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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Forest Hunter \n'b' Family: Shadow Fey \n'b' Medium humanoid (elf), lawful evil \n'b' Armor Class 15 (chain shirt) Hit Points 104 (19d8 + 19) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +4, Cha +6 Skills Arcana +3, Perception +4, Stealth +10, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 5 (1,800 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'\n'b' 3/day : misty step (when in shadows, dim light, or darkness only) \n'b'\n'b' Sneak Attack (1/turn) . The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn\xe2\x80\x99t incapacitated and the forest hunter 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 ranged attacks . \n'b' Rapier . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' About \n'b' The shadows flicker slightly, and that\xe2\x80\x99s the only warning before a hail of arrows erupts from the concealed, black-skinned elf hidden in the gloom. \n'b' Dressed in exquisitely wrought mail and leather jerkins, forest hunters are even more lithe and graceful than most shadow fey. Physically, only their mannerisms and skills setting them apart from other shadow fey-usually too late. \n'b' About \n'b' Forest hunters roam the deep woods connected to shadow roads, as well as the dark reflections within the plane of Shadows. They are skilled trackers and stalkers, hunting animals and more dangerous game. Many forest hunters serve in the Wild Hunt, and a hunter that has at one time ridden at the Lord of the Hunt\xe2\x80\x99s side is afforded great respect, even fear, because of the common belief that such a hunter can implore the Lord of the Hunt to notice an enemy.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Guardian \n'b' Family: Shadow Fey \n'b' Large humanoid ( elf ), neutral evil \n'b' Armor Class 15 (chain shirt) Hit Points 110 (13d10 + 39) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +5 Skills Athletics +6, Perception +4 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The shadow fey guardian 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'\n'b'\n'b' 1/day : misty step (when in shadows, dim light, or darkness only) \n'b'\n'b' Shadow\xe2\x80\x99s Vigil . The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn\xe2\x80\x99t impede the guardian\xe2\x80\x99s darkvision . \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 makes two pike attacks. \n'b' Pike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Javelin . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' Reaction \n'b'\n'b' Protect . The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction . \n'b'\n'b' ABOUT \n'b' A hulking brute, this elvish figure towers over his fellows and wields massive weapons. Patches of his body are swallowed by inky blackness that writhes and crawls, and his eyes are hollow black pits. Shadow fey guardians are massive creatures trained and bred for battle. They appear as massive versions of shadow fey, but the stuff of shadow corrupts them even more than their brethren, expanding their size and power to an ogreish strength. Patches of shadow swallow parts of their body and crawl about, revealing and obscuring more by inches at a time. They stand nearly 10 feet tall and weigh over 700 pounds. \n'b' Shadow fey guardians are massive creatures trained and bred for battle. They appear as massive versions of shadow fey, but the stuff of shadow corrupts them even more than their brethren, expanding their size and power to an ogrish strength. Patches of pitch black shadow swallow parts of their body and crawl about, revealing and obscuring more by inches at a time. They stand nearly 10 feet tall and weigh over 700 pounds. \n'b' Loyal Protectors . Guardians are fanatically loyal to their superiors. Employed as house guards or even personal bodyguards for important shadow fey, guardians are unshakable in their duty. The shadow reaches into their minds and souls, so that not even powerful magic can bend their hearts or break their resolve. Guardians are independent thinkers, but they discharge their duty with single-minded dedication.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Knight of the Road \n'b' Family: Shadow Fey \n'b' A grinning elf with snow white skin and jet-black hair holds up her hand authoritatively, blocking the path forward. \n'b' Medium humanoid (elf), lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +5, Wisdom +4, Charisma +6 Skills Arcana +5, Nature +5, Perception +4, Stealth +7, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 5 (1,800 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' Keen Sight . The shadow fey has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Obscure the Way (1/day) . As a bonus action , the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions\xe2\x80\x99 travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won\xe2\x80\x99t lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies. \n'b' Shadow Traveler (3/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, as well as 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 knight of the road makes two longsword attacks or two shortbow attacks. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Lance . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Agents of the Shadow Roads . Shadow fey knights of the road stalk the lands near shadow gates, or the shadow roads themselves, ever-watchful for opportunities to enrich themselves or improve their station, be it through robbery, ransom, or murder. \n'b' Opportunists and Climbers . These shadow elves, often out-of-favor minor nobility, study every nook and cranny of the territory in which they work. They use their accumulated knowledge against their quarry with great effect in the hopes of using new wealth, knowledge, and infamy to curry favor with their betters. \n'b' Never Far from Home . Knights of the road prefer to fight, hunt, threaten, and do other business in the Shadow Realm, though they are active anywhere that connects to it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Pattern Dancer \n'b' Family: Shadow Fey \n'b' Shadows weave around a lithe dancing figure, making it difficult to look away. The face of the dancer changes from beautiful to hideous, but always fascinating. \n'b' Medium humanoid (elf), chaotic evil \n'b' Armor Class 13 Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +3, Charisma +5 Skills Acrobatics +5, Deception +5, Performance +7 Senses darkvision 120 ft., passive Perception 11 Languages Common, Elvish Challenge 2 (450 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 (1/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, as well as 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' Spellcasting . The pattern dancer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : dancing lights , friends, minor illusion , poison spray \n'b' 1st level (4 slots) : color spray , disguise self , magic missile , shield \n'b' 2nd level (3 slots) : blur , mirror image \n'b' 3rd level (2 slots) : major image , nondetection \n'b'\n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Group Actions \n'b' When three pattern dancers are within 60 feet of each other, they can work together to cast communal spells that are more powerful than they could cast individually. To do this, one takes an action to cast a spell , and the other two must use their reactions to complete it. These communal spells are cast at 11th level and have a spell save DC of 13: \n'b' At will : hold person \n'b' 3/day : fear , sleep \n'b' 1/day : confusion , hypnotic pattern \n'b' About \n'b' Servants of the Queen . Pattern dancers train in the arts of deception, magic, combat, and performance, always for a singular purpose: to serve their fey liege, the Queen of Night and Magic. The most promising young shadow fey of any gender are taken from their parents at a young age to train. Many fail to meet the rigorous standards, but a few thrive. After years of training and conditioning, they are divided into troupes and begin their lives as pattern dancers. \n'b' Entertainer Spies . Pattern dancer troupes, consisting of anywhere from 3-12 dancers plus retainers and bodyguards for larger troupes, leave the Shadow Realm on missions for their queen and spend most of their time in the mortal world. With their reputations already established by their predecessors, troupes are always in demand by the rich, famous, and powerful. \n'b' Spies for Hire . While they are ultimately in the service of their queen, pattern dancers also frequently offer their spying services and information gathering skills to the highest bidder. Their payment, however, is often in memories or in other information that they can pass along or provide to their liege.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Poisoner \n'b' Family: Shadow Fey \n'b' It\xe2\x80\x99s only after he is lying on the ground, bleeding from an arrow wound in the chest and writhing from the poison seeping through his veins, that the victim sees the pale elf. \n'b' Medium humanoid (elf), neutral \n'b' Armor Class 16 (studded leather) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Intelligence +5, Charisma +6 Skills Acrobatics +8, Deception +6, Perception +4, Persuasion +6, Stealth +12 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Common, Elvish Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Assassinate . During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit. \n'b' Born of Shadows . When in dim light or darkness, the shadow fey poisoner is invisible. \n'b' Evasion . If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \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 (4/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' Sneak Attack (1/Turn) . The shadow fey poisoner deals an extra 21 (6d6) 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 poisoner, that ally isn\xe2\x80\x99t incapacitated, and the poisoner 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, as well as 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 poisoner makes two shortsword attacks or two longbow attacks. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Accomplished Killers . Raised in the dark dwellings of the Shadow Realm, the shadow fey are fleet of foot, quick of thought, and glib of tongue. Just a little extra training with poison, weapons, and magic makes them into uniquely-qualified killers. \n'b' The Poisoner\xe2\x80\x99s Code . A shadow fey poisoner never gives the name of an employer, is rarely captured alive, and never kills the target except in self-defense. \n'b' Distilled Shadow Poison (Ingested Or Injury) \n'b' Distilled shadow poison is made by shadow fey poisoners with ingredients found only in the Shadow Realm. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces a creature to 0 hp , the target is stable but falls into a coma. No healing can restore hp to the creature, and no resurrection magic can awaken it. The creator of the poison can release the victim from the coma as a bonus action . If the creator dies, the victim awakens after it finishes a long rest . \n'b' Distilled shadow poison can\xe2\x80\x99t be purchased, and the coma can only be triggered or removed by the shadow fey who created it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Rake \n'b' Family: Shadow Fey \n'b' Medium humanoid (elf), neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 104 (16d8 + 32) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Charisma +4 Skills Acrobatics +6, Arcana +2, Intimidation +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish, Umbral Challenge 4 (1,100 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 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' 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 melee attacks . \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Reactions \n'b' Parry . The shadow fey rake adds 2 to its AC against one melee attack that would hit it. To do so, the rake must see the target and be wielding a melee weapon.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey, Common \n'b' Family: Shadow Fey \n'b' Subpages \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' Skills Arcana +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Umbral Challenge 1/4 (50 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'\n'b' 1/day : misty step (when in shadows, dim light, or darkness only) \n'b'\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' 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' About \n'b' Shadow fey superficially resemble other elves, but they\xe2\x80\x99re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. 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' About \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, and 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. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. \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. \n'b' The Reach of Darkness . Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey-and more importantly, for their weapons of war, their trade goods, and their allies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ancient Void Disciples \n'b' Medium undead , lawful evil \n'b' Armor Class 20 Hit Points 93 (11d8 + 44) Speed 45 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 13 (+1) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8 Skills Acrobatics +8, Athletics +7, Perception +8, Stealth +8 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Old Tongue Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the ancient void disciple is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, the void disciple instead takes no damage if it succeeds on the save, and only half damage if it fails the save. \n'b' Unarmored Defense . As long as the ancient void disciple wears no armor and wields no shield, its AC includes its Wisdom modifier. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ancient void disciple makes two unarmed strikes. \n'b' Unarmed Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. This is a magic weapon attack . \n'b' Stunning Strike (recharge 6) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. This is a magic weapon attack . In addition, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the void disciple\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Steal Breath . The ancient void disciple steals the breath from an incapacitated (this includes stunned ) creature that it can see within 30 feet. The target creature must make a DC 15 Constitution saving throw or have its hit point maximum reduced by 7 (2d6) and the ancient void disciple gains an equal number of temporary hit points . Regardless of whether the creature succeeds at its save or not it, it remains incapable of speaking for 1 minute after being revived.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Basti Cat Burglar \n'b' Medium humanoid (catfolk), neutral \n'b' Armor Class 15 (leather armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Acrobatics +8, Perception +2, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Nurian, Trade Tongue Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agile Climber . When the bast catfolk moves at least 10 feet along the ground, it can use the rest of its movement to scale a wall or other vertical surface as if had a climbing speed. It must end its movement standing on a horizontal surface. \n'b' Bast\xe2\x80\x99s Blessing . The bast catfolk can communicate simple ideas to cats and other feline beasts, but it can\xe2\x80\x99t understand them in return. In addition, it has advantage on Charisma checks when dealing with such creatures. \n'b' Burglar . The bast catfolk has proficiency with thieves\xe2\x80\x99 tools and can pick a nonmagical lock as a bonus action. \n'b' Cunning Action . On each of its turns, the bast catfolk can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Stalker\xe2\x80\x99s Reflex (3/Day) . When it makes a Dexterity check, the bast catfolk can choose to have advantage on the roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bast catfolk makes two melee or two ranged attacks . \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 +1) slashing damage. \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. \n'b'\n'b' ABOUT \n'b' The cherished children of the cat goddess Bast, these mischievous humanoids are found throughout Nuria. They live in Per-Bast, the City of Cats, in great numbers. \n'b' Lithe and slender, bast catfolk have a cat\xe2\x80\x99s eyes, long tail, and soft fur coat. Their fur varies in coloration and is often accented with spots, stripes, and other markings. \n'b' Basti like nothing better than having new experiences and meeting interesting strangers so they can share tales of their escapades with their family and friends. Their natural curiosity might get them into trouble, but they often seem to be able to quickly extricate themselves from their misfortunes and land on their feet.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Fey Executioner \n'b' Medium humanoid (elf), lawful evil \n'b' Armor Class 16 (breastplate) \n'b' Hit Points 172 (23d8 + 69) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +6 \n'b' Skills Athletics +8, Perception +5, Insight +5, Survival +5 \n'b' Condition Immunities charmed , frightened \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Elvish, Umbral \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The executioner has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Necrotic Weapons . The executioner\xe2\x80\x99s weapon attacks are infused with the essences of all those the shadow fey has slain. When the executioner hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack ). \n'b' Relentless Hunter . The executioner is relentless in pursuit of its prey. It has advantage on any Wisdom ( Perception ) or Wisdom ( Survival ) check it makes to find a creature that shadow fey nobility have tasked it with capturing or killing. \n'b' Sunlight Sensitivity . While in sunlight, the executioner 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 executioner uses Animate Severed Head. It then makes two Bearded Axe attacks or two Throwing Axe attacks. \n'b' Bearded Axe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 9 (2d8) necrotic damage. \n'b' Animate Severed Head . The executioner pulls a head from its belt and commands the head to fly to a target the executioner can see within 30 feet. The animated severed head flies to the target and attaches to it by biting it. While an animated head is attached to a creature, that creature has vulnerability to necrotic damage and, at the start of each of the executioner\xe2\x80\x99s turns, each animated severed head that is attached to a creature deals 5 (2d4) piercing damage to that creature. A spellcaster with an animated severed head attached to it has disadvantage on Constitution saving throws to maintain its concentration. The executioner can have no more than four heads attached to creatures at one time. A creature, including the target, can use its action to detach the animated severed head. A detached head flies back to the executioner, flying up to 30 feet each round. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Recall Severed Head . The executioner commands all severed heads attached to creatures to detach and return to the executioner\xe2\x80\x99s belt. \n'b' Shadow Traveler (3/Day) . While in shadows, dim light, or darkness, the executioner 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 shadow fey with curled horns steps forward, cloaked in black clothing with a white cowl and pauldrons. She holds a large axe at the ready , and severed heads dangle from her belt, tied by their hair. \n'b' Shadow fey executioners are a common sight in shadow fey courts. Any large event attended by fey attracts a few uninvited guests. Executioners keep the host\xe2\x80\x99s order and sever the head of anyone who breaks the host\xe2\x80\x99s rules. \n'b' Head of the Game . Executioners compete with one another, and wise hosts never invite multiple executioners to the same event. They gather to brag about their most recent beheadings, and any executioner attending without a new head to display is mercilessly shamed. \n'b' Not Quite Dead . Though they don\xe2\x80\x99t house the souls of the executioner\xe2\x80\x99s victims, each head retains a partial imprint of that creature\xe2\x80\x99s personality. The heads often complain when thrown or bicker amongst themselves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Homunculus \n'b' Small construct , any alignment \n'b' Armor Class : 15 Hit Points 14 (4d6) Speed : 20 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 11 (0) INT: 10 (0) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : darkvision 60 ft., passive Perception 10 Damage Vulnerability : radiant Damage Immunities : poison, necrotic Damage Resistances : bludgeoning, slashing and stabbing from nonmagical weapons Condition Immunities : charmed , poisoned Languages : Understands any languages its creator speaks, but cannot speak Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b' Telepathic Bond : While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. \n'b' Actions \n'b' Weakening Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 2 (1d4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or its strength score is reduced by the same amount. Strength cannot drop below 1 in this manner. Reduced strength lasts until the victim completes a long rest . \n'b' About \n'b' Although similar to an undead shadow , shadow homunculi possess no link to the negative energy plane and are not nearly as dangerous. Despite this, they can serve as nearly undetectable spies and can be deadly opponents for the unprepared. \n'b' Custom Homunculi \n'b' The shadow homunculus is provided as an example of this-adding traits similar to those of a shadow to the homunculi, and increasing its challenge level accordingly. Creating a shadow homunculus costs 1,500 gp and requires a DC 15 Intelligence check, as well as successfully casting enfeeble and unseen servant on the final day of the ritual, in addition to the usual costs and requirements for creating a homunculus .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Hunter \n'b' Huge monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 105 (10d12 + 40) Speed 30 ft., climb 50 ft., swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 19 (+4) INT: 5 (-3) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages \xc2\x97 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Smell . The shadow hunter has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shadow Stealth . While in dim light or darkness, the shadow hunter can take the Hide action as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage and 27 (6d8) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the shadow hunter can\xc2\x92t constrict another target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Hunter Hatchling \n'b' Family: Shadow Hunter \n'b' Medium monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft., climb 40 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 12 (+1) INT: 5 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The shadow hunter has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shadow Stealth . While in dim light or darkness, the shadow can take the Hide action as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage and 10 (3d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Hunter Hatchling \n'b' Medium monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft., climb 40 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 12 (+1) INT: 5 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages \xc2\x97 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The shadow hunter hatchling has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shadow Stealth . While in dim light or darkness, the shadow hunter hatchling can take the Hide action as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage and 10 (3d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Lurker \n'b' Medium fey , chaotic evil \n'b' Armor Class 16 Hit Points 84 (13d8 + 26) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 22 (+6) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +9, Deception +6, Persuasion +9, Stealth +9 Damage Resistances cold Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Creeping Mists . While the shadow lurker isn\xe2\x80\x99t in sunlight, a shadowy mist surrounds it. This mist reduces bright light within 60 feet of the shadow lurker to dim light. \n'b' Shadow Sight . The shadow lurker has advantage on Wisdom ( Perception ) checks while in dim light or darkness. \n'b' Sunlight Sensitivity . While in sunlight, the shadow lurker 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 lurker makes two Shadow Strike attacks. It can replace one attack with a use of Shadow Steal. \n'b' Shadow Strike . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage and 7 (2d6) cold damage. \n'b' Shadow Steal . The shadow lurker chooses a creature it can see within 30 feet of it and convinces that creature\xe2\x80\x99s shadow to leave its owner. The target must succeed on a DC 15 Charisma saving throw or be cursed. A sleeping target has disadvantage on this check. While cursed, the target doesn\xe2\x80\x99t have a shadow and suffers one level of exhaustion that can\xe2\x80\x99t be removed until the curse ends. The curse ends only if the target convinces its shadow to rejoin with it by succeeding on a DC 15 Charisma ( Persuasion ) check while within 10 feet of its shadow or if the shadow is returned with a wish spell. While the target is cursed, its shadow becomes a living shade under the shadow lurker\xe2\x80\x99s control. Alternatively, the shadow lurker can combine two stolen shadows into a shadow instead. The shadow lurker can have no more than ten living shades or five shadows under its control at one time. If a cursed creature\xe2\x80\x99s shadow is destroyed, it becomes a mundane shadow and moves to within 10 feet of the cursed creature, and the cursed creature has advantage on the check to convince the shadow to rejoin with it. If the shadow lurker dies, all stolen shadows return to their rightful owners, ending the curses. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow\xe2\x80\x99s Embrace . While in dim light or darkness, the shadow lurker can take the Hide action. \n'b'\n'b' ABOUT \n'b' A slim human-like figure stands in the alley, dressed in a tattered suit. A shadowy mist creeps in around its feet as it takes off its tattered top hat and bows. The shadows on the walls begin to move on their own, creeping forward as the figure smirks. The shadow lurker was once a humanoid with a shadow of its own, but it traded the shadow in a bargain for fey riches. Too late, it discovered the horrors of being shadowless. \n'b' Shadow Thief . The lurker is envious of people who still have their own shadows, and it enjoys forcing those people into hardships by convincing their shadows to come with it. The shadow lurker prefers to approach at night while a victim is sleeping. Then, it convinces the victim\xe2\x80\x99s shadow that the shadow\xe2\x80\x99s owner doesn\xe2\x80\x99t appreciate it and that there is more fun to be had with the shadow lurker. \n'b' Mischief Makers . The shadow lurker enjoys stalking small towns and cities on full moon nights. After gathering several stolen shadows, the lurker leads its new friends on a rampage, vandalizing the town and terrorizing its citizens.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow of a Doubt \n'b' Tiny celestial , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 10 (4d4) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 10 (+0) INT: 6 (-2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3 Skills Perception +2 Damage Resistances cold, electricity, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , demoralized, exhaustion , frightened , grappled , paralyzed , restrained Senses darkvision 120 ft.; passive Perception 12 Languages all Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Shadowy Doubt . The lurker in darkness projects an aura that darkens the area around it. Within 20 feet all bright light is lowered to dim light and dim light is lowered to darkness. This darkening effect is thwarted by any light-creating spell of 2nd level or higher. If the darkness is unthwarted, any creature within or entering the supernatural darkness has disadvantage on any spell or effect that imposes the demoralized condition. If an affected creature leaves the aura, the disadvantage remains for 1d4 rounds. \n'b' Ephemeral . The shadow of a doubt can\xe2\x80\x99t wear or carry anything. \n'b' Innate Spellcasting . The shadow of a doubt\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 11). The shadow of a doubt angel can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : darkness , touch of despair \n'b' 3/day : crushing despair \n'b'\n'b' Magic Resistance . The shadow of a doubt has advantage on saving throws against spells and other magical effects. \n'b' Shadowy Form . In any illumination other than bright light, a shadow of a doubt blends into the shadows, imposing disadvantage on any attack or spell that requires an attack roll. This disadvantage applies even if the creature has darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b' Shadowy Ray . Ranged Spell Attack : +3 to hit, range 60 ft., one target. Hit : (1d6+2) necrotic damage. \n'b' Shadow Hop . As a bonus action, the shadow of a doubt may teleport to any spot of dim light or darkness within 60 feet, including within the darkness aura it creates. \n'b'\n'b' ABOUT \n'b' This dark mote looms in a dim space and leaves you with a sense of unease. \n'b' A shadow of a doubt appears and a spherical mote of darkness, the size of a cannon ball, though it is largely insubstantial. It is impossible to see in darkness and is only revealed when bright light is forced upon it. \n'b' Borne of Despair . A shadow of a doubt is formed from the concentrated despair and hopelessness pulled from other planes into the shadow plane. Their consciousness is pulled from many people both alive and dead and as such does not have a true personality of its own. \n'b' Feeds on Hope . A shadow of a doubt does not need to sleep. Nor does it eat or drink in the traditional sense but enjoys consuming the hopes and aspirations of living creatures. It does so through a slow sapping of such hopes by its presence. \n'b' Variant: Shadow of a Doubt Familiar \n'b' Insane or black-hearted spellcasters interested in extraplanar familiars find and bend shadows of a doubt to their whims. The shadow of a doubt is a tool to them. It follows the bidding of its master, instilling doubt in their enemies. Such shadows of a doubt have the following trait. \n'b' Familiar . The shadow of a doubt can serve another creature as a familiar, forming a telepathic bond with its willing master. \n'b' While the two are bonded, the master can sense what the shadows of a doubt senses as long as they are within 1 mile of each other. While the shadow of a doubt is within 10 feet of its master, the master shares its Magic Resistance trait. At any time, if the shadow of a doubt chooses to or finds it is not being fed enough hope, it may end its service as a familiar, ending the telepathic bond .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Deep One Hybrid Cultist \n'b' Medium humanoid (human, mythos), chaotic evil \n'b'\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' 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' 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' Actions \n'b' Scimitar . Melee Weapon Attack : +3 to hit, 5 ft. reach. Hit : 4 (1d6 + 1) slashing damage. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow of Death \n'b' Large celestial , chaotic evil \n'b' Armor Class 18 Hit Points 250 (20d10 + 140) Speed 50 ft. fly 120 ft.\n'b' STATS STR: 7 (?2) DEX: 26 (+8) CON: 24 (+7) INT: 25 (+7) WIS: 25 (+7) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +14, Wis +14, Cha +17 Skills Perception +14 Damage Vulnerabilities radiant Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 24 Languages all, telepathy 120 ft. \n'b' Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Throes . When the shadow of death dies, it explodes, and each creature within 30 feet of it must make a DC 22 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one. \n'b' Deathly Shroud . At the start of each of the shadow of death\xe2\x80\x99s turns, each creature within 15 feet of it must succeed on a DC 22 Constitution saving throw or take 10 (3d6) necrotic damage. In addition, light within 30 feet of the shadow of death is less effective. Bright light in the area becomes dim light, and dim light in the area becomes darkness. \n'b' Destroyer of Life . If the shadow of death reduces a creature to 0 hp, the creature can be restored to life only by means of a wish spell. \n'b' Magic Resistance . The shadow of death has advantage on saving throws against spells and other magical effects. \n'b' Shadow Stealth . While in dim light or darkness, the shadow of death can take the Hide action as a bonus action. \n'b' Weapons of Death . The shadow of death\xe2\x80\x99s weapon attacks are magical. When the shadow of death hits with any weapon, the weapon deals an extra 10 (3d6) necrotic damage (included in the attack). A creature that takes necrotic damage from the shadow death\xe2\x80\x99s weapon must succeed on a DC 22 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shadow of death can use Vision of Ending. It then makes three shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) piercing damage plus 10 (3d6) necrotic damage. \n'b' Vision of Ending . Each creature that is not undead within 60 feet of the shadow of death that can see it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature is also paralyzed as it sees visions of its death. 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 this shadow of death\xe2\x80\x99s Vision of Ending for the next 24 hours. \n'b' Teleport . The shadow of death magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' Draped in black funerary garb, ribbons of which move of their own accord, the creature has the appearance of a skeletal angel. \n'b' Angels of Death . Once beings of light and beauty who championed justice across the planes, the shadows of death formed after some agent of entropy discarded their bodies into the Void. Their celestial forms protected them from ultimate annihilation, but their minds were forever darkened by the plane\xe2\x80\x99s dread influence. \n'b' Deathly Avatars . Shadows of death sometimes answer the call of death cults. Rather than aiding the cultists though, the shadows kill the cultists before spreading the grave\xe2\x80\x99s shadow across the world. \n'b' Immortal Nature . The shadow of death doesn\xe2\x80\x99t require food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Bat (Common) \n'b' Family: Bat \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Echolocation : The bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing : The bat has advantage on Wisdom (Perception) checks that rely on hearing. \n'b'\n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' Most bats are insectivores or fruit-eaters, but at least one species drinks blood.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Panther \n'b'\n'b' Neutral evil Large monstrosity \n'b' Armor Class 13 (16 with barkskin ) Hit Points 55 (10d10) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +1 Languages Common, Sylvan; telepathy with giant wasp companion Skills Athletics +5, Perception +5, Stealth +6 Senses darkvision 60 ft. Challenge 4 (1,100 XP) \n'b' Actions \n'b'\n'b' Multiattack . A shadow panther bites once and claws three times. \n'b' Bite . Melee Weapon Attack : +6 to hit (reach 5 ft.; one creature). Hit : 1d10 + 3 piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit (reach 5 ft.; one creature); Hit : 2d6 + 3 slashing damage. If all three claw attacks hit the same creature on the panther\xe2\x80\x99s turn, the creature takes an additional 2d6 slashing damage. \n'b'\n'b' Special Traits \n'b'\n'b' Spell-like Abilities . A shadow panther can use the following spell-like abilities, using Wisdom as its casting ability (DC 13, attack +5). The panther needs only vocal components in its casting.\n'b'\n'b'\n'b' At will . poison spray, resistance, create or destroy water , jump , speak with animals \n'b' 1/day each . barkskin , darkness , fog cloud , pass without trace \n'b'\n'b' ABOUT \n'b' This black-furred panther would not seem noteworthy were it not for its exceptional size and six legs, one of which has a twisted and mangled paw from some past hunter\xe2\x80\x99s trap. The beast seems to bear a perpetual snarl as one side of its face is badly scarred, pulling its mouth up and its eye into a puckered squint.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Rabbit \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The shadow rabbit 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' Hop . The shadow rabbit\xe2\x80\x99s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Sunlight Sensitivity . While in sunlight, the shadow rabbit has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The shadow rabbit makes two attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage plus 3 (1d6) necrotic damage. \n'b' Dark Egg . Ranged Weapon Attack : +6 to hit, range 30/80 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 2 (1d4) necrotic damage. \n'b' About \n'b' Walking through the city at night you\xe2\x80\x99re startled by a bizarre sight. The shadow of an extremely tall rabbit is visible on a nearby wall. Moving quickly, the large creature vanishes into the foul-smelling sewers. Shadow rabbits are constantly hunting the city for their next meal. \n'b' Raging Rabbit . These creepy monsters are violent killers and are only active in the dark. Shadow rabbits will usually hunt on the surface at night and underground during the day. They stay out of the sunlight; as it weakens them a great deal. \n'b' Egg Shelled . At times, the shadow rabbit will hurl strange dark eggs. A black shadowy tail trails through the air when these bizarre weapons are thrown. The undead creatures create their eggs from shadowy necrotic matter. Shadow rabbits store piles of these eggs in secret hiding places underneath the city. \n'b' Hidden Burrow . These evil rabbits live in large hidden burrows in the sewers. A sizeable pile of treasure can usually be discovered in these lairs. Dark eggs, coins, magic items, and gemstones are just some of items that are hoarded. \n'b' Undead Nature . A shadow rabbit doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Rat \n'b' Tiny undead , neutral \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d4 + 2) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The shadow rat can move through a space as narrow as 1 inch wide without squeezing. \n'b' Keen Smell . The shadow rat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shadow Stealth . While in dim light or darkness, the shadow rat can take the Hide action as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage and the target\xe2\x80\x99s Strength score is reduced by 1d4. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, the target\xe2\x80\x99s Strength score is reduced by 1d4 and its hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum or Strength score drops to 0 as a result of this disease, the target dies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Rat \n'b' Tiny undead , unaligned \n'b' Armor Class 12 Hit Points 7 (2d4 + 2) Speed 30 ft., climb 15 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 (+6 in dim light or darkness ) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning 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 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The shadow rat can move through a space as narrow as one inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness , the shadow rat can take the Hide action as a bonus action. \n'b' Sunlight Weakness . While in sunlight, the shadow rat has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) necrotic damage. If the target is not undead, its Strength score is reduced by 1d4. The target dies if this reduces its Strength score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b'\n'b' ABOUT \n'b' Shadow rats resemble rats with rotting flesh, torn and matted fur, and blazing red eyes. Its semi-translucent skin shows discolored bones and muscles. The tiny rodent terrors attack as a mass that clambers over enemies, biting with their sharp teeth.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Raven \n'b' Tiny beast (titanspawn), neutral\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 2 (1d4) Speed 10 ft., fly 50 ft. Skills Perception +5, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Titan Speech Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Gift of Tongues . The shadow raven can understand the literal meaning of any spoken language that it hears. \n'b' Incorporeal Movement . The shadow raven 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' Light Sensitivity . While in bright light, the shadow raven has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Shadow Sight . Magical darkness doesn\xe2\x80\x99t impede the shadow raven\xe2\x80\x99s darkvision . \n'b' Shadow Stealth . While in dim light or darkness, the shadow raven can take the Hide action as a bonus action. \n'b' Actions \n'b' Strength Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d3. The target becomes unconscious if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Tactics \n'b' Shadow ravens do not normally attack other creatures; their role is to gather and observe, then report back to their master. Solitary shadow ravens, or even small flocks of them, always seek to escape attackers rather than fighting back. Even if a large flock is assaulted, it typically flies away. If a flock of shadow ravens has no avenue of escape, it may swarm attackers, using incorporeal beaks to incapacitate aggressors before flying away. \n'b' Description \n'b' A shadow raven is a large, yet oddly indistinct bird, standing perhaps 18 inches high, yet swathed in darkness. Blood-red eyes glimmer within the folds of midnight that make up its form, and its wings are little more than wisps of shadow. \n'b' Shadow ravens do not like brilliant lights; sudden flashes can scare them away, at least for a time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Realm Essence \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 21 (natural armor) Hit Points 471 (23d20 + 230) Speed 15 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (+4) CON: 0 (+10) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +17, Wis +5, Cha +7 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, Necrotic, poison Condition Immunities blinded , charmed , deafened , Frightened Senses passive Perception 15 Languages \xe2\x80\x94 Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Crystal Regeneration . A Shadow Realm essence spawns around large crystal outgrowths tainted by the power of the Shadow Realm. Once spawned, it tethers to these crystals, drawing in power to strengthen the creature. It gains 10 hit points per crystal it is attached to at the start of its turn. Max of 40 hit points . \n'b' Necrotic Aura . Any creature that starts its turn within 5 feet of the Shadow Realm essence takes 10 (3d6) necrotic damage. \n'b' Legendary Resistance (2/day) . If the Shadow Realm essence fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The Shadow Realm essence makes two attacks. One with its bite and one with its slam. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 27 (4d10 + 5) piercing damage and 27 (6d8) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as an Allip, unless the humanoid is restored to life or its body is destroyed. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 30 (4d12 + 5) bludgeoning damage and 18 (4d8) necrotic damage. \n'b' Necrotic Burst (Recharge 5-6) . The Shadow Realm essence erupts in a powerful aura of necrotic energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 19 Constitution saving throw, taking 93 (17d10) necrotic damage of a failed save, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The Shadow Realm essence can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Shadowfell Essence regains spent legendary actions at the start of its turn. \n'b' Move . The Shadow Realm essence can move up to its movement speed. \n'b' Slam . The Shadow Realm essence makes one slam attack . \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow River Lord \n'b' The figure rising from the water appears to wear a cloak made of stars, but the moonlight reveals a watery garment of black liquid. The form beneath the water is as fluid as the cloak. A blue-white skull grins from atop the body, and the staff it holds glows with green fire. \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Amorphous . The shadow river lord can move through a space as narrow as one inch wide without squeezing. \n'b' Undead Nature . A shadow river lord doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The shadow river lord makes two greenfire staff or two shadowfrost bolt attacks. If two attacks hit the same target, the target must make a DC 16 Constitution saving throw or be blinded until the end of its next turn. \n'b' Greenfire Staff . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Shadowfrost Bolt . Ranged Spell Attack : +8 to hit, range 150 ft., one target. Hit : 9 (2d8) necrotic damage plus 7 (2d6) cold damage. \n'b' Shadow Geyser (Recharge 6) . The shadow river lord expels a geyser of shadowy water from its staff in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) necrotic damage and 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Undead Fey Spirits . Shadow river lords make their homes where dangerous rivers wear away the barrier between the mortal world and the dark fey lands. These dangerous creatures prey upon those who travel or reside near the river. A creature that dies in the river forfeits its soul to the local shadow river lord, who whisks the soul away to the fey realm to be used as currency or as a means to gain further power. \n'b' Shadow Skeleton Servants . While the souls of the victims of a shadow river lord are lost, the flesh is devoured by the river\xe2\x80\x99s denizens, leaving only bones. These bones are reanimated as shadow skeletons, which lurk beneath the river\xe2\x80\x99s surface, waiting for their master\xe2\x80\x99s call to action. The shadow skeletons hide within rapids or at the deepest parts of a river, hoping to pull victims down to a watery demise.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Tendril \n'b' Medium aberration , unaligned \n'b' Armor Class 13 Hit Points 26 (4d8 + 8) Speed 10 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , charmed , deafened , frightened Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mindless . The shadow tendril is immune to any effects that would read its thoughts or reveal its emotions. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). A creature that ends its turn while grappled by the shadow tendril automatically takes 3 (1d6) acid damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catkin King \n'b' Small humanoid (catkin, ozian), neutral \n'b' Armor Class 14 \n'b' Hit Points 28 (8d6) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +5, Performance +6, Persuasion +6, Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Cat, Common \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The ulthar cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Nimble Escape . The ulthar cat can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Standing Leap . The ulthar cat\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 : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) slashing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the catkin king can utter a special command or warning whenever a non-hostile 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 King Felis. A creature can benefit from only one Leadership die at a time. This effect ends if King Felis is incapacitated . \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' Tome 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Deep One Archimandrite \n'b' Family: Deep Ones \n'b' Large humanoid , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 12 (+1) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +6, Cha +7 Skills Arcana +4, Perception +6 Damage Vulnerabilities fire Damage Resistances cold, thunder Senses darkvision 240 ft., passive Perception 16 Languages Common, Void Speech Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The deep one archimandrite can breathe air and water. \n'b' Frenzied Rage . If a deep one archimandrite takes 15 or more damage from a single attack , it has advantage on all attack rolls and gains a +4 bonus to all damage rolls until the end of its next turn. For the duration, it can make one Unholy Trident attack as a bonus action on its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deep one archimandrite makes one Claw attack and one Unholy Trident attack, or it makes three Jolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Unholy Trident . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage. \n'b' Jolt . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one target. Hit : 14 (3d6 + 4) lightning damage, and the target\xe2\x80\x99s speed is reduced by 10 until the end of its next turn. \n'b' Spellcasting . The deep one archimandrite 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 : bless , guidance , suggestion , thaumaturgy \n'b' 3/day each : charm person , command , sleep \n'b' 1/day each : augury , lightning bolt , spirit guardians \n'b'\n'b' Call of the Archimandrite (1/Day) . With a ringing shout, the archimandrite magically calls 1d4 reef sharks or 1 swarm of quippers, provided the archimandrite is at least partially submerged in a body of water that can contain the creatures. The called creatures arrive in 1d4 rounds, acting as allies of the archimandrite and obeying its spoken commands. The creatures remain for 1 hour, until the archimandrite dies, or until the archimandrite dismisses them as a bonus action. Each deep one within 1 mile of the archimandrite can hear this call, though these deep ones are under no magical compulsion to make their way toward the archimandrite. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deep one priest makes one Claws attack and one Jolting Touch attack . \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Jolting Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) lightning damage, and the target\xe2\x80\x99s speed is reduced by 10 until the end of its next turn. \n'b' Spellcasting . The deep one priest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : guidance , thaumaturgy \n'b' 3/day each : command , sleep \n'b' 1/day each : spirit guardians \n'b'\n'b' ABOUT \n'b' The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Thief \n'b' Small aberration , neutral \n'b' Armor Class 13 Hit Points 27 (6d6 + 6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Stealth +5 Senses darkvision 90 ft., passive Perception 11 Languages Common, Deep Speech Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Coalesce Memories . When a creature the shadow thief is merged with makes an Intelligence ability check to recall knowledge, the shadow thief must make a Charisma saving throw. If the result of the saving throw is less than that of the creature\xe2\x80\x99s Intelligence check, the shadow thief\xe2\x80\x99s Penumbral Theft ability ends. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage plus 3 (1d6) cold damage. \n'b' Penumbral Theft . The shadow thief magically absorbs the shadow of a creature within 5 feet of it. The creature must succeed on a DC 12 Wisdom saving throw. On a failure, the shadow thief merges with the creature. While merged with the shadow thief, the creature\xe2\x80\x99s shadow moves erratically, causing the creature to make Dexterity ( Stealth ) checks with disadvantage. The shadow thief can\xe2\x80\x99t be targeted by any attack , spell, or other effect while merged, but it can be affected by spells like protection from evil and good . The shadow thief cannot take actions or reactions while merged, except to Swap Shadows or Coalesce Memories or to end the merge as an action. The merge also ends if the creature is reduced to 0 hit points . An affected creature can be identified as such by their shadow\xe2\x80\x99s oddities with a successful DC 15 Intelligence ( Arcana ) or Wisdom ( Perception ) check. The creature can repeat the saving throw after every 24 hours, ending the effect on a success. After three successive failures, the merge lasts indefinitely. \n'b'\n'b' REACTIONS \n'b'\n'b' Darkness Dissolution (1/Day) . When damage would reduce the shadow thief to 0 hit points , the thief remains at 1 hit point and magically teleports to an area of darkness it can see within 1,000 feet. If it can\xe2\x80\x99t teleport in this way, it dies. \n'b' Swap Shadows . When a Tiny creature the shadow thief is merged with moves within 5 feet of a larger creature, the shadow thief uses Penumbral Theft on the larger creature, which makes its Wisdom saving throw against the effect with disadvantage. \n'b'\n'b' ABOUT \n'b' One of the many creations of the unfathomable denizens of the distant cosmos, shadow thieves are small creatures with strangely angular bodies that lie underneath a veil of shadow. Despite the aura of dusk that perpetually surrounds them, shadow thieves are corporeal and remain as such even when they merge with a mortal creature to steal the mortal\xe2\x80\x99s shadow. \n'b' Shadow thieves were initially created to gather information for their alien masters. By assuming the form of different mortal creatures\xe2\x80\x99 shadows, a shadow thief could infiltrate society via progressively more important figures. At least, this was their creators\xe2\x80\x99 intention. However, as the first shadow thieves traveled through the vastness of space, they lost their connection to their elder creators but not their interest in the societies of mortals. Now they wander the planet with their own mysterious designs in mind. \n'b' The experience of having one\xe2\x80\x99s shadow stolen by a shadow thief is not pleasant but stories exist of mortals who form friendships with shadow thieves, willingly allowing the monsters to accompany them on their journeys. For unwilling hosts, the easiest way to rid oneself of a shadow thief is to offer the being a tantalizing morsel of knowledge.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Wolf \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft.\n'b' STATS STR: 18 (+4) 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 Damage Resistances cold Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The shadow wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The shadow wolf has advantage on an attack roll against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) cold damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b'\n'b' Actions \n'b' Shadow wolves are nocturnal hunters and hate all living creatures. Their eyes flash with a crimson fire when prey is sighted.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Bat (Giant) \n'b' Family: Bat \n'b' Large beast , unaligned \n'b' Armor Class 13 Hit Points 22 (4d10) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Echolocation . The bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing : The bat has advantage on Wisdom (Perception) checks that rely on hearing. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' About \n'b' This giant, furry bat is nearly the size of an ox, with dark leathery wings that open wider than two men with arms outstretched.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Wolf \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 38 (7d8+7) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 0 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness Senses darkvision 60 ft.; passive Perception 13 Languages \xe2\x80\x94 Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Ethereal Awareness . The shadow wolf can see ethereal creatures and objects. \n'b' Pack Tactics . The shadow wolf has advantage on attack rolls against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Shadow Stealth . The shadow wolf has advantage on Dexterity (stealth) checks made in dim light or darkness. \n'b' Sunlight Weakness . While in bright light created by sunlight, the shadow wolf has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 +3) piercing damage. \n'b'\n'b' Reactions \n'b'\n'b' Fade . When the shadow wolf is hit with a targeted attack , the creature can choose to immediately fade in and out of the ethereal plane. The damage from the attack is then reduced to 0, unless it can deal damage to ethereal creatures.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Wolf \n'b' Medium beast (shadowspawn) , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 11 (2d8 +2) Speed 40 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities necrotic and poison Condition Immunities poisoned Damage Vulnerabilities radiant Senses darkvision , 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The shadow wolf has advantage on Wisdom ( Perception ) checks they rely on hearing or smell. \n'b' Pack Tactics . The shadow wolf has advantage on attack rolls against a creature if at least one of the wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Shadow-Blend . The shadow wolf has advantage on Stealth checks in areas of dim light or darkness. \n'b' Sunlight Weakness . In direct sunlight, the shadow wolf has disadvantage on all attack rolls, checks, and saving throws. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' About \n'b' Touched and transformed by the forces of Shadow, shadow wolves have utterly black fur, rendering them almost invisible in the dark, save for their eyes, which reflect a ghostly light. They are also eerily silent until they attack their prey, stalking and often surrounding them in the dark woods at night, then growling or howling as they rush in.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow Wolf \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 32 (5d8 + 10) Speed 50 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) 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 +6 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 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The shadow wolf can move through a space as narrow as one inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness , the shadow wolf can take the Hide action as a bonus action. Its stealth bonus is also improved to +8. \n'b' Sunlight Weakness . While in sunlight, the shadow wolf has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Strength Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) 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 the target is a creature, it must also succeed on a DC 12 Strength saving throw or be knocked prone . If a non-evil humanoid dies from this attack , a new shadow rises from the corpse 1d4 hours later. \n'b' Bay (recharge 5-6) . The shadow wolf lets out a fearful howl. All creatures within 40 feet who hear it must succeed on a DC 12 Wisdom saving throw or become frightened for one minute. A frightened creature may 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' Shadow wolves are nocturnal hunters that hate all living creatures. Their eyes flash with a crimson fire when prey is sighted. Shadow wolves prefer to attack from ambush, using the shadows and darkness to their advantage. When prey wanders nearby, a shadow wolf leaps to the attack. A shadow wolf pack leads its prey into an ambush and then strikes when opponents are completely unaware.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow, Greater \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 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 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The shadow can move through a space as narrow as one-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'\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' LAIR AND LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the greater shadow can take a lair action to cause one of the following magical effects; the shadow can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Command Corn : The greater shadow can command a 20-foot-radius section of its cornfield to animate and attack creatures wandering through it. The effect lasts for one minute. For the duration, that area is difficult terrain for all creatures. In addition, any creature the greater shadow chooses in the area must succeed on a DC 14 Strength save or become restrained . A creature can use its action to make a DC 14 Strength check, freeing itself or another entangled creature within reach on a success. \n'b' Corn Maze : The greater shadow manipulates the cornstalks within the cornfield to change position, ruining the efforts of anyone attempting to navigate the field. Creatures entering the cornfield immediately lose all sense of direction and make any checks to navigate the cornfields at disadvantage. This effect doesn\xe2\x80\x99t affect other shadows. \n'b' Obscuring Corn : The shadow can control the corn so that it sways and weaves together, heavily obscuring the vision of any creatures in the fields. This effect doesn\xe2\x80\x99t affect other shadows.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadow, Greater \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 84 (13d8 + 26) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 (+9 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 11 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The greater shadow can move through a space as narrow as one 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'\n'b' ACTIONS \n'b'\n'b' Strength Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 21 (4d8 + 3) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d4. The target dies if this reduces its Strength score 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 shadow rises from the corpse 1d4 rounds later under the greater shadow\xe2\x80\x99s command. \n'b'\n'b' ABOUT \n'b' According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. All shadow beings are said to spring from this malevolent source. Of its creations, the greater shadows are among the worst. These powerful undead appear much like normal shadows, but are much more dangerous and harder to destroy. Like its brethren, it is a creature of living darkness. Greater shadows hide in darkness and spring out to attack when living opponents wander too close. These greater beings often lead hordes of other shadow creatures.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadowlight Moth \n'b' Small beast , neutral \n'b' Armor Class 13 (natural armor) Hit Points 10 (4d6 \xe2\x80\x93 4) Speed 20 ft., fly 30 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 8 (-1) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4, Perception +5 Senses darkvision 120 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge ? (25 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Tiny Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Fluttering Wings . The moth flies unerringly at a creature it can see within 30 feet of it. The moth obscures the target\xe2\x80\x99s vision with the fluttering of its wings. The target must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the moth\xe2\x80\x99s next turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadowlight Moth Swarm \n'b' Large swarm of Small beasts , neutral \n'b' Armor Class 13 Hit Points 18 (4d10 \xe2\x80\x93 4) Speed 20 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 8 (-1) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Perception +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a small shadowlight moth. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Tiny Bite . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 12 (2d8 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if the swarm has half of its hit points or fewer. \n'b' Fluttering Wings . The swarm flies unerringly toward a creature it can see within 30 feet of it. The swarm obscures the target\xe2\x80\x99s vision with the fluttering of its wings. The target must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the swarm\xe2\x80\x99s next turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Deep One Hybrid Priest \n'b' Family: Deep Ones \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +3, Cha +5 Skills Athletics +6, Deception +5, Perception +3 Damage Vulnerabilities fire Damage Resistances cold Senses darkvision 120 ft., passive Perception 13 Languages Common, Void Speech Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The deep one priest can breathe air and water. \n'b' Frenzied Rage . If a deep one priest takes 10 or more damage from a single attack , it has advantage on melee attack rolls and gains a +4 bonus to melee damage rolls until the end of its next turn. \n'b' Lightless Depths : A deep one hybrid priest is immune to the pressure effects of the deep ocean. \n'b' Voice of the Deeps . The deep one priest can spend 5 minutes giving a speech in a rolling, droning voice that fascinates listeners. At the end of the speech, each creature that heard it must succeed on a DC 13 Wisdom saving throw or forget the events of the past 10 minutes or keep no memory of the events of the next 5 minutes (the priest\xe2\x80\x99s choice). On a successful saving throw, a creature is immune to the priest\xe2\x80\x99s Voice of the Deeps for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws : Melee Weapon Attack :+6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Innate Spellcasting : The deep one priest\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : sacred flame, shocking grasp \n'b' 3/day each : inflict wounds, sanctuary, sleep \n'b' 1/day each : ice storm, shatter \n'b'\n'b' ABOUT \n'b' With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages. \n'b' 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' 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. They\xe2\x80\x99ve intermarried with coastal humans to create human-deep one hybrids. \n'b' 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' 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadowrock Render \n'b' Large elemental , neutral evil \n'b' Armor Class 14 Hit Points 68 (8d10 + 24) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 19 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran, Umbral, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The render 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' Regeneration . The render regains 10 hit points at the start of its turn. If the render takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the render\xe2\x80\x99s next turn. The render dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Sunlight Hypersensitivity . The render takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The render makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. A creature hit by two claw attacks in the same turn takes an extra 14 (4d6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadowspider Swarm \n'b' Large swarm of Tiny monstrosities , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities cold, necrotic Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkwalkers . While in darkness, the shadowspider swarm is invisible . \n'b' Sense Life . The shadowspider swarm can pinpoint the location of a warm, living creature within 30 feet. \n'b' Swarm . The shadowspider swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny shadowspider. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Wasting Wave . A creature that enters the swarm\xe2\x80\x99s space for the first time on a turn or ends its turn in the swarm\xe2\x80\x99s space must succeed on a DC 14 Constitution saving throw or gain one level of shadow corruption. \n'b'\n'b' ACTIONS \n'b'\n'b' Shadow Bites. Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage and 9 (2d8) cold damage on a failed save or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This mass of fist-sized black spiders flows like a creeping mist. While they move like a shadow across the ground, they do not cast one themselves. \n'b' Born of Darkness . Shadowspiders are not alive in the traditional sense. A shadowspider swarm is a creeping mass of spiders formed out of the primordial darkness of the Shadow Realm itself.\xc2\xa0They are born in the oldest and darkest regions of the Shadow Realm, often in areas where the planar barriers have grown thin. Unable to survive outside of its swarm, a shadowspider separated from its swarm evaporates in a greasy swirl of black smoke. \n'b' Affinity with Undeath . While shadowspider swarms form in places where two planes are close, they are particularly common in regions where the Shadow Realm is coterminous with the Plane of Undeath. Because of this, shadowspider swarms are often found alongside the undead that sometimes spill forth in these regions. \n'b' Insatiable . Shadowspider swarms are always hungry, especially for the warmth of mortals. When a shadowspider swarm senses the warmth of a living creature, it immediately moves to consume the creature.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shadowy Tree \n'b' Huge plant , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 207 (18d12 + 90) Speed 10 ft.\n'b' STATS STR: 23 (+6) DEX: 7 (-2) CON: 21 (+5) INT: 12 (+1) WIS: 20 (+5) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons, fire Condition Immunities exhausted, poisoned , prone , psychic Senses passive Perception 15 Languages Sylvan Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' False Appearance . If the shadowy tree remains motionless, it is indistinguishable from a normal tree. \n'b' Magic Resistance . The shadowy tree has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The shadowy tree makes four slam attacks and one bite attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 28 (4d10 + 6) piercing damage plus 13 (3d8) necrotic damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the shadowy tree can\xe2\x80\x99t bite another target. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. The target must also make a DC 17 Dexterity check or be knocked prone . \n'b' Swallow . The shadowy tree makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained . If has total cover against attacks and other effects outside the shadowy tree, and it takes 17 (5d6) necrotic damage at the start of each of the shadowy tree\xe2\x80\x99s turns. The tree can only have one target swallowed at a time. If the shadowy tree dies, a swallowed creature is no longer restrained by it and can escape from the trunk using 5 feet of movement, exiting prone . \n'b' About \n'b' Without warning, the tree in front of you suddenly blackens and turns into a creepy, tangled monster. This evil plant lies in wait until suitable prey wanders near. The shadowy tree is made of a dark energy that protects it against fire. \n'b' Wrong Place, Wrong Time . If a creature gets too close to this evil tree, it could be the last thing they do. This horrid plant can swallow its victims. \n'b' Packs a Wallop . Not only can the shadowy tree bite and swallow victims, it can also slam its branches into them.\xc2\xa0The victims of this tree often litter the ground around it. Piles of broken skeletons lying at the base of a tree provide a clear warning.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Bat, Vampire (Giant) \n'b' Family: Bat \n'b' A great bat the size of a horse with black and brown fur. As it shrieks, its blood-caked muzzle reveals long, yellowed fangs. \n'b' Large beast , unaligned \n'b' Armor Class 13 Hit Points 60 (8d10 + 16) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 2 (-2) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Echolocation . The bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the bat can\xe2\x80\x99t bite another target. The bat regains hp equal to the necrotic damage dealt. \n'b' About \n'b' Some bats subsist on a diet of fresh blood. Unlike their smaller relatives, giant vampire bats are blessed by the demon lord of bats and have no need to stalk sleeping prey. They are large enough to seize the blood they crave.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shae \n'b' Medium humanoid , neutral \n'b' Armor Class 14 Hit Points 60 (8d8+24) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 17 (+3) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Immunities cold Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Shae Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blur . A shae\xe2\x80\x99s form is blurred, shifting and wavering to all who can see it. Any creature has disadvantage on attack rolls against the shae. An attacker is immune to this effect if it doesn\xe2\x80\x99t rely on sight, as with blindsight, or can see through illusions, as with truesight. \n'b' Innate Spellcasting : The shae\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). The shae can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 3/day each : darkness , major image \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the shae can take the Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Cold Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 3 (1d6) cold damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. \n'b'\n'b' ABOUT \n'b' The mysterious people known as the shaes are natives of the Shadow Plane. In their own language, their name means \xe2\x80\x9cunbound\xe2\x80\x9d or \xe2\x80\x9cunfettered.\xe2\x80\x9d According to shae history, they were once humanoids who through tireless study and selfperfection managed to transcend the bonds of a definite form. Though they still bear roughly humanoid shapes, shaes\xe2\x80\x99 outlines are perpetually wispy and impossible for any non-shaes to focus directly on. Though shaes may engage in all the same pursuits and professions as other humanoids, their overwhelming racial pride often leads them to see all other humanoids\xe2\x80\x94especially humans\xe2\x80\x94as lesser beings. Ironically, this casual disdain sometimes leads individual shaes to gather harems of worshipful human consorts, and it is from these unions that fetchlings often issue. Humans involved in such relationships often hope to learn the secret of the shaes\xe2\x80\x99 power over shadows, and claim that only in sacred union with the creatures can one glimpse their true features. Shaes are roughly 6 feet tall and weigh 100 pounds. \n'b' They often wear masks and formfitting clothing when around other creatures in order to give the lesser beings something to focus on (such garments do not impede their Blur ability).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shahmaran \n'b' Medium monstrosity , chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 20 (+5) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8, Wis +5, Cha +6 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aramaic, Pahlaw?n?g Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flesh of Restoration . The flesh and blood of the Shahmaran have remarkable healing properties when prepared by a skilled alchemist. Whether given freely or harvested from a deceased Shahmaran, only one potion can be produced, as it takes a full year for the magical properties to return to a living Shahmaran. Preparing the potion requires a DC 18 Intelligence check using Alchemist\xe2\x80\x99s supplies. On a success, the resulting brew functions as a potion of supreme healing that also cures all diseases and negative conditions when consumed. On a failure, it instead becomes a potion of poison that cannot be detected by an identify spell. \n'b' Spellcasting . The Shahmaran is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , poison spray \n'b' 1st level (4 slots) : charm person , color spray , sleep \n'b' 2nd level (3 slots) : detect thoughts , hold person \n'b' 3rd level (3 slots) : revivify , water breathing \n'b' 4th level (3 slots) : hallucinatory terrain , wall of fire \n'b' 5th level (2 slots) : dominate person \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The Shahmaran is an exceedingly rare creature that typically dwells within hidden desert oases, grottos, and caves. A recluse by necessity, the Shahmaran was nearly hunted to extinction in centuries past for its remarkable flesh, which is said to restore even the most ill or injured to good health. Benevolent by nature, the Shahmaran enjoys the company of like-minded individuals, and can be persuaded to part with a small portion of its healing blood, though trust can be a difficult thing to foster in such an understandably wary soul.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Obsidian Shale Beast \n'b' Family: Shale \n'b' Medium elemental , unaligned \n'b' Armor Class 18 (natural armor), 20 with Obsidian Armor Hit Points 161 (19d8 + 76) Speed 40 ft., burrow 30 ft.\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 19 (+4) INT: 3 (-4) WIS: 18 (+4) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +8 Skills Stealth +9 Damage Vulnerabilities thunder Damage Resistances fire Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Obsidian Armor . The beast\xe2\x80\x99s hide is made of brittle obsidian, giving it an AC of 20. Once the beast is reduced to less than half its hit points , or immediately upon being damaged by a critical hit, its obsidian armor breaks, reducing its AC to 18. While the armor is unbroken, any creature that touches the beast, hits it with an unarmed attack , tries to grapple it, or starts its turn grappling or grappled by the beast takes 10 (3d6) slashing damage. A creature can take this damage only once per turn. \n'b' Rock Stride . The beast ignores difficult terrain in caves and rocky areas. \n'b' Stone Camouflage . The beast has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The beast makes two obsidian claw attacks or two obsidian shard attacks. \n'b' Obsidian Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b' Obsidian Shard . Ranged Weapon Attack : +9 to hit, range 90/180 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Song of the Earth (Recharge 6) . The beast rubs the sharp edge of one of its legs against its own hide, creating a subsonic hum that both soothes and stimulates other shale spitters. Each shale spitter within 120 feet of the beast has advantage on saving throws and can make a melee attack as a bonus action until the end of its next turn. \n'b'\n'b' ABOUT \n'b' At first glance, obsidian shale beasts look more like walking mounds of knives than living creatures. But these strange grasshopper-like beings do share the same lineage as common shale spitters; their stony exteriors have simply morphed from many years of consuming and digesting brittle, vitreous minerals and rocks such as quartz, calcite, and obsidian. \n'b' When encountered on their own, obsidian shale beasts are typically found much deeper underground than most shale spitters. They have a particular fondness for veins of molten rock, and are more prevalent in mountains with active volcanoes, where searing heat and incredible pressure hone their bodies into jagged weapons. Old obsidian shale beasts who have spent decades or even centuries near lava flows or magma veins can grow to incredible sizes and develop brutally sharp, extra-dense carapaces. \n'b' Owing to their brittle and oblong bodies, obsidian shale beasts cannot curl up into protective balls like most shale spitters. Rather, obsidian shale beasts rely on their natural armor, which is as brittle and sharp as an obsidian blade, to protect them from inter-pack tussles, attacks from predators, and sudden cave-ins. \n'b' A shale spitter pack with an obsidian shale beast among their numbers is far more likely to survive times of crisis. When an unmatchable predator like a cavern troll or cave worm attacks the pack, it\xe2\x80\x99s up to the obsidian shale beast to rally its kin to safety while fending off the intruder. The shale beast accomplishes this with its unique ability to produce a subsonic hum that snaps other shale spitters out of torpors and drives them to action. Shale beasts are also unusually noble, and will stay behind to distract an attacker if doing so will enable its pack mates to escape.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shale Behemoth \n'b' Family: Shale \n'b' Gargantuan elemental , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 409 (21d20 + 189) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 29 (+9) INT: 3 (-4) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +16, Wis +11 Skills Stealth +7 Damage Resistances piercing, slashing Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 23 (50,000 XP) Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Stone Camouflage . The behemoth has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Tunneler . The behemoth can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The behemoth makes three claw attacks or hurls three shards. It can replace one attack with Crystal Prison. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 20). \n'b' Crystal Prison . Melee Weapon Attack : +17 to hit, reach 20 ft., one target grappled by the behemoth. Hit : 28 (4d8 + 10) piercing damage, and the target is impaled on the behemoth\xe2\x80\x99s jagged carapace until the grapple ends. While impaled, the target moves with the behemoth and takes 19 (3d12) piercing damage at the start of each of the behemoth\xe2\x80\x99s turns. \n'b' Hurl Shard . Ranged Weapon Attack : +17 to hit, range 60/120 ft., one target. Hit : 28 (4d8 + 10) piercing damage. On a hit or miss, a humming shard lands in the target\xe2\x80\x99s space. At the start of the behemoth\xe2\x80\x99s next turn, the shard explodes. Each creature within 20 feet of the shard when it explodes must make a DC 24 Dexterity saving throw, taking 16 (3d10) thunder damage and 16 (3d10) piercing damage on a failed saving throw, or half as much damage on a successful one. \n'b' Screeching Scrape (Recharge 5-6) . The behemoth rubs its crystalline joints against the ground or a nearby wall, causing a deafening squeal of mineral on rock. Creatures within 60 feet of the behemoth that can hear the squeal must make a DC 24 Constitution saving throw. On a failure, a creature takes 65 (10d12) thunder damage, is deafened for 24 hours, and is stunned until the end of its next turn. On a success, a creature takes half as much damage and isn\xe2\x80\x99t deafened or stunned . \n'b'\n'b' ABOUT \n'b' A shale behemoth\xe2\x80\x99s body is covered in a dragon\xe2\x80\x99s horde worth of rubies, sapphires, emeralds, and other gemstones. Mysteriously, many shale behemoths grow not only mundane minerals and gems on their carapaces, but also alchemical and magical stone items such as thunderstones, elemental gems, and even powerful crystal balls. \n'b' In addition to the mundane gems and the magical items that protrude from a shale behemoth\xe2\x80\x99s body, this gentle giant grows a unique form of acoustically sensitive crystal that can generate and amplify deafening sonic signals. A shale behemoth won\xe2\x80\x99t usually go out of its way to attack smaller creatures, but when threatened, the animal can use its resonant crystals to generate bone-shaking shockwaves and eardrum-rupturing reverberations. \n'b' The most venerable of all shale spitters are called shale behemoths. These mountainous monstrosities resemble quaking mounds of chitinous plating, sedimentary rock, and mineral formations. Countless crystalline structures and gemstone deposits pock the ancient being\xe2\x80\x99s carapace, creating a constellation of dazzling jewels that range from common quartz to lustrous diamond. Their massive size means shale behemoths confine themselves to only the largest underground caverns. When it must relocate, a behemoth\xe2\x80\x99s lumbering journey shakes the entire mountain in which it dwells.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shale Charger \n'b' Family: Shale \n'b' Large elemental , unaligned \n'b' Armor Class 18 (natural armor), 21 while Curled Up Hit Points 104 (11d10 + 44) Speed 40 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 3 (-4) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Stone Camouflage . The charger has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Rock Stride . The charger ignores difficult terrain in caves and rocky areas. \n'b' Tunneler . The charger can burrow through solid rock at half its burrow speed and leaves a 5-footdiameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The charger makes two attacks with its horn. \n'b' Horn . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Rock . Ranged Weapon Attack : +7 to hit, range 60/120 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Tunneling Charge . The charger moves up to twice its speed in a straight line. The charger\xe2\x80\x99s movement can be any combination of moving on land and burrowing, and it can move through the spaces of Large and smaller creatures in its path. When the charger moves through the space of a Large or smaller creature, the creature must succeed on a DC 15 Dexterity or Strength saving throw (the creature\xe2\x80\x99s choice) or take 17 (5d6) bludgeoning damage and be forced prone . A creature that fails the saving throw by 5 or more is pushed in a straight line along the charger\xe2\x80\x99s path before taking damage and being forced\xc2\xa0 prone . If a creature succeeds on a Strength saving throw against this action, the charger\xe2\x80\x99s action ends. \n'b' Spew Shale (Recharge 5-6) . The charger spews forth a frothy mix of scree and mud in a 20-foot cone. Creatures in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Curl Up . When the charger would be hit by an attack made by a creature it can see, the charger curls up, adding 3 to its AC, including against the triggering attack. While curled up, the charger can attack but can\xe2\x80\x99t move. It can use an action to uncurl. \n'b'\n'b' ABOUT \n'b' Shale chargers are an extraordinarily large subspecies of shale spitter. Unlike their more sedentary cousins, shale chargers take a far more active role in their pack\xe2\x80\x99s ever-expanding search for new mineral deposits. Rushing forth on its cascading rows of legs and slamming its reinforced chitinous plating into anything in its path, the shale charger silently demands anyone opposing it to stand aside-and it doesn\xe2\x80\x99t ask twice. \n'b' Chargers can burrow at great speed, rapidly digging through even solid rock and opening up new tunnels for their smaller comrades to explore. Whereas the more common shale spitter might embed itself in an area and spend months or even years scouring a single cavern for minerals, a shale charger essentially feeds as it goes. Its simple digestive system sorts soil and sand from its nutrient-rich content as quickly as it can churn through the earth. \n'b' Shale chargers grow hard, jagged horns atop their skulls, which aid them in both fighting as well as digging. When two shale chargers meet, the two are prone to joust for days on end, heedless of any other creatures around them. It\xe2\x80\x99s not uncommon for the winner of such jousts to achieve victory by snapping off the horn of its opponent. While its broken horn regrows over a course of months, a defeated shale charger is considerably more subdued, even skittish. Wounded shale chargers offer more than enough proof that these animals can feel emotions such as pride as well as humiliation.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shale Spitter \n'b' Family: Shale \n'b' Medium elemental , unaligned \n'b' Armor Class 16 (natural armor), 18 while Curled Up Hit Points 26 (4d8 + 8) Speed 25 ft., burrow 30 ft., climb 25 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) 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 Stealth +3 Damage Resistances piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Rock Stride . The shale spitter ignores difficult terrain in caves and rocky areas. \n'b' Stone Camouflage . The shale spitter has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) slashing damage. \n'b' Spit Shale . The shale spitter violently regurgitates a hail of rock and dust in a 15-foot cone. Creatures in that area must make a DC 12 Dexterity saving throw, taking 5 (2d4) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Drop Stalactites (Recharge 5-6) . The shale spitter glows bright orange and emits a magical shockwave, causing spires of rock to fall from the ceiling in a 20-foot radius centered on a point within 120 feet of it. Creatures in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the debris is cleared. \n'b'\n'b' REACTIONS \n'b'\n'b' Curl Up . When the shale spitter would be hit by an attack made by a creature it can see, the shale spitter curls up, adding 2 to its AC, including against the triggering attack. While curled up, the shale spitter can attack but can\xe2\x80\x99t move. It can use an action to uncurl. \n'b'\n'b' ABOUT \n'b' Earthen isopods that subsist on crystals and stones in order to proliferate under mighty mountains, shale spitters run the gamut in terms of the challenges they pose to spelunking adventurers. The lowliest of shale spitter kind are little more than scuttling nuisances or, at worst, swarms of stony spawn. On the other end of the spectrum are behemoths that might be called mountains in themselves-looming terrors that dominate entire caverns and give form to whole underground ecosystems. All share one common characteristic that makes every shale spitter highly sought after by fortune-seeking monster hunters: Their crystalline waste matter is literally worth more than its weight in gold. \n'b' Resembling not much more than a pile of overlapping pieces of slate rock at first glance, the stalwart shale spitter is a skittering isopod with a rocky carapace. It thrives in mountainous and underground areas, where it gathers minerals for sustenance and reproduces asexually. \n'b' Similar to how common pearl oysters produce beautiful beads of polished nacre, shale spitters produce unique, iridescent tourmaline gemstones as a byproduct of their digestion process. These gems remain embedded in shale spitters\xe2\x80\x99 digestive tracts and help break down hard minerals, but people in fashionable social circles prize the tourmalines for jewelry and decoration. This makes the harvesting of shale spitter gems an emerging enterprise-albeit a dangerous one, since as of yet, no one has quite figured out how to tame these crafty critters. \n'b' Shale spitters are notoriously territorial and typically congregate in small packs of three to five. Their social proclivities are hardly a result of a desire for companionship; shale spitters give their fellows a modest berth. Rather, these animals gather only to cast a wide defensive net in case intruders or predators threaten their feeding and breeding grounds. \n'b' Adventurers or miners hunting shale spitters must first slay a shale spitter before cracking it open to retrieve the tourmaline inside, but subduing these isopods is no easy task. \n'b' Shale spitters have developed senses for detecting the faintest vibrations in their rocky homes, as well as sharp claws and teeth for burrowing away from threats. From the safety of a nook or hole, shale spitters can discourage predators by spitting stones at deadly speed or, amazingly, tapping into some primal connection with caves in order to instantaneously conjure stalagmites or stalactites. \n'b' The source of shale spitters\xe2\x80\x99 amazing ability to summon rocky protrusions from the stone around them has stumped researchers for centuries. Cave druids maintain that the unique gemstone inside a shale spitter is responsible for this power, but so far, all experiments to eke out the tourmaline\xe2\x80\x99s magic have failed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Deep Otter \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 22 (3d6 + 12) Speed 20 ft., swim 45 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 18 (+4) INT: 3 (-4) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances cold Senses blindsight 120 ft. (underwater only), passive Perception 14 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The deep otter can breathe air and water. \n'b' Underwater Echolocation . The deep otter can\xe2\x80\x99t use its blindsight while not underwater or while deafened . \n'b' Water Dependence . While not underwater, the deep otter 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' Deep Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Glowing Lure . The deep otter can use a bonus action to activate or deactivate its glowing lure. While the glowing lure is active, it sheds dim light in a 5-foot cone in front of the deep otter without illuminating the deep otter itself. Any attack of the deep otter that hits creatures in that dim light is a critical hit. \n'b'\n'b' ABOUT \n'b' Evolved to thrive underwater but capable of breathing air as well, deep otters use a luminescent lure to hunt in the depths. \n'b' In their natural habitat, these deep-sea critters possess outstanding echolocation to help them navigate in the dark, making them excellent allies for underwater adventures. \n'b' Adventurers who befriend deep otters often find them to be particularly affectionate and friendly, especially if they take steps to accommodate their likes. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a deep otter for their familiar. \n'b' Awakened Deep Otters . Deep otters are eligible targets for the awaken spell. Awakened deep otters typically have a weird and sometimes eerie sense of humor and might play scare pranks with their glowing lures in the dark.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shale Swarm \n'b' Family: Shale \n'b' Large swarm of Small elementals , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 37 (5d10 + 10) Speed 25 ft., burrow 25 ft., climb 25 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Churning Wake . The swarm leaves behind a trail of furrowed earth and scree as it burrows through the earth. After the swarm burrows, any spaces above the swarm\xe2\x80\x99s path (including open spaces such as a cavern floor) become difficult terrain . \n'b' Rock Stride . The swarm ignores difficult terrain in caves and rocky areas. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Small, newly hatched shale splitter. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm has half of its hit points or fewer. \n'b' Cloud Cover . Each shale spitter in the swarm rapidly gnaws on nearby rock material and kicks apart clods of loose dirt, causing a dust cloud to form in the swarm\xe2\x80\x99s space. The area is heavily obscured. The dust cloud lasts for 1 minute or until it is dispersed by a strong wind. \n'b'\n'b' ABOUT \n'b' When the time is right, shale spitters lay clutches of pebble-like eggs in the walls of their burrows. Shale spitter clutches-also called shale swarms or \xe2\x80\x9ccompactions\xe2\x80\x9d tend to emerge from their eggs all at once. Newly hatched, shale spitters are less dangerous than common voles, and so they must rely on their compaction\xe2\x80\x99s sheer numbers for safety. Only a few shale spitters out of a hundred survive to adulthood. \n'b' Shale swarms are as adept at rooting through rock as scuttling atop it. The activity of so many little chomping mouths means that shale swarms leave trails of churned stone and rock dust behind them, much like woodlice leave trails of sawdust as they wind through tree trunks. \n'b' Unwary miners can run into trouble if they disturb hidden shale spitter burrows. To say nothing of the biting, clawing swarm of isopods as individual menaces, an upset shale swarm constitutes a deadly hazard to all around it when the compaction gets to tumbling down steep mountainsides and rocky gulches. Entire caravans, mining camps, and mountain villages have been reduced to rubble as a result of so-called shale swarm avalanches.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Brachyura Shambler \n'b' Family: Shambler \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 11 Languages Brachyura Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Puncturing Claws . A creature that starts its turn grappled by the brachyura shambler must succeed on a DC 13 Strength saving throw or take 7 (2d6) piercing damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The brachyura shambler makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Until this grapple ends, the target is restrained . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 11 (2d8 + 2) piercing damage. \n'b' Diseased Spit . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one creature. Hit : 7 (2d4 + 2) acid damage. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague\xe2\x80\x99s symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion , and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest . At the end of each long rest , an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion . On a successful save, the character\xe2\x80\x99s exhaustion level decreases by 1 level. If a successful saving throw reduces the infected creature\xe2\x80\x99s level of exhaustion below 1, the creature recovers from the disease. \n'b'\n'b' About \n'b' The vaguely humanoid creature has an oblong head with a pair of deep-set black eyes, a pair of antennae, and grasping mandibles. \n'b' The creature is covered in a chitinous shell that is deep red, almost black in color. As it moves, it makes a strange sound, as though it is asking unintelligible questions in gibberish. \n'b' Purveyors of Mud . Brachyura shamblers are foul, vaguely humanoid, semi-intelligent creatures that live in the mud and primarily eat carrion. They eat fresh kills when they can, but they find it easier to eat what is already dead. Because of their filthy living conditions and unsanitary diet, they carry disease, which they easily spread to those they encounter. \n'b' Related to the Sporous Crab . The brachyura often share living space with the sporous crab and are likely distantly related to them. The crabs are of much lower intelligence, leaving their relationship more like that of a master and pet. The crabs also support the brachyura when their lairs are attacked.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Clinging Shambler \n'b' Family: Shambler \n'b'\n'b' Small undead (rotter), neutral evil \n'b' Armor Class 12 Hit Points 20 (3d6+9) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Stealth +4 Saving Throws Dexterity +4, Wisdom +1 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages it knew in life but cannot speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Dismemberment . A clinging shambler suffers dismemberment from any physical attack that deals 8 or more points of damage. \n'b' Unnatural Speed . A clinging shambler can dash as a bonus action. \n'b' Woeful . When a clinging shambler causes damage to a living target with an attack , that target must make a DC 10 Woe saving throw. The target takes 1d4 spiritual damage on a failed save, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular clinging shambler for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Clinging Strike . Melee Weapon Attack : +4 to hit, reach 5 ft, one target. Hit : 5 (1d6+2) piercing damage and the target is grappled (escape DC 13; if the clinging shambler has lost an arm, the victim has advantage on the escape check). \n'b' Relentless Grasp . The clinging shambler targets a creature it has grappled . It maintains the grapple and inflicts 5 points of piercing damage as it digs in with its teeth and nails. Both the shambler and its victim are restrained until the start of the shambler\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' These small shamblers typically rise from the bodies of children. Lack of mass and muscle reduce the strength of these creatures. When a clinging shambler attacks, it latches onto one of its victim\xe2\x80\x99s limbs, digging in with teeth and nails-becoming a literal dead weight that hinders a victim and leaves them vulnerable to other shamblers. \n'b' Clinging shamblers can adhere to any surfaces, and might lie in wait on a ceiling or wall.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Crawling Shambler \n'b' Family: Shambler \n'b'\n'b' Medium undead (rotter), neutral evil \n'b' Armor Class 9 Hit Points 85 (10d8+40) Speed 15 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Stealth +1 Saving Throws Wisdom +1 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life but cannot speak Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Close to the Ground . An attack roll made against a crawling shambler has advantage if the attacker is within 5 feet of the shambler. Otherwise it has disadvantage. A crawling shambler suffers no ill effects or penalties from being prone . \n'b' Dismemberment . A crawling shambler suffers dismemberment from any physical attack that deals 12 or more points of damage. It suffers no ill effects from losing a leg. \n'b' Woeful . When a crawling shambler causes damage to a living target with an attack , that target must make a DC 10 Woe saving throw. The target takes 1d6 spiritual damage on a failed save, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular crawling shambler for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Death Grip . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) piercing damage and the target is grappled (escape DC 14). The shambler can have only one target grappled at a time. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. If the crawling shambler has a target grappled , it maintains the grapple. Hit : 13 (2d8+4) bludgeoning damage. \n'b'\n'b' About \n'b' A crawling shambler possesses tremendous upper body strength, but cannot use its legs or stand upright. A crawler might have severe lower body injuries, or even be severed at the waist. A crawling shambler typically hides in plain sight, playing dead until someone moves close enough for an attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bat, Fungus \n'b' Family: Bat \n'b' Medium plant (fungus), unaligned \n'b' Armor Class 11 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic Condition Immunities frightened , prone , stunned , unconscious Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage and target must make a DC 13 Constitution saving throw or be poisoned . If the target fails the saving throw, it immediately suffers the effects of the fungus bat\xe2\x80\x99s poison, losing the use of its legs and falling prone for one minute (as if restrained and forced prone ). The target can repeat the saving throw on each of its turns, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' A fungus bat has a malformed central mass that appears to be composed of fleshy mushrooms, with long, writhing tendrils trailing its form. They attack with their debilitating bite, which paralyzes its prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Crimson Shambler \n'b' Family: Shambler \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Condition Immunities blinded , deafened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Eerie Resemblance . The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence ( Nature or Religion ) check to discern its true nature. \n'b' Spores . A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature\xe2\x80\x99s lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature\xe2\x80\x99s Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage. \n'b' Slime Glob . Ranged Weapon Attack : +2 to hit, range 20/60 ft., one target. Hit : 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler\xe2\x80\x99s spores (see the Spores trait). \n'b'\n'b' About \n'b' The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores. \n'b' The crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores. \n'b' Gruesome Appearance . The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. \n'b' Then it falls and becomes a new colony of crimson slime.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dimensional Shambler \n'b' Family: Shambler \n'b' Large aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 21 (+5) CON: 17 (+3) INT: 21 (+5) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +7, Int +9, Wis +7 Skills Arcana +9, Athletics +10, Perception +7, Stealth +9 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Infernal, Void Speech Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Look Between . As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane. \n'b' Maddening Form . When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell. 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 dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw. \n'b' Step Between . As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can\xe2\x80\x99t bring other creatures with it when it shifts in this way. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16). \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage. \n'b' Drag Through . The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself. \n'b' Solitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable. \n'b' Disturbing Form . The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symmetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature\xe2\x80\x99s disturbing gait suggests a lack of any conventional skeletal structure. \n'b' Unknown Origins . The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shambling Fragment \n'b' Small undead , neutral evil \n'b' Armor Class 7 \n'b' Hit Points 16 (3d6 + 6) \n'b' Speed 20 ft.\n'b' STATS STR: 11 (+0) DEX: 5 (\xe2\x80\x933) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 5 (\xe2\x80\x933) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 7 \n'b' Languages understands the languages it knew in life but can\xe2\x80\x99t speak \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarming Attack . The fragment has advantage on an attack roll against a creature if at least one of the fragment\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Undead Fortitude . If damage reduces the fragment to 0 hit points , it is entitled to make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the fragment drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage and 1 necrotic damage. \n'b'\n'b' ABOUT \n'b' The fiends of the Underhell, in their endless depravity, find great enjoyment in tearing mortals limb from limb or severely mutilating their bodies, before or after death. Although these remnants are not complete corpses, the energies of the Underhell can still animate extremely damaged corpses, partial torsos, individual limbs, and other body parts to seek out others to tear apart as well, seemingly guided by some unnatural force. These remnants given undeath are known as \xe2\x80\x9cshambling fragments,\xe2\x80\x9d after the discordant movement of their incomplete bodies. \n'b' Dozens of shambling fragments can rise from a single corpse, even if left intact. While a single shambler is rarely a danger, multiple shamblers can quickly overwhelm anyone caught unawares. A shambler is suffused with the energies of the Underhell, constantly radiating these same energies. Anyone struck by a shambler risks some of this energy entering their own body, increasing the risk of rising as undead themselves if killed, either under the assault of the shambler or even at a later date. \n'b' This mutilated corpse retains enough of its original form to continue moving about. It lumbers about with the use of its remaining extremities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shambling Mound \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Resistances cold, fire Damage Immunities lightning Condition Immunities blinded , deafened , exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Lightning Absorption : Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. \n'b' Slam : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Engulf : The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound\xe2\x80\x99s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. \n'b'\n'b' About \n'b' A mass of tangled vines and dripping slime rises on two trunk-like legs, reeking of rot and freshly turned earth. \n'b' Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular. What serve as a shambler\xe2\x80\x99s brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall. They weigh about 3,800 pounds. \n'b' Shambling mounds are strange creatures, more akin to animate tangles of creeping parasitic vines than single rooted plants. They are omnivorous, able to draw their sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming flesh and bone from crushed prey. \n'b' Shamblers are frighteningly stealthy in their native environments. Blending in with the surrounding terrain, they can lie in wait for days on end without moving, waiting patiently for a potential meal. A shambler could be almost anywhere at any time, attacking without warning and not caring whether it leaves any survivors, so long as it acquires its next meal. \n'b' Shambling mounds normally lead solitary, nomadic existences in deep forests and fetid swamps, although they can also be found underground living among damp fungal thickets. Disturbing rumors persist, however, of shamblers gathering in strange congregations around great earthen mounds in the depths of marshes and jungles, often during the height of violent electrical storms. Their reasons for doing so are unknown, and many sages have wondered whether there is some obscure and alien purpose at work.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shantak \n'b' A loathsome, horse-headed creature of elephantine bulk stretches its great slippery wings in malignant joy. The leering monstrosity calls out with tittering tones that rasp like the scratching of ground glass. \n'b' Large monstrosity , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 123 (13d10 + 52) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Wisdom +5 Skills Perception +5 Damage Resistances necrotic Senses darkvision 120 ft., passive Perception 15 Languages understands Common and Void Speech, but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Eldritch Sight . Magical darkness doesn\xe2\x80\x99t impede the shantak\xe2\x80\x99s darkvision . \n'b' Flyby . The shantak doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight and Smell . The shantak has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Magic Resistance . The shantak has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The shantak has advantage on attack rolls against a creature if at least one of the shantak\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Unctuous Hide . A shantak\xe2\x80\x99s hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action , forcing the rider to make the saving throw to stay mounted. \n'b' Void Traveler . The shantak doesn\xe2\x80\x99t require air, food, drink, or ambient pressure. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The shantak makes two attacks: one with its bite and one with its talons. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage. \n'b' Talons . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage. \n'b' Insane Tittering (Recharge 4-6) . The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak\xe2\x80\x99s next turn. The shantak can choose to include or exclude its rider when using this action. \n'b'\n'b' About \n'b' Nameless Sentinels . The noisome and hippocephalic birds known as shantaks are the stuff of grotesque legends. These incredible, winged colossi originate from the fabled Mountains of Leng, where they brood amongst immense quarries and cyclopean cities of onyx. \n'b' Hideous Mounts . Shantaks often serve as mounts and servitors of arcane summoners and travelers of the Void (such as the inter-planar Folk of Leng ). The rime and niter of the nether pits cling to the enormous wings of these repugnant beasts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Deepmind \n'b' Huge monstrosity , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 266 (28d12 + 84) Speed 0 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 19 (+4) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +11, Wis +8 Skills Intimidation +14, Perception +13, Persuasion +14 Senses blindsight 120 ft., passive Perception 23 Languages Aquan, telepathy 120 feet Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Oceanic Domination . A deepmind exercises psychic control over all sea creatures that have an Intelligence score of 2 or less within a one-mile radius. Creatures of Intelligence 3 or higher must make DC 18 Intelligence saving throws or are also controlled. If actively resisting control, creatures of Intelligence 3 or higher can make a saving throw at the end of each of their turns to break the control. A creature that succeeds on its saving throw is immune to that deepmind\xe2\x80\x99s control for 24 hours. Controlled creatures obey the deepmind\xe2\x80\x99s commands. The deepmind can also see and hear through its controlled creatures, which allows it to make Wisdom ( Perception ) checks through their senses. Controlled creatures also act to defend the deepmind if so commanded. Creatures that are not native to the ocean \xe2\x80\x93 such as humans, elves, or dwarves who are underwater through magical means \xe2\x80\x93 are immune to the deepmind\xe2\x80\x99s control. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deepmind makes six Tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 50 ft., one creature. Hit : The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the deepmind can\xe2\x80\x99t use the same tentacle on another target. While grappled , the target takes 12 (3d6 + 2) bludgeoning damage at the beginning of the deepmind\xe2\x80\x99s turn. \n'b' Psychic Pulse (recharge 5-6) . The deepmind unleashes a pulse of pure psychic energy over a 50-foot radius centered on itself. Any living creature in the area except those controlled by the deepmind through its Oceanic Domination ability must make a DC 18 Wisdom saving throw, taking 66 (12d10) psychic damage and being stunned until the start of the deepmind\xe2\x80\x99s next turn on a failed save, or half as much damage and not being stunned on a successful saving throw. \n'b'\n'b' ABOUT \n'b' The alien jellyfish creatures known as deepminds dwell in the depths of the sea, often in ocean trenches, unaffected by the massive pressures there. Highly hostile and dangerous, deepminds control all of the unintelligent sea life in surrounding regions, using them for defense against intruders and other deepminds. \n'b' The deepmind floats in the cold darkness of the ocean depths, illuminated by a faint bluish glow. Several small tentacles hang from its central mass, while six larger ones ring the body, gleaming with tiny eyespots. They reproduce asexually by budding. Young deepminds have their full powers within a matter of days and strike out instinctively, seeking out new territories to dominate. While they are solitary and extremely hostile creatures, deepminds are highly intelligent and can communicate mentally and in the Aquan language. They are driven by self-interest and the need to survive and accordingly are willing to make deals with other intelligent sea creatures, especially those of evil alignment. Such allies reward a deepmind by keeping outsiders away while using sea creatures dominated by the deepmind for their own purposes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shantak \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 178 (17d12 + 68) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 17 (+3) CON: 19 (+4) INT: 8 (-1) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities cold Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Flyby . The shantak doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Alien Physiology . Shantaks do not require oxygen and are immune to effects that require breathing. \n'b' Share Defenses . The shantak can extend the benefits of its alien physiology and cold immunity to one creature within 10 feet of it that it can touch. The shantak can activate or deactivate this feature at will; this does not require an action. \n'b' Slippery . A creature that attempts to grapple the shantak does so with disadvantage. \n'b' Starflight . The shantak can survive in the vacuum of out space. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The shantak makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 20 (2d12 + 7) slashing damage and the target is grappled (escape DC 17) if it is a Large or smaller creature. The shantak has two claws, each of which can grapple only one target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shantak \n'b' Huge monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 15 (natural armor) Hit Points 115 (11d12 + 44) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison Senses darkvision 120 ft., passive Perception 13 Languages Deep Speech Challenge 5 (1.800 XP) \n'b' Special Traits \n'b'\n'b' No Breath . The shantak does not need to breathe and is immune to inhaled poisons and scent-based effects. \n'b' Phobia . The first time a creature uses a fear effect against a shantak, there is a 50% chance that something about that creature triggers a phobia in the shantak. For the next 24 hours, that creature has advantage on Charisma (Intimidation) checks against the shantak and the shantak has disadvantage on saving throws against becoming frightened by that creature. The shantak can make a DC 15 Wisdom saving throw once per day to end its phobia. \n'b' Share Defenses . A shantak can extend its No Breath ability and cold and poison immunity to a single creature touching it. It can withdraw this protection as a bonus action. \n'b' Starflight . The shantak can survive in the void of outer space, and flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days or more\xc3\xaf\xc2\xbf\xc2\xbdprovided the shantak knows the way to its destination. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The shantak makes two attacks: one with its bite and one with its talons. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 15 ft., one target, Hit: 17 (2d8 + 5) piercing damage \n'b' Talons . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the shantak can\xc3\xaf\xc2\xbf\xc2\xbdt use its talons on another target. \n'b'\n'b' About \n'b' Shantaks are immense scaly, bird-like creatures with a vaguely horse-like head and vast, slime-encrusted wings. A shantak\xc3\xaf\xc2\xbf\xc2\xbds ability to travel the gulfs of space ensures that these fanged fliers can be found on numerous worlds. Yet despite this unique ability, shantaks are generally quite reluctant to seek out new worlds unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the gulfs of space. \n'b' Myrmidons . Shantak myrmidons are the deadliest of their ilk, lacking the strange phobias that sometimes cripple their lesser kin and often entering into alliance with creatures able to impress them with their power, bearing messages and passengers for them through the endless void.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shape of Fire \n'b' Large undead , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 418 (31d10 + 248) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 17 (+3) CON: 26 (+8) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances acid, lightning, thunder Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 26 (90,000 XP) \n'b' Special Traits \n'b'\n'b' Immaterial Fire . The shape of fire can move through a space as narrow as 1 inch wide without squeezing. A creature that begins its turn within 10 feet of the shape of fire takes 22 (4d10) fire damage. In addition, the shape of fire can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 22 (4d10) fire damage. \n'b' Innate Spellcasting . The shape of fire\xe2\x80\x99s innate spellcasting ability is Constitution (spell save DC 24). It can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : fireball (5th level, 11d6 fire damage) \n'b' 3/day each : fire storm , incendiary cloud \n'b'\n'b' Turn Resistance . The shape of fire has advantage on saving throws against any effect that turns undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The shape of fire makes two Touch attacks. \n'b' Touch . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 29 (4d10 + 7) fire damage. If the target is a creature, it must make a DC 24 Constitution saving throw or be cursed for 1 minute. While cursed, at the beginning of each of the creature\xe2\x80\x99s turns, it must repeat the saving throw. On a successful saving throw, the creature is still cursed but suffers no other effects. On a failed saving throw, the target\xe2\x80\x99s maximum hit points are reduced by 22 (4d10), and the shape of fire regains an equal amount of hit points , up to its maximum. A creature whose maximum hit points are brought to zero by this curse is slain. The curse can be ended early with magic such as remove curse . Lost hit points can only be restored by magic such as greater restoration , heal , regenerate , or wish . If a humanoid creature is slain by the shape of fire, it rises as a lavawight at the end of the shape of fire\xe2\x80\x99s next turn. The lavawight is under the command of the shape of fire, and the shape of fire can have no more than 12 lavawights under its command at a time.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shapeshifter Spy, Snitch \n'b' Medium humanoid (shapeshifter), any alignment \n'b' Armor Class 12 \n'b' Hit Points 33 (6d8 +6) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses darkvision 60 ft. (rat form only), passive Perception 13 \n'b' Languages Common \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapeshifter . The shapeshifter can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Smell . The shapeshifter has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shapeshifter makes two attacks. \n'b' Bite (Shifted or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 +2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be become poisoned for 1 minute. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 +2) slashing damage. \n'b' Pistol . Ranged Weapon Attack : +4 to hit, range 30/90 ft., one target. Hit : 6 (1d10 +1) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shard Slag \n'b' Huge ooze , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 126 (12d12 + 48) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 19 (+4) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks; acid, lightning, poison Damage Vulnerabilities cold Condition Immunities blind, charmed , deafened , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Molten Form . Any creature that begins its turn within 5 feet of a shard slag takes 3 (1d6) fire damage. A creature that strikes the shard slag with a natural weapon or unarmed strike takes 7 (2d6) fire damage. A creature that grapples a shard slag or is grappled by one takes 10 (3d6) points of fire damage each round the grapple persists. A creature that strikes a shard slag with a non-magical weapon must attempt a DC 15 Strength save; if it fails, it\xe2\x80\x99s unable to pull the weapon away from the shard slag\xe2\x80\x99s molten body quickly enough, and the weapon takes 7 (2d6) fire damage. Unattended objects in contact with a shard slag take 2d6 points of fire damage per round. It can burrow through solid stone. Vulnerability to Water. If a significant amount of water-such as the contents of a large bucket, the liquid created by a create water spell, or a blow from a water elemental -strikes a shard slag, the creature must make a DC 15 Constitution save. On a failed save, the shard slag\xe2\x80\x99s speed is reduced by 10 feet and it cannot use Multiattack until the end of its next turn. A shard slag that is immersed in water automatically suffers these effects, and at the end of its turn must succeed at a DC 15 Cosntitution save each round (this DC increases by 1 each subsequent round) or be petrified , reverting to its molten metal form once the water is gone once it is no longer immersed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shard slag makes 1d4+2 slag blade attacks. \n'b' Slag Blade . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) slashing damage, plus 7 (2d6) fire damage. Unless the target is immune to fire damage, it cannot use reactions until the beginning of the shard slag\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' These mindless oozes tend to resemble a lump of tektite (impact-fused glass) and mostly remain somnolent among the crags of the crater wall, absorbing the heat and radiation given off by the crater\xe2\x80\x99s strata. However, when approached their irregular surface suddenly transforms into a mass of razor-sharp blades as they attack to attempt to consume the interesting new food sources. Like the combusted of the region, a shard slag\xe2\x80\x99s fires burn with the radiation of metallurgic amber and bypass ordinary fire resistance .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bat, Giant Albino \n'b' Family: Bat \n'b' An immense bat swoops out of the darkness. Unlike most bats, the creature is a bright smear in the shadows with dirty white fur and red eyes that gleam with a spark of cruel intelligence. All of its exposed skin is bright pink. \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d12 + 18) Speed 10 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 7 (-2) WIS: 14 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 11 Languages Abyssal, understands Common but can\xe2\x80\x99t speak it Challenge 3 (700 XP) \n'b' Special Traits \n'b' Echolocation . The bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Multiattack . The bat makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the bat can\xe2\x80\x99t use its claws against another target. \n'b'\n'b' About \n'b' Giant albino bats grow to staggering proportions. These bats are marked by the demon lord of bats and aren\xe2\x80\x99t simple animals. They gather large gaggles of giant bats and swarms of common bats, claiming swaths of wilderness for their territories.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shard Swarm \n'b' Broken pieces of metal, clay, and wood fly together in an erratic tornado. Most junk heaps are extremely forgettable. It takes refuse literally coming to life to leave lasting memories\xe2\x80\xa6and scars. \n'b' Medium swarm of Tiny constructs, unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (5d8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 11 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The swarm is incapacitated while in the area of an antimagic field . If targeted by the dispel magic spell, the swarm must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Come Together (3/day) . If the shard swarm has at least 1 hit point and all of its pieces are within 30 feet of each other, the pieces can re-form as a bonus action in any space containing at least one of its pieces. \n'b'\n'b' Actions \n'b'\n'b' Shards . Melee Weapon Attack : +3 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 5 (2d4) slashing damage or 2 (1d4) slashing damage if the swarm has half of its hp or less. \n'b' Shrapnel . Ranged Weapon Attack : +3 to hit, range 30 ft., one target. Hit : 3 (1d6) piercing damage. A piece of the swarm breaks off, falling into the target\xe2\x80\x99s space. \n'b' Contain (Recharge 5-6) . The shard swarm envelopes one Medium or smaller creature in its space. The target must succeed on a DC 13 Dexterity saving throw or be restrained inside the swarm for 1 minute. The target has disadvantage on this saving throw if the shard swarm used Come Together to form in the target\xe2\x80\x99s space. While restrained , the target doesn\xe2\x80\x99t take damage from the swarm\xe2\x80\x99s Shards action, but it takes 5 (2d4) slashing damage if it takes an action that requires movement, such as attacking or casting a spell with somatic components. A creature within 5 feet of the swarm can take an action to pull a restrained creature out of the swarm. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 5 (2d4) slashing damage. \n'b'\n'b' About \n'b' False Appearance . While the swarm remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal pile of junk. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a pebble. The swarm can\xe2\x80\x99t regain hp or gain temporary hp. \n'b' Recycled Guardians . The process for creating construct guardians requires an investment of energy, gold, and time. When one of these guardians is destroyed, a thrifty spellcaster taps the residual magic of the scraps to create a shard swarm. The creator strategically positions the swarm to look like a harmless pile of junk, so it can surprise intruders. \n'b' Surprise Cages . The pieces of a shard swarm can be spread far apart from one another and come together in an instant.\xc2\xa0Some creators use the swarms as living cages, ordering the shards to simply hold any uncooperative intruders until the creator performs a proper interrogation.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shark-folk \n'b' Large monstrosity (titanspawn), lawful evil\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 20 (+5) INT: 7 (-2) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 73 (7d10 + 35) Speed 30 ft., swim 30 ft. Saving Throws Constitution +7, Wisdom +1 Skills Perception +1, Survival +1 Senses darkvision 120 ft., passive Perception 11 Languages Primordial, Titan Speech. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Blood Frenzy . The shark-folk has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Limited Amphibiousness . Shark-folk can breathe both air and water, however if they spend more than 1 hour without being immersed in water, they must make a DC 12 Constitution saving throw or become poisoned until they immerse themselves fully in water. This saving throw must be repeated each hour until the shark folk is immersed or becomes poisoned in this way. Each hour the DC of the saving throw increases by 1. \n'b' Keen Smell . The shark-folk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Underwater Blindsight . While fully immersed in water, the shark-folk has blindsight out to a radius of 30 feet. \n'b' Actions \n'b' Multiattack . The shark-folk makes two harpoon attacks and one bite attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. If the target is a medium or smaller creature, the target is grappled (escape DC 15). While grappled in this fashion, the target is also restrained . \n'b' Harpoon . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the shark-folk or be pulled up to 20 feet toward the shark-folk. \n'b' Tactics \n'b' In combat, shark-folk gang up on wounded foes, biting and ripping at any available flesh until their opponents are dead. Groups of shark-folk often travel in the company of blood krakens which remain submerged nearby while the shark-folk wade ashore or assault a targeted vessel. Shark-folk do not retreat. Once they begin the attack, they fight to the death. \n'b' Description \n'b' Shark-folk are amphibious monstrosities often used as shock troops, attacking ships and raiding coastal settlements. They\xc2\xa0are not terribly intelligent but are generally capable of following the instructions of the blood krakens who command them in battle. These instructions are often little more than \xe2\x80\x9csmash,\xe2\x80\x9d \xe2\x80\x9cdestroy,\xe2\x80\x9d or \xe2\x80\x9ckill,\xe2\x80\x9d which suits the shark-folk just fine. \n'b' Amphibious Raiders . Shark-folk serve on sea and land, though their effectiveness is greatly diminished on the shore. Usually, shark-folk activity on land is confined to coastal areas where the raiders can periodically run back to the water to rehydrate. A shark-folk who wanders too far inland risks dehydration. \n'b' Mutated Monstrosities . Muscular humanoid arms and legs extend from their sharklike bodies, which makes them all the more terrifying to witness in combat. However, when beneath the waves and outside of combat, shark-folk can swim with their arms at their sides and their legs straight back. This conceals their mutated form from casual observation, causing most who see them at a distance to mistake them for regular sharks. By the time an onlooker discerns the true nature of incoming shark-folk it is often too late to escape.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shark, Deep Terror \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 174 (12d20 + 48) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 19 (+4) INT: 6 (-2) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +6, Stealth +5 Damage Immunities cold Senses blindsight 90 ft., passive Perception 16 Languages Aquan Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Blood Frenzy . The shark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Water Breathing . The shark can breathe only underwater. \n'b' Magical Teeth . Its creators imbued the shark\xe2\x80\x99s teeth with magic, making its bite attack magical. \n'b' Siege Monster . The shark deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The shark makes three attacks: two with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. The shark can choose to grapple the target if it is a Large or smaller creature (escape DC 16). Until this grapple ends, the target is restrained , and the shark can\xe2\x80\x99t bite another target. \n'b' Swallow . The shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the shark, and it takes 14 (4d6) acid damage at the start of each of the shark\xe2\x80\x99s turns. The shark can hold up to two Large-sized or three Medium-sized or smaller creatures at a time. If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the shark. If the shark dies, all swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. \n'b' About \n'b' These sharks dwell in the deepest seas, only traveling near the surface to gather enough food to survive. Their largest teeth are over a foot long and capable of breaking through the hull of a ship. Academics call these ancient monsters megalodons, but for the normal folk they are widely known as deep terror sharks. \n'b' Ancient Guardians . Deep terrors were created long ago to protect long-forgotten civilizations. Now, these guardians patrol ancient ruins, protecting the treasures they hold from those who dare to trespass. Once a day a deep terror leaves its ruins to hunt. \n'b' A Shadow in the Sea . The first sign of a deep terror hunting near the surface is the sighting of a massive shadowy object moving quickly below the surface. By the time its fin appears, this shark has already begun its attack.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shark, Giant Sand \n'b' Gargantuan monstrosity (titan) , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 350 (20d20 + 140) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 24 (+7) INT: 7 (-2) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +15, Int +6, Wis +9 Skills Perception +7 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned , prone Senses blindsight 90 ft., tremorsense 90 ft., passive Perception 17 Languages Terran Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If the giant sand shark fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The giant sand shark has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The giant sand shark does double damage to objects and structures. \n'b' Tunneler . The giant sand shark can burrow through earth at half its burrow speed and leaves a 10-foot diameter in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 43 (6d10 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by the giant sand shark. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the giant sand shark it takes 24 (7d6) acid damage at the start of each of the giant sand shark\xe2\x80\x99s turns. If the giant sand shark takes 40 or more damage on a single turn from a creature inside it, the giant sand shark 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 giant sand shark. If the giant sand shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The giant sand shark 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 giant sand shark regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The giant sand shark makes a Wisdom ( Perception ) check. \n'b' Bite Attack (Costs 2 Actions) . The giant sand shark makes a bite attack . \n'b' Move (Costs 3 Actions) . The giant sand shark moves up to its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Silence fills the air near a busy oasis. Animals listen more intently as they know a predator has moved into the area. Then without warning, an immense creature smashes out of the ground. The giant sand shark has surfaced to hunt anything and everything. \n'b' Sum of All Fears . Many that live in the desert tell tales of a monster too big to believe. However, the stories are true. The giant sand shark travels under the sand hunting for its next meal. \n'b' On the Move . It is almost always on the move. However, this titan does rest for periods, slumbering deep below the dunes. Some say its lair is a gigantic, subterranean cavern. An eccentric gnome wizard is said to visit the monstrosity. \n'b' Desert Diet . This carnivorous titan will feed on beasts, humanoids, and even other monsters. It has no interest in feeding on plants, so its wellsuited to the desert.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Deerling \n'b' Small fey (shapechanger), chaotic good \n'b' Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12) Speed 40 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 15 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The deerling has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the deerling to sleep. \n'b' Innate Spellcasting . The deerling\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The cuca can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : friends, invisibility (self only) \n'b' 2/day : entangle \n'b' 1/day : mass cure wounds (14 or 2d8+5) \n'b'\n'b' Nature Stride . The deerling ignores movement restrictions caused by roots, overgrowth, and other naturally occurring impediments. \n'b' Shapechanger . The fey can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without antlers, the fey loses its gore attack . Other than its size and speed, 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' ACTIONS \n'b'\n'b' Gore (Fey Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. The target must succeed on a Strength saving throw (DC 14) or it is forced prone . \n'b' Charger . When the deerling uses the Dash action, she can use a bonus action to make one Gore attack or to shove a creature. If she moves at least 10 feet in a straight line immediately before taking this bonus action, the deerling either gains a +5 bonus to the attack \xe2\x80\x98s damage roll (if she chose to make a Gore attack and hit) or push the target up to 10 feet away from her (if she chose to shove and she succeeded). \n'b' Charm . One humanoid the fey 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 fey\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 fey\xe2\x80\x99s Charm for the next 24 hours. The fey can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b'\n'b' ABOUT \n'b' Herds of deer, elks, and moose roam the forested areas of Hunatii, particularly near the Hunatii Expanse. The halflings who call the region home revere the antlered beasts as gifts from Theia, able to provide food, clothing, and bone for tools and weapons in one beast. \n'b' Hunatii oral tradition also speaks of a deer-like entity known by many as the deerling, who blesses strong relationships with good health and, where applicable, fertility. Those who would destroy such relationships are instead hunted by the deerling, charmed and enticed by her. Once somebody is trapped by her power, the deerling either leaves her victim in an embarrassing situation that makes their indiscretion obvious to all, or kills them. \n'b' While rare, deerlings have been known to take on the mantle of adventurer. Leaving their mystical homes causes the deerlings to lose some of their inherent power, though they remain mischievous and their love for love (even platonic) never dies. \n'b' Being from hunatii, deerling is typically a halfling culture, and is treated as such here. \n'b' Deerling Traits \n'b' Ability Score Increase . Your Charisma score increases by 1. \n'b' Fleet of Foot . Your base walking speed increases to 30 feet. \n'b' Natural Charmer . You know the friends cantrip.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shattered Folk Cannibal \n'b' Medium humanoid ( human ), chaotic neutral \n'b' Armor Class 13 ( hide )\n'b'\n'b' Hit Points 30 (4d8+12) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3, Stealth +3, Survival +3 \n'b' Senses passive Perception 13 \n'b' Languages Kirkut \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Reckless . At the start of its turn, the cannibal can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cannibal attacks twice: once with its greatclub and once with its bite. \n'b' Greatclub . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) bludgeoning damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6+2) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sheep \n'b' Medium beast , unaligned \n'b' Armor Class : 10 Hit Points 4 (1d8) Speed : 30 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (0) CON: 11 (0) INT: 2 (-4) WIS: 10 (0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Sure-Footed : A sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' Actions \n'b'\n'b' Hoof . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 point of crushing damage. \n'b'\n'b' About \n'b' These statistics are for ewes and domesticated sheep. For wild rams, use the statistics for goats.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shelf of Biting Books \n'b' Medium swarm of tiny constructs , typically unaligned \n'b' Armor Class 15 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities blind, charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Languages Understands the languages they were written in, but cannot talk Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Astounding Leaps . Biting books can jump up to 10 feet high or 20 feet across. \n'b' False Appearance . While the biting books remain motionless, they are indistinguishable from normal books. \n'b' Soothed by Song . Music can lull biting books into a calm state. A successful DC 14 Charisma ( Performance or a musical instrument) check makes the books stop attacking and behave friendly toward the player. If the performance continues for at least one minute, the books fall unconscious for one hour or until they suffer damage. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny book. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Swarm of Bites . Melee Weapon Attack : +6 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 21 (4d8+3) bludgeoning damage or 12 (2d8+3) bludgeoning damage if the swarm is at half its maximum hit points or less. \n'b'\n'b' ABOUT \n'b' What seems to be an ancient tome springs to life and tries to snap you with pages like jaws. Biting books are codices that have become animated. \n'b' Sometimes this is intentional using the awaken book spell (page 9), either to dissuade thieves or prank rivals. Sometimes these books appear spontaneously, when exposed to magic for a long time. \n'b' Needlessly Territorial . Though they have no need for food or other resources, biting books are universally cranky and lash out at any strangers who come near. Fortunately, their aggressive attitude is calmed by soothing music, and a few minutes of a lullaby can put them to sleep. Occasionally biting books form a bond with a single humanoid, who they do not lash out against. Most often this is the creator of the book, but occasionally somebody who discovers a lost book can befriend it. \n'b' Valuable Dangers . Biting books often contain rare volumes within their pages, so many libraries and collectors keep biting books in a secure section that requires special permission to access. Reducing the books to 0 hit points destroys the books and ruins their contents, so those interested in collecting the books must find alternate ways to deal with them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shelkerow \n'b' Large undead , neutral evil \n'b' Armor Class 15 (Natural armor) Hit Points 65 (8d10+16 HD) Speed fly 30 ft.\n'b' STATS STR: 10 (0) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , prone , restrained Damage Resistances acid; cold, fire; lighting; thunder; bludgeoning, piercing, and slashing from non-magical weapons Senses passive Perception 13 (+3), Darkvision 60 ft. Languages Understands all; does not speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Evil . Anyone within 350 yards of a shelkerow must succeed at a Wisdom save (DC 14) or be frightened so long as they remain in the area. Those who fail may repeat the save at the end of each turn, ending the effect on themselves with a success. A successful save renders the victim immune to the effect for 24 hours thereafter. \n'b' Incorporeal Movement . The shelkerow can move through other creatures as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the shelkerow has disadvantage on attack rolls, as well as wisdom (perception) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6+3) bludgeoning damage. When the shelkerow makes a successful slam attack , the opponent is automatically grappled and restrained . The escape DC is 15, and a new attempt may be made every turn. While grappled , the shelkerow automatically succeeds at a life drain attack each round. \n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d10) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' The shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world. They exist in the darkest places of the world, which once served as strongholds for evil gods that were toppled by heroes. \n'b' Echoes of Darkness . Anywhere that dark priests were put to death en masse a shelkerow can manifest. Fortunately, the times in history when such massacres occurred are rare, as the heroes of light are not given to wanton slaughter, which makes these monstrous horrors ultra-rare to encounter. \n'b' Eaters of Souls . When encountered, they appear as a mass of black smoke which manifests tendrils that strike and grapple victims, slowly drawing the life from them. They are relentless and because they are comprised of the souls of many evil clerics, they are exceptionally difficult to turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shell Folk \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 10 (+1 to +6 depending upon shell size and durability; see below) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4 Skills Athletics +5, Perception +3, Survival +3 Damage Immunities psychic Condition Immunities charmed , frightened Senses tremorsense 60 ft., passive Perception 13 Languages Shell Folk Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Biological Mental Dissonance . Shell folk are crustaceans and do not think or reason in the same way as other species. They are immune to being charmed or frightened and to psychic damage. Additionally, they have advantage on saving throws against spells from the school of Enchantment. \n'b' Armored Shell . As their name suggests, shell folk use large shells or other objects as armor. A shell provides its wearer with a bonus to Armor Class ranging from +1 to +6 depending upon its size and durability. Most shells provide a +2 bonus, while larger and more durable shells are worn by older, stronger, and more skilled shell folk. \n'b' Crustacean Language . The shell folk\xe2\x80\x99s language is an incomprehensible collection of clicks, clacks, and hisses. Any non-shell folk creature attempting to learn the language must succeed on a DC 20 Intelligence check or be unable to learn the language. This check can be made again after six additional months of study. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A shell folk makes one Spear and two Pincer attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Pincer . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The shell folk has two pincers, each of which can grapple only one target. \n'b'\n'b' ABOUT \n'b' Shell folk are a peaceful race of crustaceans who make their living by hunting and fishing in warm, shallow coastal waters. They live in small communities, usually numbering a dozen or so, led by their oldest and most accomplished hunters. Though their nature is closer to crabs and lobsters than to warm-blooded species, the shell folk are indifferent to outsiders and can sometimes be persuaded to trade, offering merchants fish and other harvested goods in exchange for metal tools, weapons, and other durable goods. Shell folk also place little value on gems and precious metals, and may also be willing to give up these outwardly \xe2\x80\x9cuseless\xe2\x80\x9d trinkets in trade.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shellycoat \n'b' Medium fey , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Condition Immunities charmed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Giant, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The shellycoat can breathe air and water. \n'b' Keen Hearing . The shellycoat has advantage on Wisdom (Perception) checks that rely on hearing. \n'b' Hazesight . The shellycoat can see through areas obscured by fog, smoke, and steam without penalty. \n'b' Regeneration . The shellycoat regains 3 hp at the start of its turn. If the shellycoat takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the shellycoat\xe2\x80\x99s next turn. The shellycoat dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Water Camouflage . The shellycoat has advantage on Dexterity (Stealth) checks made to hide while at least partially submerged in water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shellycoat makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained . The shellycoat has two claws, each of which can grapple only one creature. \n'b' Shellycoat\xe2\x80\x99s Fog (1/Day) . While in contact with water, the shellycoat can create a 20-foot-radius sphere of fog centered on a point it can see within 60 feet of it for 1 minute. The sphere spreads around corners, and its area is heavily obscured. A creature that enters the fog for the first time on a turn or starts its turn there must succeed on a DC 13 Constitution saving throw or be poisoned and unable to breathe, unless it can breathe water, for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Sunlight Petrification . If the shellycoat remains in nonmagical sunlight for 1 minute, it becomes petrified at the end of that minute. \n'b' Despite being short and squat, this creature\xe2\x80\x99s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide. \n'b' Long Handed and Toad-like . The shellycoat is a warped and spiteful creature also called the Iamh fada, or \xe2\x80\x9clong hands.\xe2\x80\x9d They are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and especially long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths. \n'b' Bridges and Pools . The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight. A shellycoat\xe2\x80\x99s favored tactic is to lie in wait under the water, ice, or bridge and surprise its prey. It strikes outward or upward from its hiding place to snatch passersby, livestock, and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured. \n'b' Shining Garments . Shellycoats always fashioned themselves coats, cloaks, or shirts of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bat, Saber-toothed \n'b' Family: Bat \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 24 (7d6) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 10 (+0) INT: 3 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Perception +2, Stealth +5 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The saber-toothed bat has advantage on Stealth checks in caves. \n'b' Flyby . The saber-toothed bat doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing . The saber-toothed bat has advantage on Wisdom ( Perception ) checks that rely on hearing, and it can\xe2\x80\x99t be surprised while in a cave. \n'b' Pounce . If the saber-toothed bat flies at least 20 feet straight toward a creature and then hits it with its claw attack on the same turn, that creature must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the bat can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage. If the creature is prone , it takes an additional 3 (1d6) slashing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Despite its (relatively) small size, the saber-toothed bat fulfills the promise of its threatening name. The body of this bat is about the size of a small dog, but its 5-foot wingspan makes it look much larger. It\xe2\x80\x99s a vicious carnivore that hunts and kills just about anything, including other bats.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shenau \n'b' Medium humanoid ( human ), chaotic evil \n'b' Armor Class 14 ( bracers of defense ) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 24 (+2) INT: 20 (+5) WIS: 54 (+2) CHA: 23 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +5 Skills Arcana +8, Deception +4, Insight +5, Perception +5, Religion +8 Senses passive Perception 15 Languages Common, Khemitian Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . Shenau is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Shenau has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , blade ward, fire bolt, mage hand , poison spray \n'b' 1st level (4 slots) : burning hands , detect magic , magic missile , protection from evil and good , thunderwave \n'b' 2nd level (3 slots) : counterspell, hold person , invisibility \n'b' 3rd level (3 slots) : dispel magic , fireball , fly , magic circle \n'b' 4th level (3 slots) : arcane eye , banishment , dimension door , wall of fire \n'b' 5th level (2 slots) : arcane hand , cone of cold , dispel evil and good \n'b' 6th level (1 slot) : mass suggestion , planar ally \n'b'\n'b' ACTIONS \n'b'\n'b' +1 Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 2) piercing damage. \n'b'\n'b' GEAR \n'b' Bracers of defense , wand of lightning bolts , scroll of 2 spells ( fear and teleport ), Serpent Ankh (one of the Nine Evil Objects), +1 dagger, heavy horse (secretly stabled at Hept-fhra\xe2\x80\x99s), pouch with 50 gp, 1,000 gp (in trapped and magically protected coffer at residence). \n'b' ABOUT \n'b' Shenau is a devotee of Set. He is chief of all in the vicinity that lie outside the gorge itself. He would gladly become master of the temple, but not being a priest is a bit of a drawback, though he thinks somehow to overcome that factor. There is friction between Shenau and the high priest of the Temple of Osiris. There is also tension between him and Hept-f-hra, and his family as well. He would gladly slay all save the merchant\xe2\x80\x99s daughter, whom he would make his concubine. He dares not surrender to any foes, for his punishment would be terrible indeed. Shenau attempts to succeed through treachery and trickery, flee to the bandits in the wastes, or otherwise fight to the death.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shetani \n'b' Medium fiend (shapechanger), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 20 (+5) INT: 18 (+4) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +8, Cha +10 Skills Deception +10, History +9, Insight +8, Perception +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the shetani\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The shetani has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Weapons . Shetani weapon attacks are magical. When the shetani hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shetani makes three Claw or Necrotic Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 18 (4d8) necrotic damage. \n'b' Necrotic Bolt . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 27 (5d8 + 5) necrotic damage. \n'b' Desiccating Breath (Recharge 5\xe2\x80\x936) . The shetani inhales sharply, drawing moisture from surrounding creatures. Each creature that isn\xe2\x80\x99t a Construct or Undead within 15 feet of the shetani must make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion . \n'b' Spellcasting . The shetani casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : charm person , silent image \n'b' 3/day each : major image , suggestion \n'b' 1/day each : mirage arcane (as an action), programmed illusion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The shetani transforms into a Large or smaller Beast or Humanoid, or back into its true form, which is a Fiend. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying is transformed as desired by the shetani, taking whatever color or shape it deems appropriate. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' What first appeared to be a wandering traveler is something more. Horns curl from a broad brow beneath a protective headwrap. Two black eyes and a crooked nose sit above a grinning mouth\xe2\x80\x94snarled teeth protrude on one side and sit straight and even on the other. One leg ends in a booted foot; the other, a cloven hoof. \n'b' Shapeshifting fiends that prowl savannahs and deserts, shetani seek intelligent creatures to torment. Shetani entertain themselves by using their magic to lead mortals astray, giving false directions or advice or disguising dangers along a path with illusions. \n'b' Asymmetrical . All shetani are asymmetrical in some way\xe2\x80\x94mismatched eyes, one ear larger than the other, a limb an inch or two shorter than the other of the pair\xe2\x80\x94varying with the individual. This asymmetry carries over into the different forms they assume. \n'b' Banished from Hell . Once powerful devils, the shetani have been banished to the mortal realm. Some seek to bribe their way back into the infernal hierarchy with captured souls.\xc2\xa0Others prefer life among mortals, taking what they will from the weak, without chafing at the strictures of infernal politics. \n'b' Soul Merchants . Shetani often bargain for souls. A shetani may lead a creature into danger, then offer rescue in exchange for its soul. A shetani trades its ill-gotten goods with demons, devils, and night hags alike, uninterested in planar politics.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shield Guardian \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Languages understands commands given in any language but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Bound : The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet\xe2\x80\x99s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet\xe2\x80\x99s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. \n'b' Regeneration : The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Spell Storing : A spellcaster who wears the shield guardian\xe2\x80\x99s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. \n'b' Actions \n'b' Multiattack : The guardian makes two fist attacks. \n'b' Fist : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' Reactions \n'b'\n'b' Shield : When a creature makes an attack against the wearer of the guardian\xe2\x80\x99s amulet, the guardian grants a +2 bonus to the wearer\xe2\x80\x99s AC if the guardian is within 5 feet of the wearer. \n'b' About \n'b' This immence statue appears to be crafted of solid metal plates, its visage carved with exquisite detail into an eerie replica of a human face.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Defender Globe \n'b' Small elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 22 (5d6 + 5) Speed 5 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) INT: 4 ( -3) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Hyper-Awareness . The defender globe cannot be surprised. \n'b' Flight . The defender globe\xe2\x80\x99s ability to fly is magical in nature and does not work in areas where an antimagic effect is active. \n'b' Actions \n'b' Electrical Bolt . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target. Hit : 10 (2d6 + 3) lightning damage. \n'b' About \n'b' This small glowing orb radiates light similar to that of a lantern. Small filaments of electrical energy dance across its illuminated surface. \n'b' This small outsider is bound by spellcasters using the summon monster III or lesser planar binding spells, serving for up to 1 day per caster level. \n'b' Using more powerful incantations can bind the globes for longer periods (GM\xe2\x80\x99s discretion). \n'b' They can understand but not speak, any language spoken by their summoner. The summoned globes can understand simple orders and carries out their last order until destroyed or dismissed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shifting Hulk \n'b' Large aberration , any \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 168 (16d10 + 80) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 9 (\xe2\x80\x931) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages understands one language but can\xe2\x80\x99t speak \n'b' Challenge 9 (5,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aberrant Wound . If a creature other than an undead or a construct takes damage from the shifting hulk\xe2\x80\x99s attacks, the creature must succeed on a DC 17 Constitution saving throw or lose 5 (2d4) hit points at the start of each of its turns due to an aberrant wound. This damage is cumulative. A creature can take an action to staunch the wound, ending this effect with a successful DC 15 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . \n'b' Vicious Critical . When the shifting hulk scores a critical hit with an attack , it can roll the attack\xe2\x80\x99s damage dice three times instead of twice. \n'b' Fast Healing . While at half its hit points or fewer, the shifting hulk regains 10 hit points at the start of each of its turns. This trait doesn\xe2\x80\x99t function while the hulk has 0 hit points . \n'b' Shapechanger . The shifting hulk can use an action or a bonus action to polymorph into a form that resembles its Small or Medium humanoid appearance before it became a horror. 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 Large form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shifting hulk makes two attacks and uses frightening attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage and Aberrant Wound. \n'b' Spine . Ranged Weapon Attack : +9 to hit, range 30/60 ft., one target. Hit : 18 (3d8 + 5) piercing damage and Aberrant Wound. \n'b' Frightening Attacks . Each creature of the shifting hulk\xe2\x80\x99s choice within 30 feet of the hulk and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the hulk\xe2\x80\x99s frightening attacks for the next 24 hours or until it scores a critical hit, whichever comes first.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shiftshroom \n'b' Medium plant (shapechanger), unaligned \n'b' Armor Class 5 Hit Points 18 (4d8) Speed 10 ft.\n'b' STATS STR: 12 (+1) DEX: 1 (-5) CON: 10 (+0) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The shiftshroom can use its action to alter its appearance into a more frightening fungus, such as a poisonous deathcap mushroom, or back into its true form. Alternatively, it can change back into its true form as a reaction when it takes damage. Its statistics are the same in each form, and it reverts to its true form if it dies. While in its frightening form, the shiftshroom can take only the Dodge , Disengage , and Hide actions . Any creature that starts its turn within 10 feet of a shiftshroom in its frightening form must succeed on a DC 10 Wisdom saving throw or be frightened of the shiftshroom until the start of its next turn. On a successful saving throw, the creature is immune to this feature for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The plain, white mushroom suddenly shifts and twists into a poisonous deathcap. \n'b' In their natural form, shiftshrooms are white mushrooms with bifurcated stalks. Their natural ability to disguise themselves as other mushrooms evolved as a defense against creatures harvesting them for food. \n'b' Sought for Food . Roasted shiftshroom has a nutty flavor and aroma and is considered a delicacy by many of the Underworld\xe2\x80\x99s denizens. Discerning surface world gourmands pay respectable sums for shiftshroom caps due to the difficulty in harvesting them from the Underworld and the difficulty in growing them above ground. \n'b' Hidden in View . Shiftshrooms can often be found interspersed with deadlier fungi. The Underworld hides colonies of the fungus wherein only a few of the mushrooms toward the outer edges of the group are dangerous varieties of fungus, and the remainder are disguised shiftshrooms.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shikki-Gaki \n'b' Medium undead (shapechanger) , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (?1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Stealth +5 Damage Resistances bludgeoning, piercing, or slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fungus Form . During daylight hours, shikki-gaki are transformed into oversized mushrooms nearly a foot tall. They typically hide themselves in caves or cellars where they sleep during the day in this form. Their snoring is audible in mushroom form, and they exhale a noxious vapor while they slumber, causing any creature within 5 feet to make a DC 11 Constitution saving throw or take 2d6 poison damage, or half as much on a successful save. A creature failing its save also contracts a random disease, as if it had been struck by the gaki\xe2\x80\x99s claws. A shikki-gaki is treated as unconscious while in fungus form. \n'b' Gaki Fever . Creatures infected by a shikki-gaki\xe2\x80\x99s diseased claws do not automatically recover after 7 days. Instead, they can attempt a new saving throw every 7 days, recovering from the disease only after succeeding on three consecutive saving throws. Lesser restoration removes one disease from a shikkigaki, while remove curse does not end any of the diseases but allows them to end normally once 7 days have passed. \n'b' Regeneration . The gaki regains 2 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage, plus the target must succeed on a DC 11 Constitution saving throw or contract a random disease, as the contagion spell. \n'b' Change Shape . The shikki-gaki can turn into a Tiny flying insect, typically a moth or mosquito, with a fly speed of 20 ft. It cannot attack in this form but it has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ABOUT \n'b' Gaki are the restless spirits of wicked mortals that are condemned to wander the land of the living in the form of misshapen monstrosities as cosmic punishment for their sins. The exact appearance of each gaki varies based on their home culture and the nature of their crimes, but there are several common categories into which they fall. \n'b' Jikki-Nikki-Gaki . Spirits of greed, avarice, and gluttony, jikki nikki-gaki retain their basically humanoid form but their flesh is rotten and repulsive, pallid and flaking. Some are bloated and corpulent as a mark of their eternal gluttony, while others are emaciated as through forever starving with a hunger that cannot be satisfied. \n'b' Shikki-Gaki . Spirits of faithless and negligent servants, herbalists, healers, and gardeners, and sometimes even the corrupted remnants of kami or other nature spirits, these unfortunates are accursed for the sins of sloth and cruel indifference to the suffering of those around them. \n'b' Shinen-Gaki . Spirits of cowardly or treacherous soldiers who abandoned their posts or betrayed their allies, shinen-gaki are most active at night. They resemble burning skeletons, writhing in anger and terror at the same time, but their feet never quite touch the ground as they float on a draft of smoke. \n'b' Sunlight causes their fires to grow dim and ashen, and they typically hide themselves during daylight hours. By night, they can transform into hovering balls of flame, often yellow, white, red, or even blue. These burning lights may mislead or attract the attention of the unwary, but close inspection reveals a handful of black spots floating at the center of their fiery mass, like eyespots or even an anguished skull-like mask.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shimmer Seal \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 105 (14d8 + 42) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +2 Skills Acrobatics +8, Performance +5, Stealth +5 Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Invisibility . When the shimmer seal is on an icy surface or underwater, it is invisible . In all other terrain, the shimmer seal has advantage on Dexterity ( Stealth ) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it. \n'b' Sureflippered . The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Underwater Propulsion . When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shimmer seal makes two tusk attacks. \n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 14 (3d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide. \n'b' Unseen Pinnipeds . Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals\xe2\x80\x99 digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. \n'b' Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack. \n'b' Guardian of Seals . Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. \n'b' When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal\xe2\x80\x99s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance. \n'b' Rallying Seal . A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shimmer Snake \n'b' Large beast , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 67 (9d10 + 18) Speed 20 ft., burrow 30 ft., climb 20 ft., swim 20 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities cold, fire Senses darkvision 60 ft., tremorsense 20 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Heated Body . A creature that touches the shimmer snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target(s). Hit : 7 (1d8 + 4) piercing damage and 3 (1d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the snake. A swallowed creature is blinded and restrained , it has total cover from attacks and other effects outside the snake, and it takes 3 (1d6) fire damage at the start of each of its turns. If the snake takes 20 damage or more on a single turn from a creature inside it, the snake must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate any swallowed creatures, which fall prone in a space within 5 feet of the snake. If the snake dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Surface Strike (Recharge 5-6) . A burrowing shimmer snake, no deeper than 5 feet from the surface, can superheat the ice around it, forcing scalding water to erupt upward from the surface in a 5-foot column. Any creature within the column must make a DC 14 Constitution saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a success. Each creature within 5 feet of the column must succeed on a DC 14 Dexterity saving throw or take 2 (1d4) fire damage. \n'b'\n'b' About \n'b' A thick-bodied snake, the shimmer serpent is covered in lush fur from the tip of its tail to the base of its head.\xc2\xa0Two pairs of vestigial legs adorn its length, which is easily twice the height of any human. \n'b' The shimmer snake gets its name from the pleasant yellow-green glow it creates while burrowing beneath the icy surface. Such displays have lured many a lost traveler seeking the safety of a campfire into a nest of shimmer snakes (and ultimately their bellies).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shinen-Gaki \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 55 (10d8 + 10) Speed 0 ft., fly 20 ft. (fly 40 ft. in fiery form)\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 8 (?1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, or slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Damage Vulnerabilities cold Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The gaki regains 4 hit points at the start of its turn if it has at least 1 hit point. \n'b' Sunlight Sensitivity . While in sunlight, the shinen-gaki has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. It cannot use its Circle Aflame ability and creatures in sunlight have advantage on their saving throw against its Burning Tendril. \n'b'\n'b' ACTIONS \n'b'\n'b' Burning Tendril . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 3 (1d6) slashing damage and 3 (1d6) fire damage, and the target must succeed on a DC 11 Dexterity saving throw or catch on fire, taking 1d6 fire damage at the beginning of each of its turns for 1d4 rounds. A creature can use an action to attempt a new saving throw to put out the flames, with advantage on the saving throw if they are prone . \n'b' Circle Aflame (Recharges 5-6) . The shinen-gaki can move up to its speed, leaving behind a trail of fire in its path. This trail of fire deals 1d6 fire damage to creatures entering it or beginning their turn within it, and any creature damaged by it must make a Dexterity save as if struck by the shinengaki\xe2\x80\x99s \n'b' Burning Tendril . The Circle Aflame lasts 1d4 rounds before burning itself out. \n'b' Fiery Form . The shinen-gaki can turn into a Small ball of flame with a fly speed of 40 ft. In this form, its Burning Tendril deals no slashing damage. \n'b'\n'b' ABOUT \n'b' Gaki are the restless spirits of wicked mortals that are condemned to wander the land of the living in the form of misshapen monstrosities as cosmic punishment for their sins. The exact appearance of each gaki varies based on their home culture and the nature of their crimes, but there are several common categories into which they fall. \n'b' Jikki-Nikki-Gaki . Spirits of greed, avarice, and gluttony, jikki nikki-gaki retain their basically humanoid form but their flesh is rotten and repulsive, pallid and flaking. Some are bloated and corpulent as a mark of their eternal gluttony, while others are emaciated as through forever starving with a hunger that cannot be satisfied. \n'b' Shikki-Gaki . Spirits of faithless and negligent servants, herbalists, healers, and gardeners, and sometimes even the corrupted remnants of kami or other nature spirits, these unfortunates are accursed for the sins of sloth and cruel indifference to the suffering of those around them. \n'b' Shinen-Gaki . Spirits of cowardly or treacherous soldiers who abandoned their posts or betrayed their allies, shinen-gaki are most active at night. They resemble burning skeletons, writhing in anger and terror at the same time, but their feet never quite touch the ground as they float on a draft of smoke. \n'b' Sunlight causes their fires to grow dim and ashen, and they typically hide themselves during daylight hours. By night, they can transform into hovering balls of flame, often yellow, white, red, or even blue. These burning lights may mislead or attract the attention of the unwary, but close inspection reveals a handful of black spots floating at the center of their fiery mass, like eyespots or even an anguished skull-like mask.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shinglelurk \n'b' Huge aberration , neutral \n'b' Armor Class 14 (natural armor) Hit Points 85 (9d12 + 27) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Senses darkvision 30 ft., tremorsense 30 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Rooftop Camouflage . While the shinglelurk remains motionless, it is indistinguishable from a rooftop and creatures can occupy its space. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shinglelurk attacks twice with its pseudopod. \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). \n'b' Constrict . Each creature grappled by the shinglelurk must make a DC 14 Constitution saving throw, taking 10 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Desperate Dive . The shinglelurk flies up to twice its fly speed and then purposely falls. The shinglelurk and any creatures it is grappling take full falling damage. Each creature grappled by the shinglelurk is no longer grappled and falls prone in an unoccupied space within 5 feet of the shinglelurk. \n'b' Envelop . Up to three Medium or smaller creatures in the shinglelurk\xe2\x80\x99s space or within 5 feet of it must succeed on a DC 14 Dexterity saving throw or be enveloped by the shinglelurk. Creatures grappled by the shinglelurk automatically fail this saving throw. An enveloped creature is grappled (escape DC 14) and restrained until the grapple ends. The shinglelurk can have up to three creatures enveloped at a time. Damage dealt to the shinglelurk is split evenly among the shinglelurk and all enveloped creatures (rounding down). A creature can use its action to free an enveloped creature by succeeding on a DC 14 Strength check. On a success, the freed creature enters a space of its choice within 5 feet of the shinglelurk. \n'b'\n'b' ABOUT \n'b' The bane of roof runners, cat burglars, and sneak thieves in metropolises the world over, shinglelurks are simpleminded nocturnal hunters that have adapted to the spread of urban cityscapes. Wide, heavy, and thin, a shinglelurk\xe2\x80\x99s tough, rubbery body blends seamlessly with common roofing materials such as stone, slate, and tile. Shinglelurks wait on such roofs for unsuspecting prey to traipse over them, then strike with deadly speed and efficiency. \n'b' The first shinglelurks were created by spellcasting urbanites who sought to devise a camouflaged solution for home defense. These wizards experimented on cloakers, mimics, and ochre jellies to create their ideal monstrous defender.\xc2\xa0In the process, they released untold numbers of specimens into the city before ultimately creating the hybrid known as the shinglelurk.\xc2\xa0Occasionally, a bold landowner might lure a shinglelurk onto their property with the hopes the creature will take up residence. Without magical coercion, such landowners find the erratic-minded shinglelurk an unreliable partner.\xc2\xa0Thankfully, a shinglelurk tends to leave its hunting ground once it has devoured a burglar or two or otherwise compromised its hiding spot. \n'b' Shinglelurks have strong self-preservation instincts, matched only by their dedication to the kill. If a shinglelurk has one or more creatures enveloped in its body, it might risk injury by intentionally falling off a roof or other high place and smashing into the street below, relying on its tough, spongy hide to survive the impact while disabling its prey. \n'b' Shinglelurks are solitary and territorial monsters, and their violent disposition extends to members of their own kind as well. They do not form bonds or even mate. Rather, upon reaching a certain age and size, a shinglelurk will molt and bud, producing two offspring before dying. The offspring quickly grow to adulthood and strike out on their own, repeating the cycle.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bat, Vampiric \n'b' Family: Bat \n'b' Tiny undead , lawful evil \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 Ft., passive Perception 11 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Flyby . The bat doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b' Lifelink . The vampiric bat possesses this trait when acting as a familiar. If its companion delivers a touch spell that deals necrotic damage through the vampiric bat , the companion regains hit points equal to half the amount of necrotic damage dealt. \n'b'\n'b' ABOUT \n'b' Staring into the glowing red eyes of a vampiric bat will reveal within them a malignance and intelligence far beyond that of any beast of nature. \n'b' Aside from those eyes, these large black bats seem made of shadow, save for the flash of glittering white fangs in the dark. Like the undead they originate from, vampiric bats lust for blood, are ravaged by sunlight, and cast neither reflection nor shadow. \n'b' Missing Piece . As vampires spend centuries in their cursed state, their gifts develop to new heights and depths. Powerful vampires are even able to divide their mind and form among several bodies at once, shattering themselves into a swarm of malefic vampire bats. When one of the bats that makes up an elder vampire\xe2\x80\x99s being is forcibly separated from the rest, whether by mishap or violence, it wanders alone as a lesser creature, with only a small piece of its former intellect and personality.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shinigami \n'b' Large celestial, lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 432 (32d10+256) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 23 (+6) DEX: 20 (+5) CON: 26 (+8) INT: 17 (+3) WIS: 22 (+6) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Dex +12, Wis +13 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , petrified , poisoned Skills Intimidation +17, Perception +13, Persuasion +17 Senses darkvision 60 ft., passive Perception 23 Languages Celestial, Common, Draconic, Infernal Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Everlasting . A creature killed by the shinigami can only be brought back to life with true resurrection or wish . \n'b' Inevitability . A shinigami that successfully attacks a creature has advantage on attack rolls against that creature for the next 24 hours. \n'b' Innate Spellcasting . The shinigami\xe2\x80\x99s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect good and evil, tongues , true seeing \n'b' 3/day each : scrying \n'b' 1/day each : holy aura \n'b'\n'b' Legendary Resistance (3/Day) . If the shinigami fails a saving throw, it can choose to succeed instead. \n'b' The End . If the shinigami scored a critical hit, the shinigami rolls its damage dice three times. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shinigami makes three scythe attacks. \n'b' Scythe . Melee Weapon Attack : +13 to hit, 10 ft. reach, one target. Hit : 33 (5d10 + 6) bludgeoning damage plus 17 (5d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' Feared as truly impartial and merciless harbingers of death, shinigamis are relentless in their pursuit of dispensing quick and just deaths upon those who would seek to disrupt the delicate balance of life. Unlike other, more sinister bringers of doom, shinigamis do not take pleasure in their work and do not seek to impose suffering-although there are exceptions. Some individuals, aptly described by their kin as \xe2\x80\x9crogue shinigamis,\xe2\x80\x9d subscribe to either more merciful or more despicable forms of execution and are either lawful good or lawful evil. Victims who have had their lives spared by kind shinigamis praise the angels of death for their clemency and willingness to listen to the victims\xe2\x80\x99 plight, while other dastardly survivors have successfully cheated or bribed their way out of death by manipulating credulous or less honorable shinigami. A shinigami is 9 feet tall and weighs 130 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shining Child \n'b' Medium aberration , chaotic evil \n'b' Armor Class 18 Hit Points 144 (17d8 + 68) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 18 (+4) INT: 15 (+2) WIS: 11 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +10, Nature +6, Religion +6, Perception +4 Damage Resistances cold, thunder Damage Immunities fire, poison, radiant Condition Immunities blinded , poisoned Senses darkvision 120 ft., passive Perception 14 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The shining child\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). It can cast the following spells without material components:\n'b'\n'b'\n'b' At will : light , major image \n'b' 3/day each : daylight , dispel magic , mirage arcana \n'b' 1/day : plane shift (self only), sunbeam \n'b'\n'b' Radiant Armor . The Armor Class of the shining child includes its Charisma bonus. \n'b' Radiance . The shining child sheds bright light out to 10 feet, with dim light for an additional 10 feet. Dexterity ( Stealth ) checks made in this area automatically fail. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shining child uses its Blinding Light ability and makes one Burning Touch or Searing Ray attack. \n'b' Blinding Light . The shining child shines with blinding light in a 60-foot radius, with an additional 60 feet of dim light beyond. Any creature who can see the shining child must make a DC 17 Constitution saving throw. On a failed save, the creature is blinded for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If, after one minute, an affected creature has not ended the blinded condition on itself through either succeeding on the saving throw or using magic, it is permanently blinded . A creature can use its reaction to shield its eyes by making a DC 17 Dexterity saving throw. If successful, they are blinded until the start of their next turn but do not have to make the Constitution saving throw to avoid blindness as above. On a failed Dexterity save, they must immediately make the Constitution saving throw. \n'b' Burning Touch . Melee Spell Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage and must make a DC 17 Constitution saving throw. On a failure, the target begins to radiate, shedding bright light in a 60-foot radius centered on it. A successful saving throw negates this effect. While under this effect, the target automatically fails Dexterity ( Stealth ) checks. The target can repeat the saving throw at the end of each of its turns, taking an additional 14 (4d6) fire damage on a failure or ending the effect on itself on a success. The Burning Touch effect can be extinguished by magical darkness , a greater restoration , or a heal spell. \n'b' Searing Ray . Ranged Spell Attack : +9 to hit, range 120/300 ft., one target. Hit : 42 (12d6) radiant damage or 63 (18d6) radiant damage if the target is undead. \n'b'\n'b' ABOUT \n'b' Creatures of burning light and strange geometry, shining children are a terror to behold. Beyond the flares of energy that constantly burst from their forms (particularly in beam-like gouts from their eyes and mouths), the creatures are vaguely humanoid, with strange hands that each bear four fingers. Occasionally summoned by powerful wizards in search of rare arcane knowledge, the shining children (who disdain individual names) communicate via telepathy, a psychic roar like metal tearing that sometimes resolves into strained and raspy words. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demi-Lich \n'b' Tiny undead , neutral evil \n'b' Armor Class 20 Hit Points 110 (20d4 + 60) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 19 (+4) CON: 17 (+3) INT: 20 (+5) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +9, Int +11, Wis +10 Skills Arcana +11, History +11, Perception +10, Religion +11 Damage Resistances cold, damage from spells Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned Senses truesight 120 ft., passive Perception 20 Languages telepathy 120 ft. Challenge 19 (22,000 XP) or 20 (25,000 XP if in lair) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the demi-lich is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the demi-lich instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Legendary Resistance (3/day) . If the demi-lich fails a saving throw, it can choose to succeed instead. \n'b' Turn Resistance . The demi-lich has advantage on saving throws against any effect that turns undead. \n'b' Rejuvenation . If it has a phylactery, a destroyed demi-lich\xe2\x80\x99s skull reforms in 1d10 days, regaining all its hit points and becoming active again. The skull reforms within five feet of the phylactery. \n'b'\n'b' ACTIONS \n'b'\n'b' Drain Life . Deep violet beams lance out from the demi-lich\xe2\x80\x99s gemstone eyes and strike up to three creatures within 40 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 17 (5d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the demi-lich regains hit points equal to that amount. 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' Soul Scream (recharge 5-6) . The demi-lich unleashes a soul-shattering scream. All non-undead creatures within 30 feet of the demi-lich who hear the scream must succeed on a DC 17 Wisdom saving throw or drop to 0 hit points . On a successful save, the creature takes 11 (2d10) psychic damage and is frightened until the end of its next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The demi-lich 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 demi-lich regains spent legendary actions at the start of its turn. \n'b'\n'b' Flight . The demi-lich moves up to its speed without provoking opportunity attacks. \n'b' Disrupt Life (costs 3 actions) . Each living creature within 20 feet of the demi-lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Profane Curse (costs 2 actions) . The demi-lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on ability checks, attack rolls, and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success. \n'b' Dreadful Glare (costs 2 actions) . The demi-lich targets one creature it can see within 60 feet of it. If the target can see the demi-lich, it must succeed on a DC 19 Wisdom saving throw or become frightened until the end of the demi-lich\xe2\x80\x99s 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 demi-lich\xe2\x80\x99s Dreadful Glare effect for the next 24 hours. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the demi-lich can take a lair action to cause one of the following effects. The demi-lich can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' Healing Suppression . All living creatures within 60 feet of the demi-lich must succeed on a DC 19 Wisdom saving throw or be unable to regain hit points until initiative 20 of the next round. \n'b' Malevolent Echo . A short-lived echo of the demi-lich\xe2\x80\x99s former self appears in the form of a wraith in an unoccupied space within 30 feet of the demi-lich and obeys the demi-lich\xe2\x80\x99s telepathic commands (no action required). It rolls initiative , acts on its own turn, and disappears after one minute or when it drops to 0 hit points . \n'b' Tap Phylactery . The demi-lich draws negative energy from its phylactery, if it exists and is on the same plane as the demi- lich , and regains 22 (4d10) hit points . \n'b'\n'b' ABOUT \n'b' When the lifeforce of an ancient lich of incredible power finally diminishes and its material body decays \xe2\x80\x93 a process that often takes centuries of undeath \xe2\x80\x93 the undead being\xe2\x80\x99s soul lingers in the area and possesses the only viable remains: the skull. After this second death, the eye sockets and the teeth of the demi-lich-possessed skull oddly transform into clear gemstones (each worth 1,000 gp), with a single gemstone growing in each eye socket to match the six gems that replace the teeth.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shocker Lizard \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d8 + 3) Speed 40 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Electricity Sense . The shocker lizard automatically detects any electrical discharge within 100 feet. \n'b' Shock . A shocker lizard\xe2\x80\x99s body generates a potent charge of electricity. A creature that touches the lizard or makes a successful melee attack against it must make a DC 10 Dexterity saving throw, taking 3 (1d4) lightning damage on a failed save, or half as much damage on a successful one. If other shocker lizards are within 20 feet, the fields augment each other to a maximum of 24 (8d4) lightning damage. \n'b' ACTIONS \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage and the target must make a DC 10 Dexterity saving throw, taking 2 (1d4) lightning damage on a failed save, or half as much damage on a successful one. \n'b' ABOUT \n'b' A social beast that dwells in swamps and forests, the shocker lizard can be a suitable familiar for a wizard who specializes in lightning or storm magic. Taking a shocker lizard as a familiar requires an additional material component of 50 gp worth of fulgurite when the find familiar spell is cast.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shoggoth \n'b' Gargantuan ooze (extraterrene) , chaotic evil \n'b' Armor Class 8 (none) Hit Points 280 (16d20+112) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 29 (+9) DEX: 6 (-2) CON: 25 (+7) INT: 6 (-2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Wis +7 Skills Perception +13 Condition Immunities acid, poison, thunder, blinded , deafened , exhaustion , prone Senses tremorsense 60 ft., darkvision 60 ft., passive Perception 23 Languages Benthic (can\xe2\x80\x99t speak, imitation only) Challenge 17 (18,000 XP) \n'b' ACTIONS \n'b'\n'b' Amorphous Body A shoggoth can move through a space as small as 1 foot across without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shoggoth makes three pseudopod or crushing suction attacks in any combination. \n'b' Pseudopod . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 3d8+9 bludgeoning damage, the target is grappled (escape DC 23). A target grappled by the shoggoth\xe2\x80\x99s pseudopod is restrained . \n'b' Engulf . The shoggoth moves up to its speed, and can enter other creatures\xe2\x80\x99 spaces if they are Huge or smaller. Each creature whose space the shoggoth moves into must make a Dex save (DC 18); a creature grappled by the shoggoth automatically fails. On a success, the creature is pushed as far as the shoggoth moves, or out of its path to the side. On a failure, the shoggoth engulfs the creature and can keep moving. An engulfed creature can\xe2\x80\x99t breathe. It is restrained and moves with the shoggoth . An engulfed creature can escape by using an action to make a Str check (DC 23), moving to a space adjacent to the shoggoth if it succeeds. \n'b' Crushing Suction . A creature engulfed by the shoggoth takes 6d8+9 bludgeoning damage, or half damage if it makes a Con save (DC 23). \n'b'\n'b' ABOUT \n'b' A massive, iridescent heap of black protoplasm, this obscene creature forms eyes, pseudopods, and bubble-like extrusions as it pulses and moves. It mimics sounds nearby in a thin, piping myriad of voices. \n'b' Long ago shoggoths were bred from the earliest protoplasm of earthly life to serve as the mindless slaves of a mysterious ancient race. In time they gained a degree of malign intelligence and rose against their masters, destroying their civilization and laying their vast stone cities to waste. Shoggoths linger still in the crumbling ruins of their long-dead creators; they eagerly pursue and devour any organic creature unlucky or foolish enough to venture within their grasp. \n'b' Shoggoths are naturally formless and plastic, easily able to shape their bodies to a variety of purposes. They are horrifically strong, and can crush or pull apart the toughest prey with ease-in fact, they are notorious for pulling the heads off their victims.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shoggoth \n'b' Family: Shoggoth \n'b' Huge aberration , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 325 (21d12 + 189) Speed 50 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 28 (+9) INT: 12 (+1) WIS: 20 (+5) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +11 Damage Resistances bludgeoning, fire, piercing Damage Immunities cold, slashing, thunder Condition Immunities blinded , deafened , prone , stunned , unconscious Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 21 Languages Void Speech Challenge 19 (22,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Anaerobic Nature . The shoggoth doesn\xe2\x80\x99t require air. \n'b' Absorb Flesh . When the shoggoth kills a creature while within 15 feet of it, the creature\xe2\x80\x99s body is absorbed into the shoggoth\xe2\x80\x99s. The creature can be restored to life only by means of a true resurrection or a wish spell. \n'b' Amorphous . The shoggoth can move through a space as narrow as 1 foot wide without squeezing. \n'b' Hideous Cacophony . The shoggoth\xe2\x80\x99s many mouths constantly emit whistles, fluting, and other high-pitched noises. It has disadvantage on Dexterity (Stealth) checks made to be unheard. Each creature that starts its turn within 60 feet of the shoggoth and that can hear it must make a DC 19 Wisdom saving throw or be disoriented until the start of its next turn. A disoriented creature is incapacitated , and when it moves, it moves in a random direction. Unless surprised, a creature can cover its ears to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t hear until the start of its next turn, when it can cover its ears again. If the creature uncovers its ears in the meantime while within 60 feet of the shoggoth, it must immediately make the save. A creature that is covering its ears and that has access to cloth, wax, or similar material can stuff its ears with the material as a bonus action to free up its hands, deafening itself while the material remains stuffed in its ears. \n'b' Keen Hearing and Smell . The shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Limited Mutability . Any spell or effect that would alter the shoggoth\xe2\x80\x99s form alters it for only 1 round. Afterward, the shoggoth returns to its amorphous blob form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shoggoth makes four Slam attacks. It can replace two Slam attacks with a use of Crush. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) if it is a Large or smaller creature. \n'b' Crush . The shoggoth crushes up to two creatures it is grappling by rolling them beneath its bulk. Each target must succeed on a DC 19 Strength saving throw or take 30 (4d10 + 8) bludgeoning damage, be unable to breathe, and be restrained until the grapple ends. If the shoggoth moves, a creature beneath it is no longer restrained and is able to breathe, but it remains grappled . \n'b'\n'b' ABOUT \n'b' The giant, gelatinous blob of flesh releases whistles, trills, and chirps as it rolls forward, forming and reabsorbing mouths, eyes, and ears across its body. \n'b' A shoggoth is an intelligent, gelatinous blob capable of manipulating and reshaping its body. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they\xe2\x80\x99ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms. \n'b' Constant Growth . Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed. Some shoggoths may shrink from starvation if they deplete a territory of resources. \n'b' Mutable Form . A shoggoth can form any number of eyes, mouths, tentacles, or other appendages as needed, though it lacks the control to take and maintain the shape of another creature.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shoggoth, Elder \n'b' Family: Shoggoth \n'b' Gargantuan aberration , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 725 (25d20 + 225) Speed 50 ft., climb 30 ft., swim 50 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 28 (+9) INT: 12 (+1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +10 Damage Resistances acid, fire, lightning; bludgeoning, piercing Damage Immunities cold, thunder, slashing Condition Immunities blinded, deafened, prone, stunned, unconscious Senses true seeing 120 ft., tremorsense 60 ft., passive Perception 19 Languages Aklo Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Amorphous . An elder shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn\xc3\xaf\xc2\xbf\xc2\xbdt subject to any other penalties for squeezing. \n'b' Anaerobic . An elder shoggoth doesn\xc3\xaf\xc2\xbf\xc2\xbdt need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space. \n'b' Chilling Paralysis . Each time a non-epic creature strikes an elder shoggoth while within 10 feet of, or otherwise touches the elder shoggoth, that creature is paralyzed until the end of its next turn. Creatures immune to cold are not affected by this trait and creatures resistant to cold may make a DC 18 Constitution saving throw to avoid the paralysis. \n'b' Gravitic Agnosticism . An elder shoggoth can use its climb speed to move in any direction, including straight up or sideways through empty air, mounting its heaving bulk upon the unseen angles between existence. It is unaffected by effects that reverse, increase, or otherwise alter the normal effects of gravity. \n'b' Hideous Piping . The fluting noises made by a s mythic hoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of an elder shoggoth must succeed on a DC 18 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round. \n'b' Insidious Regeneration . An elder shoggoth has regeneration 10. It regains 10 hit points at the start of its turn. No form of attack can suppress an elder shoggoth\xc3\xaf\xc2\xbf\xc2\xbds regeneration\xc3\xaf\xc2\xbf\xc2\xbd it regenerates even if disintegrated or similar instantaneous death effect. If the elder shoggoth fails a save against an effect that would kill it instantly, it rises from death 1 hour later with 1 hit point if no further damage is inflicted upon its remains. The only way to permanently destroy an elder shoggoth is to reduce it to 0 hit points or less and then target it with a wish (or similarly powerful spell). \n'b' Keen Senses . An elder shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Legendary Resistance (3/Day) . If an elder shoggoth fails a saving throw, he can choose to succeed instead. \n'b' Magic Weapons . An elder shoggoth\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Rolling Charge . If the elder shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 18 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the elder shoggoth immediately moves into the creature\xc3\xaf\xc2\xbf\xc2\xbds space as a bonus action and crushes the creature beneath its bulk. The crushed creature can\xc3\xaf\xc2\xbf\xc2\xbdt breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth\xc3\xaf\xc2\xbf\xc2\xbds turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 20 Strength check. On a success, the creature crawls into an empty space within 5 feet of the elder shoggoth. \n'b' Utter Absorption . The body of a creature that dies while grappled by an elder shoggoth is completely absorbed into the elder shoggoth\xc3\xaf\xc2\xbf\xc2\xbds mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person\xc3\xaf\xc2\xbf\xc2\xbds body. \n'b' Actions \n'b' Multiattack . The shoggoth makes 1d6 + 1 slam attacks. Reroll the number of attacks at the start of each of the elder shoggoth\xc3\xaf\xc2\xbf\xc2\xbds turns. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 40 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 19) and restrained. The elder shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks. \n'b' Unspeakable Propagation (1/Day) . An elder shoggoth can give birth to a ravenous baby shoggoth (treat as a nonmythic shoggoth with disadvantage on d20 rolls for the next year). The baby shoggoth follows its sire\xc3\xaf\xc2\xbf\xc2\xbds commands and defends it to the best of its ability. Fortunately, an elder shoggoth cannot abide its own offspring for very long, and most shoggoth-spawn are quickly consumed by their sire once the progenitor shoggoth is no longer threatened. However, a few lucky ones are able to escape their parent\xc3\xaf\xc2\xbf\xc2\xbds insatiable hunger and within a year grow to terrible maturity losing their youth trait (disadvantage on d20 rolls). \n'b' Reactions \n'b' Reactive Strike . Whenever an elder shoggoth takes damage from a creature within 40 feet, it can make an attack against that creature after the attack is resolved. These attacks do not count against its normal allotment of reactions. \n'b' Tekeli-li ! When a creature is confused by its hideous piping the shoggoth may expend one of its legendary resistance uses to inflict 3d6 Wisdom damage. If a creature is reduced to 0 Wisdom it falls into a coma and becomes permanently insane \xc3\xaf\xc2\xbf\xc2\xbd even after the ability damage is healed (aka, the character becomes an NPC from this point forward). \n'b' About \n'b' Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a druginduced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes. \n'b' First and Eldest . The first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep, and those first shoggoths to awaken retreated into the darkest pits below the world and the most awful corners of the universe to brood in sinister shadow. Some attract cults to worship them, though they rarely pay much attention to the pleas of their supplicants, focusing instead on birthing new abominations and aberrations into the world. \n'b' Most simply devour any who dare come near, absorbing their physical substance and psychic essence to slake their eternal hunger.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Shoki \n'b' Medium celestial , neutral \n'b' Armor Class 18 Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 26 (+8) CON: 18 (+4) INT: 23 (+6) WIS: 25 (+7) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Int +10 Skills Arcana +10, Deception +11, Insight +11, Intimidate +15, Perception +15, Persuasion +15, Religion +10, Stealth +12 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities acid, cold, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft, passive Perception 27 Languages Abyssal, Celestial, Infernal, Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The shoki\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19, spell attack bonus +11). It can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : etherealness , invisibility (self only) \n'b' 3/day each : detect magic , mass cure wounds , protection from evil and good \n'b' 1/day each : plane shift (self only) \n'b'\n'b' Magic Weapons . The shoki\xe2\x80\x99s attacks are magical. \n'b' Spirit Sense . A shoki can detect the undead as though it had blindsight out to 60 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shoki attacks twice with its quarterstaff. \n'b' Quarterstaff . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 11 (1d6 + 8) bludegoning damage and 13 (3d8) necrotic damage or 12 (1d8+8) bludgeoning damage and 13 (3d8) necrotic damage if used with two hands. \n'b'\n'b' REACTIONS \n'b'\n'b' Soul Lock . The shoki attempts to trap a creature\xe2\x80\x99s soul when its hit points are reduced to 0. That creature must make a DC 15 Constitution saving throw Creatures that fails dies and has its soul trapped in the shoki\xe2\x80\x99s staff. This ability can even affect incorporeal creatures. A trapped soul cannot be brought to life through any magic short of a divine intervention, true resurrection , or wish . The shoki can use its turn to free a trapped spirit. A banishment or dispel evil and good spell cast directly upon the staff can also free a soul. Finally, destroying the staff will also free the soul trapped within. The staff can only contain one soul.'}
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