Deceptive Hunters . Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 (+6 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Amorphous : The shadow can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth : While in dim light or darkness, the shadow can take the Hide action as a bonus action . \n'b' Sunlight Weakness : While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Actions \n'b' Strength Drain : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. \n'b' About \n'b' The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Creeping Shadow \n'b' Family: Shadow \n'b' Large undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 14 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The creeping shadow can move through a space as narrow as 1 inch wide without squeezing. \n'b' Faultless Tracker . The creeping shadow is given its quarry by an evil creature. The creeping shadow knows the direction and distance to its quarry as long as the two of them are in the same forest. \n'b' Shadow Stealth . While in dim light or darkness, the creeping shadow can take the Hide action as a bonus action. \n'b' Sunlight Sensitivity . While in sunlight, the creeping shadow has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creeping shadow makes two attacks: only one of which can be a bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Unarmed . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage, and target is grappled (escape DC 13). The creeping shadow has two hands. Each hand can grapple one Medium or smaller target. \n'b'\n'b' ABOUT \n'b' Climbing over a large fallen tree, a party of heroes moves cautiously through the forest. The paladin lifts the halfling rogue over the natural obstacle. Just then, a gnome druid sees something out of the corner of his eye. He thought he saw a creeping shadow, one of the last creatures one would ever want to lay their eyes on. \n'b' Stealthy Stalker . These callous undead monsters hunt down their prey in the shadowy regions of the woods. The creeping shadow will track its victims for hours, days, or weeks. It is very patient and will wait for just the right moment to strike. \n'b' Shady Character . This creature is usually created to hunt someone by a necromancer, witch, or hag. However, the creeping shadow is a coward and will flee any fight that isn\xe2\x80\x99t going its way. \n'b' Lost Souls . This undead horror is made from the souls of those who perished in the darkest areas of the forest. Some folks swear they hear many different voices coming from the monster. \n'b' Undead Nature . The creeping shadow doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Roc \n'b' Family: Shadow \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +9, Wis +4, Cha +3 Skills Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages none Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The roc has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Aura of Cold . The roc radiates a 20 foot radius aura of cold. All creatures that begin their turn, or enter the aura during their turn must succeed on a DC 14 Constitution saving throw, or have their speed halved for 4 rounds. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The roc makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Talons . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained , and the roc can\xe2\x80\x99t use its talons on another target. While the target is grappled , it takes 2 (1d4) necrotic and 2 (1d4) cold damage each round until it escapes. \n'b'\n'b' ABOUT \n'b' As with many creatures touched by The Void, the solitary shadow roc has been infused with the energy of that place, radiating cold, making them even more deadly than the already deadly roc . Only their solitary nature stops them from being a much bigger threat. \n'b' Generally they hold to the dark places of The Beneath, sitting on ledges, looking for easy prey amongst those that find themselves in that harsh and unforgiving land. \n'b' Cold Nature . The roc uses the cold radiating from its body to its advantage, slowing down enemies that get too close and sapping the energy from its victims when it grabs them in its claws. For the roc, every dish is best served cold.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One Hybrid Cultist \n'b' Family: Deep One \n'b'\n'b' Medium humanoid (human, mythos), chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 13 (2d8+4) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Religion +2 Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech, Common Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Dark Devotion . A deep one hybrid cultist has advantage on saving throws against being charmed or frightened . \n'b' Final Change . A deep one hybrid ages faster than a human . A mere 1d12 months after a deep one hybrid reaches venerable age at 60 years old, it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell. \n'b' Hold Breath . The deep one hybrid can hold its breath for 15 minutes. \n'b' Sea Longing . Every 24 hours a deep one hybrid spends more than 10 miles from the sea, it must succeed on a DC 15 Wisdom saving throw. On a failure, the deep one hybrid has disadvantage on ability checks, attack rolls, and saving throw. If the deep one hybrid is already suffering this penalty, it takes 1d6 psychic damage on a failure. The deep one hybrid no longer suffers this disadvantage once it has spent 24 hours within 10 miles of the sea. \n'b'\n'b' Actions \n'b'\n'b' Scimitar . Melee Weapon Attack : +3 to hit, 5 ft. reach. Hit : 4 (1d6 + 1) 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-commingling 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\xe2\x80\x99s 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'Shadow Skeleton \n'b' Family: Shadow \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 8 (-1) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities radiant; bludgeoning Damage Immunities necrotic, poison Condition Immunities exhaustion , poisoned Senses blindsight 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadowy Presence . Magical darkness emanates in a 30-foot-radius sphere around the skeleton. Undead creatures are able to see normally in this darkness. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow skeleton makes two melee attacks . \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' These skeletons have been bound to dark spirits from a Plane of Shadow, which wraps it in darkness. Nearby light sources are dimmed in their presence and weak flickering nonmagical sources may be snuffed out. The sounds of their movement are muffled as well, making shadow skeletons more stealthy than other reanimated remains. \n'b' Undead Nature . Shadow skeletons do not require air, food, water, or sleep. \n'b' Shadow Magic . The necromancy that gives these undead their mimicry of foul life has been known to grant additional gifts. Shadow skeleton mages are capable of not only emanating darkness from within themselves, but also of manipulating it and bending shadows to their will. These constructs sow terror and confusion in their wake as the darkness around their victims closes in upon them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Skeleton Mage \n'b' Family: Shadow \n'b' Medium undead , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 14 (+2) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Vulnerabilities radiant; bludgeoning Damage Immunities necrotic, poison Condition Immunities exhaustion , poisoned Senses blindsight 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gesticulating Caster . The skeleton ignores the verbal component requirement when casting spells. \n'b' Innate Spellcasting . The skeleton\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells innately, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , resistance , rot \n'b' 1/day each : bane , darkness , misty step \n'b'\n'b' Shadow Form . As a bonus action, the skeleton can turn itself into pure shadow. While in this form, the shadows gains a fly speed of 60 feet (hover) and can move through a space as narrow as 1 inch wide without squeezing. The skeleton can\xe2\x80\x99t attack or cast spells while in this form. Its equipment melds into its new form. The skeleton reverts to its true form if it dies or falls unconscious . The skeleton can revert to its true form using a bonus action on its turn. \n'b' Shadowy Presence . Magical darkness emanates in a 30-foot-radius sphere around the skeleton. Undead creatures are able to see normally in this darkness. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 2 (1d4) necrotic damage. \n'b'\n'b' ABOUT \n'b' These skeletons have been bound to dark spirits from a Plane of Shadow, which wraps it in darkness. Nearby light sources are dimmed in their presence and weak flickering nonmagical sources may be snuffed out. The sounds of their movement are muffled as well, making shadow skeletons more stealthy than other reanimated remains. \n'b' Undead Nature . Shadow skeletons do not require air, food, water, or sleep. \n'b' Shadow Magic . The necromancy that gives these undead their mimicry of foul life has been known to grant additional gifts. Shadow skeleton mages are capable of not only emanating darkness from within themselves, but also of manipulating it and bending shadows to their will. These constructs sow terror and confusion in their wake as the darkness around their victims closes in upon them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Stalker \n'b' Family: Shadow \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 55 (12d8 + 0) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 18 Languages the languages it knew in life, but it does not speak. \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Faultless Tracker . The stalker chooses a target. The stalker knows the direction and distance to its target as long as the two of them are on the same plane of existence. \n'b' Shadow Stealth . While in dim light or darkness, the shadow can take the Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Strength Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack , a new shadow rises from the corpse 1d4 hours later. \n'b'\n'b' ABOUT \n'b' Sometimes, when an unfortunate soul enters The Beneath without the proper preparation, they will quickly die, alone and cold. Often when this happens, their shadow will become trapped within the void and be twisted into the horror known as the shadow stalker. \n'b' A shadow stalker knows only hatred of the living and wants nothing more than to kill any and all creatures it comes into contact with. \n'b' Shadow in the Void . The shadow stalker lives up to its name. Once it has fixated on a target, it will relentlessly pursue that target until either one of them is dead. Even if it flees to lick its wounds, it will be back later, stalking from the shadows, waiting for an opportunity to strike.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow, Blast \n'b' Family: Shadow \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 117 (18d8 + 36) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Damage Vulnerabilities cold Condition Immunities exhaustion , poisoned Skills Acrobatics +7, Intimidation +6, Perception +7, Sleight of Hand +7, Stealth +7 Senses darkvision , passive Perception 17 Languages Kirkut Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Cloud . A blast shadow can use its bonus action to activate a fiery aura and can use another bonus action to shut it off. This aura has a 5-foot radius. A creature that enters this radius for the first time in a turn or that starts their turn in this radius takes 3 (1d6) poison damage. If the blast shadow takes cold damage, this aura becomes inactive, and cannot become active again until the after the end of the blast shadow\xe2\x80\x99s next turn. \n'b' Death Burst . When a blast shadow is reduced to 0 hit points , it explodes in a blast of radiated flame and smoke. Creatures within 40 feet must make a DC 15 Dexterity saving throw or take 17 (5d6) poison damage, or half as much on a success. Turn Resistance. The blast shadow has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blast shadow makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage and 7 (2d6) poison damage. \n'b'\n'b' ABOUT \n'b' Blast shadows usually spawn as the result of a magical catastrophe. They also can be artificially created, and pyromaniac magic users, worshipers of evil fire deities, and the servants of powers that crave burnt offerings favor these undead horrors. Blast shadows created in this way are loyal to their creator, but those created by a natural cataclysm or the death burst of another blast shadow are beholden to no one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Beast \n'b' Medium aberration (shadow conjuration), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 37 (5d10+10) and 11 temporary hit points Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge \xe2\x80\x93 \n'b' ACTIONS \n'b'\n'b' Incorporeal Movement . The shadow beast treats other creatures and objects as difficult terrain but takes 5 force damage if it ends its turn inside an object. \n'b' Keen Hearing and Smell . The shadow beast has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The shadow beast has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Shadow Beast . The shadow beast innately knows the location of its target at the start of its turn (a hidden target ceases to be hidden to the shadow beast). When 5 minutes have passed, it is reduced to 0 hit points , or its target is reduced to 0 hit points , the shadow beast disappears. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Beast \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 Hit Points 112 (15d8 + 45) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 17 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5 Skills Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Umbral, Void Speech Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The shadow beast can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Magic Resistance . The shadow beast has advantage on saving throws against spells and other magical effects. \n'b' Shadow Weapons . The shadow beast\xe2\x80\x99s weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack ). \n'b' Sunlight Sensitivity . While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow beast makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage. \n'b' Frightful Shadows (Recharge 5\xe2\x80\x936) . The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A mass of shadows and cloudstuff, never touching the ground, extends clawed hands as it reveals a glint of jagged teeth. \n'b' Called from the Void . Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the Void, transforming the shadow fey into something wholly different. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed. \n'b' Hate the Past . The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them. \n'b' Cryptic Messages . Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals, they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aatxe \n'b' Large celestial (shapechanger), lawful good \n'b' Armor Class 14 (natural armor) Hit Points 105 (10d10 + 50) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Intimidation +5 Condition Immunities charmed , frightened Senses passive Perception 12 Languages understands all but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Charge . If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Know Thoughts . The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. \n'b' Limited Speech (Humanoid Form Only) . The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue. \n'b' Magic Resistance . The aatxe has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The aatxe can use its action to polymorph into a Medium male humanoid it has seen, 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 to its true form if it dies. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Paw the Earth . The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the aatxe\xe2\x80\x99s Paw the Earth for the next 24 hours. \n'b' Legendary Actions \n'b' The aatxe 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 aatxe regains spent legendary actions at the start of its turn. \n'b' Detect . The aatxe makes a Wisdom ( Perception ) check. \n'b' Gore (Costs 2 Actions) . The aatxe makes one gore attack . \n'b' Bulwark (Costs 3 Actions) . The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead. Aatxe spend their considerable lifetimes protecting a swath of territory that contains several small villages and farming communities. In time, the aatxe becomes the embodiment of its communities\xe2\x80\x99 values and traditions, upholding such tenets. If left without the guidance of the deity who assigned the aatxe to the area, an aatxe can become corrupted when a community\xe2\x80\x99s values and traditions steer toward tyranny and oppression. A corrupted aatxe\xe2\x80\x99s alignment changes to lawful evil, it has advantage on Charisma ( Intimidation ) checks, and its Bulwark legendary action changes to the following. \n'b' Punish (Costs 3 Actions) . The aatxe flares crimson with celestial power, punishing those daring to harm it. The next attack that would hit the aatxe hits the attacker instead. \n'b' About \n'b' Earthbound Celestial Guardians . Aatxes serve as protective agents of benevolent deities, sent to watch over pious communities and provide them with a measure of protection from harm. \n'b' Walks Among the People . Though its true form is that of a great red bull, an aatxe can take on the form of a male humanoid to walk among the people it is tasked to protect-the better to uncover threats to their safety. An aatxe so disguised rarely takes on the appearance of anyone familiar to those it protects and avoids unnecessary communication and attachment, attempting to pass itself off as an uninteresting traveler. \n'b' Deceptively Cautious . Once it detects a threat to its charges, the aatxe will stalk the roads, fields, and wildernesses near its home, seeking to find its foes where it can dispatch them without harming the innocent. The aatxe is also known to chase bystanders back indoors when a threat is beyond its abilities, though it will also sacrifice itself to protect them, if necessary. \n'b' An Aatxe\xe2\x80\x99s Lair \n'b' Aatxes prefer to make their homes in caverns or other secluded locations, though they will forgo that preference in favor of ruins or shelters which provide a view of the regions they protect. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the aatxe takes a lair action to cause one of the following magical effects: \n'b' The ground bubbles into a sticky muck in a 20-foot radius centered on a point that the aatxe can see within 120 feet of it. That area becomes difficult terrain , and each creature in that area must succeed on a DC 15 Dexterity saving throw or be restrained by the muck. A creature can take its action to free itself or another stuck creature from the muck by succeeding on a DC 15 Strength check. The muck hardens back into earth when the aatxe uses this lair action again or when it dies. The aatxe targets one creature it can see within 30 feet of it. A glowing beam of red light tethers the aatxe to the target. An unwilling target must succeed on a DC 15 Wisdom saving throw to resist the tether. Each time the target takes damage, the damage is split evenly between the target and the aatxe, transferring along the red beam. While tethered, the aatxe has resistance to all damage, except for damage transferred along the beam. This tether lasts until the tethered target dies, the aatxe uses this lair action again, or the aatxe dies. \n'b' Motes of celestial light dance around the aatxe. Each hostile creature within 20 feet of the aatxe must succeed on a DC 15 Dexterity saving throw or be covered in the motes of light. A creature covered in motes of light sheds dim light in a 10-foot radius and can\xe2\x80\x99t benefit from being invisible. Any attack roll against a creature covered in motes of light has advantage if the attacker can see the creature. The motes of light last until initiative count 20 on the next round. \n'b' Regional Effects \n'b' The region containing an aatxe\xe2\x80\x99s lair is changed by its celestial presence, which creates one or more of the following effects: \n'b' Nonmagical light illuminates an additional 10 feet within 3 miles of an aatxe\xe2\x80\x99s lair. \n'b' From sunset to sunrise, birds within 5 miles of an aatxe\xe2\x80\x99s lair do their best to draw attention to those lying in wait to ambush or stalking victims for nefarious purposes. A separate DC 15 Dexterity ( Stealth ) check must be made to avoid the attention of birds in the area while stalking or preparing to ambush an intelligent being. If the creature engaged in such activity is a fiend or undead, the birds will race to alert the aatxe to its presence. \n'b' Predatory beasts within 5 miles of an aatxe\xe2\x80\x99s lair find intelligent beings unpalatable. \n'b'\n'b' ABOUT \n'b' A fierce, crimson bull trots across the grass, tossing its curved horns and snorting with anger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Leonal \n'b' Family: Agathion \n'b' Medium celestial , neutral good \n'b' Armor Class 20 (natural armor) Hit Points 209 (22d8 + 110) Speed 60 ft.\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 20 (+5) INT: 14 (+2) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8, Animal Handling +8, Arcana +6, Insight +8, Perception +12, Stealth +8 Damage Resistances cold, thunder; non-magical bludgeoning, piercing and slashing attacks that aren\xe2\x80\x99t silver or adamantine Damage Immunities lightning Condition Immunities petrified Senses darkvision 60 ft., passive Perception 22 Languages Celestial, Draconic, Infernal Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Innate Spellcasting : The agathion\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b' Constant : tongues \n'b' At will : speak with animals \n'b' 3/day each : cure wounds (3d8), protection from poison, greater restoration, wall of force \n'b' 1/day each : heal \n'b'\n'b' Pounce : If the leonal moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength save or be knocked prone. If the target is prone, the leonal can make one bite attack against it as a bonus action. \n'b' Protective Aura : The leonal is surrounded by a 20\xe2\x80\xb2 radius aura which acts as magic circle (fiends) and globe of invulnerability. \n'b' Scent : The leonal has advantage on Wisdom (Perception) checks that rely on smell. \n'b'\n'b' Actions \n'b' Multiattack : The leonal makes one bite and two claw attacks per round. \n'b' Bite : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the leonal can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 10 (1d6 + 7) slashing damage. \n'b' Roar (Recharge 6) : The leonal can emit a powerful roar. All within a 60 ft. radius cone suffer the effects of divine word spell plus 2d6 points of sonic damage. A DC 17 Constitution save negates the effect. \n'b' Healing Touch (2/Day) : The agathion touches another creature. The target magically regains 4d8 hit points and is freed from any curse, disease, poison, blindness, or deafness. \n'b'\n'b' About \n'b' This lion-headed humanoid has golden fur, sharp teeth, and long cat-like claws on its hands and feet. \n'b' A leonal is a lion-like agathion, noble and fierce. Though gentle with their families and patient with strangers on their home plane, in battle leonals are deadly foes of evil and cruelty. They hunt fiends and other evil monsters, silently tailing their prey until they find the right time to leap and slash. Leonals pride themselves on their hunting prowess, and few land creatures can match their speed. Although capable of using weapons, the majority of leonals prefer to battle evil with tooth and claw. \n'b' Leonals like their battles to be straightforward affairs. They begin with a roar to put their foes off balance, then follow up with claw and bite attacks. They closely coordinate with others in their pride, watching one another\xe2\x80\x99s flanks and setting up devastating attacks. They mainly use their magical abilities against large numbers of weaker foes and against those they need to capture or incapacitate without dealing harm to them. \n'b' Leonals stand 6 feet tall and weigh 270 pounds on average. Males usually have manes of either dark gold or black hair, which may only surround the head or may extend onto the shoulders and chest. Female leonals do not have manes, but may have longer hair on the back of the neck.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Basiliskos \n'b'\n'b' Small dragon , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d6 + 12) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 8 (-1) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +1 Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Contamination . The basiliskos emits an aura of corruption 30 feet in every direction. Plants that aren\xe2\x80\x99t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this basiliskos\xe2\x80\x99 Contamination for 24 hours. \n'b' Corrupt Water . At the start of each of the basiliskos\xe2\x80\x99 turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 12 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest . \n'b' Keen Smell . The basiliskos has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Serpent Ward . Any reptile that attacks the basiliskos and can hear its hiss suffers advantage on all attack rolls against it. \n'b' Swamp Camouflage . The basiliskos has advantage on Dexterity ( Stealth ) checks made to hide in swamp terrain. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Poison Breath (Recharge 5-6) . The basiliskos spits acid in a 15-foot cone. Each creature in that area must make a DC 9 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This serpent is not more than 12 inches long and adorned with a bright white marking on the head like a sort of diadem. \n'b' A basiliskos is a reptilian monster that can kill living creatures with a mere gaze. A basiliskos usually has a dull brown body with a yellowish underbelly. \n'b' A basiliskos relies on its breath weapon, biting only when opponents come within reach. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures. \n'b' Curse of Cyrene . Basiliskos are primarily found in Cyrene. Their ability to corrupt water is particularly deadly as they are common in deserts, ensuring parched travelers die of thirst before they even encounter the beast directly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Bird \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 27 (5d8 + 5) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Distant Eyes . Powerful evil spellcasters often use scrying to see through the eyes of a shadow bird. \n'b' Pack Tactics . The shadow bird has advantage on an attack roll against a creature if at least one of the shadow bird\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The shadow bird makes two attacks, one with its claws and one with its bite. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' About \n'b' Looking to the skies, one might see a flock of black birds. They could be harmless, or they could be eerie shadow birds. Most fey will flee the area. \n'b' These creatures are more shadow than substance. \n'b' Spies in the Sky . Some dark fey can actually see through the eyes of these birds. \n'b' Undead Nature . A shadow bird doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Deep One Halfbreed \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d8+24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +5 Senses passive Perception 12 Languages Low Atlantean, Kalayan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious The deep one halfbreed can breathe both air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Maddening Stab . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1d6+3 piercing damage plus 2d6 psychic damage, and the target has tactical disadvantage when making Intelligence or Wisdom checks or saves for one round. \n'b' Unsettling Whispers (Recharge 4+) The halfbreed whispers unknowable truths to those nearby. Each enemy within 5 feet of the halfbreed must make an Int save (DC 15) or take 4d6 psychic damage and become incapacitated for 1 minute. The target may attempt a new save at the start of each of its turns to end the condition. \n'b'\n'b' ABOUT \n'b' The Deep One halfbreed is a product of humans mating with the Deep Ones, the aquatic servants of Cthulhu and other undersea entities. A halfbreed is born human, but as it matures it slowly takes on more and more characteristics of the Deep Ones, until the transformation is complete and the creature migrates completely into the sea. \n'b' The cultists of Cthulhu idolize the Deep Ones as beings who are one step closer to their master. As such, they also revere the halfbreeds, who in their minds represent the transformation they themselves have always desired.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Blight \n'b' The stump of a blackened, frostbitten conifer stands upright on six leg-like roots and scuttles sideways like an arboreal hermit crab. Inky shadows fill a hollow near the base of the stump. \n'b' Small plant , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 65 (10d6 + 30) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 16 (+3) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Vulnerabilities fire Damage Resistances cold, necrotic Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' False Appearance . While the shadow blight remains motionless, it is indistinguishable from the stump of a dead tree. \n'b' Actions \n'b' Frozen Shadow Tendril . Melee Spell Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (2d6) cold damage plus 3 (1d6) necrotic damage. \n'b' Animate Plants (Recharges after a Short or Long Rest) . The shadow blight magically animates 1d4 plants within 60 feet of it, turning them into awakened shrubs under its control. These plants\xe2\x80\x99 attacks deal an additional 3 (1d6) necrotic damage. If the shrubs are not destroyed before 1 hour passes, they become new shadow blights. \n'b' About \n'b' Born of Vampires . When a vampire becomes a crimson mist, the terrified, bestial essence of the vampire initially flees and hides as it attempts to regain its senses. The mist lurks in the shadow of a tall tree in the icy northern lowlands and devours tree-dwelling insects and small animals until it is strong enough to once again hunt. The tree, weakened by the necrotic energy coming off the strengthening crimson mist, often succumbs to frostbite, animating the next sunset as a shadow blight. \n'b' Spreading Parasite . The shadow blight longs to spread the shadow that animates it to other dead trees. It also tries to find a door to the Plane of Shadows, allowing it to exist in secluded darkness forever. It is willing to slaughter anyone who prevents it from satisfying its desires. \n'b' Red Flowering . Shadow blights are sometimes cultivated by vampires , liches, or necromancers as particularly loathsome guardians. When they kill a living creature, they briefly flower. These blossoms resemble a pinkish dogwood or, in some climates, a flowering plum tree.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Boxer \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 55 (10d6 + 20) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Perception +5, Stealth +5 Condition Immunities charmed Senses passive Perception 15 Languages Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cat Telepathy . The shadow boxer can magically communicate with cats within 120 feet of it, using a limited telepathy. \n'b' Pounce . If the shadow boxer 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 forced\xc2\xa0 prone . If the target is prone , the shadow boxer can make one bite attack against it as a bonus action. \n'b' Project Silhouette . As a bonus action, the shadow boxer projects a shadow on a surface within 60 feet of it. The shadow boxer can shape it to resemble the shadow of any Medium or smaller beast, but the shadow can\xe2\x80\x99t be larger than a 10-foot cube. Each creature that starts its turn within 60 feet of the shadow and that can see the shadow must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn and use its movement on its next turn to follow the shadow. As a bonus action, the shadow boxer can move the shadow up to 30 feet along a solid surface. The shadow moves in a natural manner for the type of creature it represents. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow boxer makes two claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 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' Invisibility . The shadow boxer magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the shadow boxer wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' The shadow caught the man\xe2\x80\x99s eye. It looked and moved like a house cat, but there was no animal present to cast it. He followed the shadow as it moved along the wall then transferred to the ground, not noticing the distortion of light behind him. The last thing he heard as the invisible feline tore out his throat was a contented purr. \n'b' Finicky Spirits . Shadow boxers are the physical manifestation of feline collective memory. They are found in urban areas and other places people congregate. Like other fey, they desire to be placated by mortals, and they allow their presence to be detected to induce people to leave them gifts. A shadow boxer develops relationships with one household at a time and protects it. Households that don\xe2\x80\x99t leave sufficient tribute or that cease offering it gifts entirely swiftly find their members targeted by the slighted fey. \n'b' Council of Cats . When they sleep, shadow boxers share dreams with all mundane cats and other shadow boxers within a mile. Within the dream, the cats and the shadow boxer gambol and roughhouse while they share information. Many capers and activities are planned during these dream sessions, and seeing a large clowder of cats getting along is a sign that a shadow boxer in the area has a game afoot. Shadow boxers despise creatures, such as heggarna(see page 196), that use the \xe2\x80\x9cgood name\xe2\x80\x9d of cats to harm others or spread fear. They feel a mixture of pity and disgust for yowlers (see page 380) and destroy the undead whenever the two meet. \n'b' Lords of the Hunt . Shadow boxer legends state that larger shadow boxers roam the wild parts of the world. These greater kin are more like the large jungle cats they live alongside than the more common city-based shadow boxers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Captain \n'b' Medium undead , lawful evil \n'b' Armor Class 19 (half plate, shield ) Hit Points 156 (24d8 + 48) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Wisdom +7 Skills Perception +11, Stealth +10 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft. passive Perception 21 Languages Common Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Alter Self . The shadow captain can assume a different form at will. The magic that provides the shadow captain with this ability is so powerful that only a true seeing spell can discern what lies under the illusion. \n'b' Innate Spellcasting . The shadow captain\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The shadow captain can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : alter self , resistance , sacred flame \n'b' 3/day each : bane , inflict wounds , shield of faith \n'b' 1/day each : animate dead , contagion \n'b'\n'b' Regeneration . The shadow captain regains 10 hit points at the start of its turn. If the shadow captain takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The shadow captain dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The shadow captain makes two longsword attacks. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage plus 22 (4d10) cold damage. \n'b' Draining Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (3d8 + 2) cold damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' About \n'b' The black-armored figure has no face save a pair of burning points of light. Its breastplate is emblazoned with the sigil of a skull that sprouts massive stag\xe2\x80\x99s horns. \n'b' Regardless of their origin, shadow captains leading undead armies, exterminating enemies, engaging in acts of corruption and espionage using their alter self ability. Many tales have been told about rulers, advisors, valued counselors, lovers and other intimate associates who were, in the end, revealed to be shadow captains.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Caster \n'b' Medium humanoid , neutral evil \n'b' Armor Class 15 (leather) Hit Points 38 (7d6 + 14) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 7 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +4 Skills Arcana +3, Deception +6, Stealth +6 Senses passive Perception 12 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Cast Shadows 1/day . As a bonus action, the shadow caster can summon a shadow that attacks on its initiative . The shadow has half the caster\xe2\x80\x99s hit point maximum (19), has a +4 to hit, and has an armor class of 14. \n'b' Spellcasting . The shadow caster is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , fire bolt, minor illusion \n'b' 1st level (4 slots) : ray of sickness, shield , witchbolt \n'b' 2nd level (3 slots) : crown of madness, darkness \n'b' 3rd level (3 slots) : vampiric touch \n'b' 4th level (1 slots) : blight \n'b'\n'b' Actions \n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 3) slashing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 3) slashing damage. \n'b' About \n'b' The shadow spawned are recently deceased creatures who have found their souls trapped on the way to their resting place. As they are trapped, their essence stagnates and warps due to a mix of the dark energy from the realm in which they are held and Umbrial\xe2\x80\x99s interference. For many of these souls this process destroys them entirely, leaving nothing behind. \n'b' Souls withstanding the process are driven mad and stripped of any reminder of who they once were, leaving behind nothing more than a shadow of their previous selves. Those who withstand the transformation are sent back to the Material Realm by Umbrial to wreak havoc and destruction. \n'b' These creatures can be found in the darkest parts of dungeons and hidden deep within forgotten forests. \n'b' Travelers moving across the countryside spread tales of shadows moving along the trails at night, though these tales are scoffed at, perceived as nothing more than stories concocted by those with overactive imaginations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Collector \n'b' Small fey , chaotic neutral \n'b' Armor Class 17 (veil of dusk) Hit Points 121 (22d6 + 44) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Int +5, Wis +9, Cha +9 Skills Acrobatics +8, Nature +8, Perception +9, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 19 Languages Aklo, Common, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Evocation . The shadow collector is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It taps into the plane of shadow to cast these spells and they are insubstantive compared to the real spell cast via normal means. As they are illusory a target may disbelieve with a successful Wisdom saving throw in addition to any saving throws invoked by the spell. The shadow collector has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : misty step , suggestion \n'b' 3rd level (3 slots) : counterspell, fireball , fly \n'b' 4th level (3 slots) : greater invisibility , ice storm \n'b' 5th level (1 slot) : cone of cold \n'b'\n'b' Evasion . If the shadow collector is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadow collector instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Magic Resistance . The shadow collector has advantage on saving throws against spells and other magical effects. \n'b' No Shadow . A shadow collector casts no shadow of its own, but instead casts any one of the stolen shadows it possesses. \n'b' Shadow Jump . As a bonus action, the shadow collector can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow collector can use this ability between the weapon attacks of another action it takes. \n'b' Shadow Stealth . While in dim light or darkness, the shadow collector can take the Hide action as a bonus action. \n'b' Sneak Attack . Once per turn, the shadow collector deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadow collector that isn\xe2\x80\x99t incapacitated , and the shadow collector doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Steal Shadow . A shadow collector automatically steals the shadow of any incorporeal or living creature destroyed, incapacitated , or killed by its claw attack . A shadow collector can also steal a living corporeal creature\xe2\x80\x99s shadow with a Sleight of Hand skill check against the targets current Charisma score. Until the shadow is returned, the victim has no shadow or reflection and gains 2 permanent levels of exhaustion . This exhaustion can\xe2\x80\x99t be removed otherwise, even with magic that usually removes exhaustion levels. When a shadow collector steals a shadow, it gains 2 shadow points. A shadow collector must expend 1 shadow point to use any of its spell-like abilities. A shadow collector generally begins an encounter with 1d3+1 shadow points. A shadow collector can release a stolen shadow as a bonus action. A creature can touch the shadow collector to regain its stolen shadow , as long as the shadow collector is helpless in some way ( incapacitated , paralysed etc) or dead. A dispel magic cast using a 7th, 8th or 9th level spell slot can also restore a target\xe2\x80\x99s shadow . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow collector casts a spell makes one shadowclaw attack and can also attempt to steal shadow . \n'b' Shadowclaw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage and 1d6 Charisma damage as the attack tears at the targets shadow . The damage destroys a creature if it equals or exceeds the creatures actual Charisms score. \n'b'\n'b' ABOUT \n'b' Shadow collectors feed on memories and regrets sifted from shadows. They often weave mortal shadows into certain magic items such as cloaks and gloves. Some shadow collectors con mortals into selling their shadows or resort to blatant theft; others prowl the Plane of Shadow and the Ethereal Plane for shadows that are already lost. Shadow collectors favor spaces like the edges of forests and foothills for the varied lighting and for the numerous places where they can flank marks from hiding or surprise them their shadow magic. A typical shadow collector stands over 3 feet tall and weighs 40 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Fey \n'b' Medium humanoid ( elf ), lawful evil \n'b' Armor Class 15 (chain shirt) Hit Points 31 (7d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 11 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Umbral Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (2/Day) . While in shadows, dim light, or darkness, the shadow fey 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 gray-skinned elf steps out of the darkness itself. Its pair of onyx horns seems to absorb the light around it. It gives a friendly smile, revealing small fangs. \n'b' To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know\xe2\x80\x94and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. \n'b' Though they can be found on the Material Plane, they are inextricably tied to the Plane of Shadow, and that is the seat of their power and culture. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. \n'b' Shadow Elves . Shadow fey superficially resemble other elves, but they\xe2\x80\x99re rarely mistaken for their light-bound cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with shades of gray in between, but they otherwise lack color. A few have a scintillating shimmer to their skin. \n'b' Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. \n'b' Dual Natured . The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they\xe2\x80\x99re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. \n'b' Split Rulership . The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sable Elf Hierophant \n'b' Family: Shadow Fey \n'b' Medium humanoid (Sable Elf), any \n'b' Armor Class 11 (14 with mage armor ) Hit Points 90 (20d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 18 (+4) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +2 Skills Arcana +6, Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Sylvan, Umbral Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The sable elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sable elf makes three Spellburn attacks. \n'b' Spellburn . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 27 (5d10) force damage. \n'b' Spellcasting . The sable elf casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : dancing lights , light , mage hand , prestidigitation \n'b' 2/day each : dispel magic , lightning bolt , mage armor , web \n'b' 1/day each : banishment , black tentacles , fire shield , hypnotic pattern , teleportation circle \n'b'\n'b' Voice of Hecate (1/Day). Hecate speaks profane words of power through the hierophant. All creatures within 300 feet of the sable elf must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Witch Eye . The sable elf can cast detect magic without expending a spell slot. \n'b'\n'b' ABOUT \n'b' A bald, silver-skinned elfin woman dressed in decorative robes made of layers of black, grey, and white gauze strikes an imposing figure before you. The top portion of her face is covered by a midnight-blue and silver mask that extends upward into an elaborate, feathered headdress. As her hands twist in an arcane gesture, you note the eyes tattooed upon her palms. \n'b' Sable elves who are discontent to wander in disgrace often seek to join the cult of Hecate, the goddess who presides over witchcraft. \n'b' Arcane Advisors . Hecate only grants the powers of hierophant to the most cunning, powerful, and charismatic of her worshippers. This combination of requirements makes a hierophant an attractive advisor and religious guide to magically inclined societies. Sable elf hierophants are often seen among the royal courts of the shadow fey or in other elite social circles. \n'b' Witch Queen . Hecate is regarded as one of the oldest of the gods, and her worship dates back before the elves settled the mortal world. While her popularity has waxed and waned over the epochs, small covens of practitioners who praise her name have consistently existed across all geographic regions and cultures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Fey Ambassador \n'b' Family: Shadow Fey \n'b' Stylishly dressed, this beautiful fey has alabaster-white skin, pointed ears, and a small pair of curved horns. Her face displays a cruel and cunning smile as she reads from a long parchment covered in elvish writing-a treaty full of devious sub-clauses and near-unreadable small lettering. \n'b' Medium humanoid (elf), lawful evil \n'b' Armor Class 16 (studded leather) Hit Points 161 (19d8 + 76) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +7 Skills Arcana +7, Deception +13, Insight +7, Intimidation +9, Perception +7, Persuasion +13 Senses darkvision 60 ft., passive Perception 17 Languages Common, Elvish, Umbral Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Shadow Traveler (5/day) . As a bonus action while in shadows, dim light, or darkness, the shadow fey 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 trait. \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Traveler in Darkness . The shadow fey has advantage on Intelligence ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b' Actions \n'b' Multiattack . The ambassador uses its Withering Stare. It then makes three rapier attacks. \n'b' Rapier . Melee Weapon Attack : +8 to hit, reach 5 ft. Hit : 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage. \n'b' Honeyed Words (Recharges after a Long Rest) . The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature\xe2\x80\x99s best interests at heart. A charmed target doesn\xe2\x80\x99t have to obey the ambassador\xe2\x80\x99s commands, but it views the ambassador\xe2\x80\x99s words in the most favorable way. Each time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours. \n'b' Withering Stare . The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the ambassador\xe2\x80\x99s Withering Stare for the next 24 hours. \n'b' About \n'b' When fey lords and ladies need to treat with mortals on matters of interest, they will often dispatch a shadow fey ambassador to negotiate on their behalf. These silver-tongued ambassadors are diplomats par excellence, capable of blending charm, bribery, and sheer menace to get what they want. \n'b' Hidden Embassies . When it arrives into a city, the shadow fey ambassador will first choose a disused building to establish its base of operations. This embassy is usually well hidden with few individuals entrusted with its location. Shadow fey ambassadors staff their embassy with plenty of minions, including other shadow fey , shadow goblins, and hounds of the night. Many ambassadors have a shadow fey guardian as a personal bodyguard. \n'b' Haughty Proclamations . Once established, a shadow fey ambassador will inveigle itself into the local circles of power, then issue a proclamation outlining the wishes of the fey lord or lady to the mortal rulers. They will set out the many benefits of enthusiastic cooperation with these demands and the dire consequences of failing to comply. The unscrupulous shadow fey then respond as necessary with hefty bribes, intimidation, or assassination to bring recalcitrant mortals around to their way of thinking.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Fey Bandit \n'b' Family: Shadow Fey \n'b' Medium humanoid (elf), lawful evil \n'b' Armor Class 15 (studded leather) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Traveler in Darkness . The shadow fey has advantage on Intelligence ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b'\n'b' ACTIONS \n'b'\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' Shadow Cloak (Recharges after a Short or Long Rest) . While in dim light or darkness, the shadow fey can magically turn invisible until they attack , they cast a spell , or their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the shadow fey wears or carries is invisible with them. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light or darkness, the shadow fey 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 trait. \n'b'\n'b' ABOUT \n'b' A grey-skinned elfin man steps from behind a black tree. \n'b' He has a dagger held in his teeth and is casually juggling two more daggers. The figure\xe2\x80\x99s rough-looking traveling gear and leathers have clearly seen better days. \n'b' Shadow fey who live outside the courts find their skills are suited to waylaying travelers on the shadow roads. \n'b' Criminal Outcasts . Shadow fey who dwell at court obsessively pursue both leisure and politics, so they find the idea of professional crime boorish at best.\xc2\xa0Shadow fey finding themselves relying on banditry are often forced to make difficult decisions due to banishment or desperation. \n'b' Strength In Numbers . The Shadow Realm is a dangerous place to wander alone, so shadow fey bandits often keep company with a wide array of creatures. It is not uncommon to find shadow fey bandits working with darakhul, monstrous fey, or in the service of hags.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bast Cat \n'b' Tiny undead , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (20d4 + 40) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 2 (-4) DEX: 18 (+4) CON: 14 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Sphinx Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The bast cat\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' At will : guidance , inflict wounds , light , shield of faith , thaumaturgy \n'b' 1/Day each : antilife shell , bestow curse , hold person \n'b' Spellclaw . When the bast cat casts a spell that requires a melee spell attack , it can make an attack with its Cursed Claws in place of that attack . If the claw attack hits, the spell\xe2\x80\x99s effect applies, in addition to the claw\xe2\x80\x99s effects. \n'b' Actions \n'b' Multiattack . The bast cat can use its Dreadful Glare and makes one attack with its Cursed Claws. \n'b' Cursed Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 1 slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The bast cat targets one creature it can see within 60 feet of it. If the target can see the bast cat, it must succeed on a DC 15 Wisdom saving throw against this magic, or become frightened until the end of the bast cat\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 6 or less for the next 24 hours.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Nihileth \n'b' Family: Aboleth \n'b' Large undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d10 + 36) Speed 10 ft., swim 40 ft., fly 40 ft. (ethereal only)\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 15 (+2) INT: 18 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +8, Wis +6 Skills History +12, Perception +10 Damage Resistances acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form) Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 20 Languages Deep Speech, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aboleth Traits . Unless noted otherwise or where contradicted below, a nihileth has the same traits as a living aboleth. This includes legendary actions and lair actions . \n'b' Undead Nature . A nihileth does not require air, food, drink, or sleep. \n'b' Undead Fortitude . If damage reduces the nihileth to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead. \n'b' Dual State . A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature\xe2\x80\x99s ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet. \n'b' Void Aura . A nihileth doesn\xe2\x80\x99t secrete the mucous cloud of an aboleth. Instead, the undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura. \n'b' Infecting Telepathy . If a creature communicates telepathically with the nihileth or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth\xe2\x80\x99s tentacle attack. This ability replaces an aboleth\xe2\x80\x99s Probing Telepathy ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in. \n'b' Tentacle (material form only) . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for one minute; during that time, it can be removed by lesser restoration or comparable magic. After one minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can be removed only by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie . This zombie is permanently dominated by the nihileth. \n'b' Withering Touch (ethereal form only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 14 (3d6 + 4) necrotic damage. \n'b' Form Swap . As a bonus action, the nihileth can alter between its material and ethereal forms at will. \n'b' Tail Action . Melee Weapon Attack : +9 to hit, reach 10 ft. one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Enslave (3/day) . The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. \n'b'\n'b' REACTIONS \n'b'\n'b' Void Body . As a reaction , the nihileth can reduce the damage it takes from a single source to 0. Radiant damage can be reduced only by half. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A nihileth may take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The nihileth regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The aboleth makes a Wisdom ( Perception ) check. \n'b' Tail Swipe . The aboleth makes one tail attack. \n'b' Psychic Drain (costs 2 Actions) . One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. \n'b'\n'b' LAIR/LAIR ACTIONS \n'b' While aboleths create their lairs underwater, spending most of their time submerged, a nihileth lair can be encountered out of the water, often in a cave or a ruined, abandoned city. \n'b' On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects listed below. The nihileth cannot use the same effect two rounds in a row. \n'b'\n'b' Major Image : The nihileth casts major image (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the nihileth can\xe2\x80\x99t take other lair actions . If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the nihileth\xe2\x80\x99s major image lair action for the next 24 hours, although such a creature can choose to be affected. \n'b' Grasping Waves : Pools of water within 90 feet of the nihileth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and forced\xc2\xa0 prone . \n'b' Wave Blast : Water in the nihileth\xe2\x80\x99s lair magically becomes a conduit for the creature\xe2\x80\x99s rage. The nihileth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. \n'b' Leech the Dead : A nihileth can pull the lifeforce from those it has converted to nihilethic zombies to replenish its own life. This takes 21 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly among the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. \n'b'\n'b' REGIONAL EFFECTS \n'b' The regional effects of a nihileth\xe2\x80\x99s lair are as following: \n'b'\n'b' Underground surfaces within one mile of the nihileth\xe2\x80\x99s lair are slimy and wet and are difficult terrain . \n'b' As an action, the nihileth can create an illusory image of itself within one mile of the lair. The copy can appear at any location the nihileth has seen before or in any location a creature charmed by the nihileth can currently see. Once created, the image lasts for as long as the nihileth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the nihileth. The nihileth can sense, speak, and use telepathy from the image\xe2\x80\x99s position as if present at that position. If the image takes any damage, it disappears. \n'b' Water sources within one mile of a nihileth\xe2\x80\x99s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Fey Cutthroat \n'b' Family: Shadow Fey \n'b' Medium humanoid (elf), neutral evil \n'b' Armor Class 13 (leather armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Intelligence +4 Skills Deception +4, Insight +4, Perception +4, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 3 (700 XP) \n'b' Special Traits \n'b' Cunning Action . On each of its turns, the shadow fey can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Innate Spellcasting . The shadow fey\xe2\x80\x99s innate spellcasting ability is Charisma . It can cast the following spell innately, requiring no material components:\n'b'\n'b' 2/day : misty step (when in shadows, dim light, or darkness only) \n'b'\n'b' Sneak Attack (1/turn) . The shadow fey deals an extra 10 (3d6) 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 shadow fey that isn\xe2\x80\x99t incapacitated and the shadow fey doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Traveler in Darkness . The shadow fey has advantage on Intelligence ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b' Actions \n'b' Multiattack . The shadow fey makes two rapier attacks. \n'b' Rapier . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target. Hit : 6 (1d6 + 3) piercing damage and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Fey Duelist \n'b' Family: Shadow Fey \n'b' Medium humanoid (elf), lawful evil \n'b' Armor Class 17 (studded leather) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con + 5, Wis + 4, Cha +6 Skills Arcana +4, Deception +6, Perception +4, Stealth +8 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Fey Ancestry . The shadow fey has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Innate Spellcasting . The shadow fey\xe2\x80\x99s innate spellcasting ability is Charisma . It can cast the following spells innately, requiring no material components. \n'b' 3/day : misty step (when in shadows, dim light, or darkness only) \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Traveler in Darkness . The shadow fey has advantage on Intelligence ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b' Actions \n'b' Multiattack . The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack . \n'b' Dagger . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. \n'b' Rapier . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. \n'b' Reaction \n'b' Parry . The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon. \n'b' About \n'b' The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson. Shadow fey duelists are elite warriors, often of noble lineage. Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station. \n'b' About \n'b' A nobleman or woman of the shadow fey is not to be taken lightly-many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble\xe2\x80\x99s stead in challenges or serving as an elite bodyguard.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shadow Fey Enchantress \n'b' Family: Shadow Fey \n'b' Medium humanoid ( elf ), lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 123 (19d8 + 38) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +6, Cha +7 Skills Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5 Senses darkvision 60 ft., passive Perception 16 Languages Common, Elvish, Umbral Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The enchantress has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put her to sleep. \n'b' Phrenic Weapons . The enchantress\xe2\x80\x99s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack). \n'b' Sunlight Sensitivity . While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow fey enchantress makes two Rapier attacks. She can replace one attack with a use of Spellcasting. \n'b' Rapier . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 14 (4d6) psychic damage. \n'b' Shadow Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 11 (2d6 + 4) cold damage plus 9 (2d8) necrotic damage. \n'b' Beguiling Whispers (Recharge 5\xe2\x80\x936) . The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is incapacitated . \n'b' Spellcasting . The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : command , message \n'b' 3/day : charm person , enthrall , fear , hold person , hypnotic pattern \n'b' 1/day : confusion , dominate person , greater invisibility , hold monster , phantasmal killer \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light, or darkness, the shadow fey 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' This ravishing shadow fey woman moves with alluring grace. Her voice rings like a bell, and in her hearing, worldly cares and sorrows melt away. \n'b' Beyond even great physical beauty, the sheer presence of a shadow fey enchantress can lay the most stalwart foes low. Almost universally female, Enchantresses are beautiful beyond compare. \n'b' Enchanting Shadows . Enchantresses are also powerful spellcasters who infuse their words and manner with the beguiling power of shadow to turn enemies against one another with a few words and a deadly smile. They augment the force of their minds with fey-wrought blades, infusing their weapons with power that shreds their victims\xe2\x80\x99 psyche as well as their flesh.'}