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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shoreline Scrapper \n'b' This bulky crustacean generates a magnetic pulse that draws metal to its growing, shell-like shelter. \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 93 (11d10 + 33) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Skills Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The shoreline scrapper can breathe air and water. \n'b' Magnetic Shell . At the start of each of the shoreline scrapper\xe2\x80\x99s turns, each creature within 5 feet of the scrapper must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the scrapper\xe2\x80\x99s shell. A creature that is made of metal or is wearing metal armor that fails the saving throw is stuck to the shell and restrained . If the item is a weapon and the wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is adhered to the shell and is restrained . A stuck item can\xe2\x80\x99t be used. A creature can take its action to remove one creature or object from the shoreline scrapper\xe2\x80\x99s shell by succeeding on a DC 15 Strength check. Items made of gold and silver are unaffected by the shoreline scrapper\xe2\x80\x99s Magnetic Shell. When the shoreline scrapper dies, all metal creatures and objects are released. \n'b' Metal Sense . The shoreline scrapper can pinpoint, by scent, the location of metals within 60 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shoreline scrapper makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. \n'b' Magnetic Pulse (Recharge 5-6) . The shoreline scrapper causes a surge in the magnetic power of its shell. Each creature within 25 feet of the shoreline scrapper is subjected to its Magnetic Shell. On a failed save, a creature\xe2\x80\x99s metal objects or the creature itself, if it is made of metal or wearing metal armor, are pulled up to 25 feet toward the shoreline scrapper and adhere to its shell. Creatures adhered to the shoreline scrapper\xe2\x80\x99s shell are restrained . \n'b'\n'b' REACTIONS \n'b'\n'b' Shell Protection . The shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell. Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can\xe2\x80\x99t use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action . \n'b'\n'b' ABOUT \n'b' Metal Scavenger . A shoreline scrapper instinctively seeks metal and gathers it using a magnetic pulse. The creature\xe2\x80\x99s accumulated metal forms a portable shelter that acts as its shell. \n'b' Hunted for Hoard . A shoreline scrapper\xe2\x80\x99s hoard might include more than just rusty debris.\xc2\xa0As a result of scavenging a shipwreck or sunken city, its metal shell may contain valuables. For this reason, treasure seekers sometimes hunt shoreline scrappers. They hope to uncover riches from the creature\xe2\x80\x99s metal-hoard shell, but those foolish enough to engage a shoreline scrapper while equipped with metal rarely survive. \n'b' Conditioned for War . Some aquatic and coastal races train shoreline scrappers for combat. On command, shoreline scrappers charge toward enemies and disarm them of metal equipment. Deployed soldiers then enter the fray to annihilate their vulnerable enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shovel Dragonette \n'b' Tiny dragon , neutral \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 33 (6d4 + 18) \n'b' Speed 20 ft., burrow 30 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 \n'b' Senses tremorsense 60 ft., darkvision 60 ft. passive Perception 13 \n'b' Languages Common, Draconic, Sylvan \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Floral Camouflage . The dragonette has advantage on Dexterity ( Stealth ) checks made to hide among ample, obscuring flowers, fruits, or vegetables. \n'b' Messy Digger . Opportunity attacks against the dragonette are made with disadvantage when the dragonette burrows out of an enemy\xe2\x80\x99s reach. \n'b' Squat Body . The dragonette has advantage on ability checks and saving throws against effects that move it against its will, and if an effect moves the dragonette against its will along the ground, it can use a reaction to reduce the distance it is moved by up to 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Head Slap . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage, and if the target is Small or smaller, it must succeed on a DC 12 Strength saving throw or be launched up 10 feet into the air and away from the dragonette, taking falling damage as normal. \n'b' Raking Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Sticky Tongue . The dragonette uncoils a long tongue coated in sticky saliva and launches it at a target up to 15 feet away. If the target is Small or smaller, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet toward the dragonette. If the target is Medium or larger, it must succeed on a DC 13 Dexterity saving throw or the dragonette is pulled up to 15 feet closer to the target. If the target is within 5 feet of the dragonette, the dragonette can make one Raking Claws attack against it as a bonus action. \n'b'\n'b' ABOUT \n'b' This stocky reptile has a heavy jawed snout, and its pebbled skin changes color to blend in against a backdrop of nearby oranges. \n'b' Stocky little reptiles, shovel dragonettes were originally bred to manage infestations. However, they were discovered shortly thereafter to have an affinity for gardening. \n'b' Gardener\xe2\x80\x99s Best Friend . Fey nobles, hedge mages, elite gardeners, and alliumites prize shovel dragonettes for their surprisingly strong builds and spade-like lower jaws. If a shovel dragonette isn\xe2\x80\x99t digging in the dirt, it can often be found blended into its surroundings, watching for pests. Once an invader is detected, a shovel dragonette strikes out with its sticky tongue, pulling itself or the pest within reach of its sharp claws. Shovel dragonettes delight in smacking particularly small pests with their big heads, aiming to launch the pests away or over fences. \n'b' Industrious Companions . Shovel dragonettes sometimes seek to explore the world beyond garden walls. As traveling companions, they work hard to maintain campsites by hammering tent spikes, digging ditches, and building fire pits. Their omnivorous diet makes them easy to feed, but they can be very messy companions. \n'b' Some shovel dragonettes are willing to serve spellcasters with an interest in gardening and plants as a familiar. Such dragonettes have the following trait. \n'b' Familiar . The dragonette can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the dragonette senses as long as they are within 1 mile of each other. While the dragonette is within 10 feet of its companion, the companion share\xe2\x80\x99s the dragonette\xe2\x80\x99s Squat Body trait. At any time and for any reason, the dragonette can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shriekbat \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 178 (17d12 + 68) Speed 20 ft., fly 100 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +8 Skills Perception +4, Stealth +5 Damage Immunities thunder Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Echolocation . The shriekbat can\xe2\x80\x99t use its blindsight while deafened. \n'b' Actions \n'b' Multiattack . The shriekbat makes two attacks: one with its bite and one with its talons. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) piercing damage. \n'b' Talons . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained , and the shriekbat can\xe2\x80\x99t use its talons on another target. \n'b' Shriek (Recharge 5-6) . The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also stunned for 1 minute. A stunned 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' This midnight blue bat has a cavern-filling wingspan. The air near its mouth, large enough to carry a horse, visibly vibrates with sound pulses. \n'b' Shriekbats thrive in the cavernous spaces of the Underworld where they face little competition from dragons, rocs, and other large flying creatures, as they would aboveground. Despite their enormousness, the bats deftly maneuver among the stalactites and stalagmites crowding underground caverns. When they attack prey, or in the very rare cases where they must escape predators, they emit a terrible shriek that overwhelms their foes and allows them to easily grab prey or escape. Shriekbat echolocation uses subsonic frequencies, allowing the bats to fly in relative silence. \n'b' Kobold Companions . Kobold bat keepers know the secret to raising young shriekbats. The bat keepers often risk their lives to procure young, using the bats for protection and as companions. A bat keeper returns its shriekbat to the wild before the bat reaches adulthood, when it would become too large for the cramped kobold tunnels. A bat keeper tracks the shriekbats it releases, and often returns to visit its former companions. Shriekbats prove surprisingly keen at remembering former kobold handlers (whether such handlers treated them well or poorly), and they often allow fondly remembered handlers to take a single pup from their litters, ensuring the pup survives to adulthood and renewing the cycle. \n'b' Long-Lived Omnivores . Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable. \n'b' In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Osphranteal (Kangaroo Agathion) \n'b' Family: Agathion \n'b' Large celestial , neutral good \n'b' Armor Class 15 Hit Points 180 (19d10 + 76) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 20 (+5) CON: 19 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +8, Nature +6, Survival +8 Senses darkvision 60 ft., passive Perception 14 Languages all Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The osphranteal\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). The osphranteal can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , speak with animals \n'b' 1/day each : dimension door , find the path , freedom of movement , lesser restoration , shield of faith \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The osphranteal makes two attacks: one with its kick and one with its slam. \n'b' Kick . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) radiant damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) radiant damage, and the target is grappled (escape DC 15) if the target is a Medium or smaller creature and the osphranteal isn\xe2\x80\x99t grappling a different creature. \n'b' Double Kick . The osphranteal makes two kick attacks against one target it can see. If one attack hits, the target is pushed up to 5 feet away from the osphranteal. If both attacks hit, the target is pushed up to 10 feet away. If the osphranteal is grappling the target or the target is otherwise unable to move away from the osphranteal, the target instead takes an extra 10 (3d6) slashing damage from the osphranteal\xe2\x80\x99s massive hind claws. \n'b' Prodigious Leap . The osphranteal jumps up to 20 feet vertically and 40 feet horizontally. At any point during the leap, the osphranteal can make a kick attack . \n'b' Protective Pouch . The osphranteal puts a willing or helpless Medium or smaller creature into its pouch or removes a creature from its pouch. While inside the pouch, the creature has total cover against attacks and other effects outside the pouch, has advantage on saving throws, and regains 1 hit point at the start of each of its turns. The pouch can hold a single creature. \n'b'\n'b' REACTIONS \n'b'\n'b' Mob Defense . If a creature within 5 feet of the osphranteal that the osphranteal can see is subjected to a critical hit, the osphranteal turns it into a normal hit. \n'b'\n'b' ABOUT \n'b' Osphranteals are majestic marsupials that roam the celestial plains of the plane of Nirvana. An osphranteal stands noble on fearsome hind legs, supported by a massive tail. Its upper torso is that of a muscular, deeply tanned humanoid, with a serene facial expression that belies the danger posed to evildoers by its powerful limbs. \n'b' Osphranteals cherish healthy growth and appreciate a selfless nature. They have strong protective feelings toward non-evil creatures smaller than themselves, whom they strive at all times to shelter from harm to the best of their ability. \n'b' During times of peace, highly ritualized brawling tournaments are an honored osphranteal pastime. In such tournaments, osphranteals duke it out among their own kind and with any other willing creatures deemed to be worthy challengers. \n'b' There is no grand prize at stake, only the knowledge that the tourney\xe2\x80\x99s winner is the best suited individual to protect others-a status for which many osphranteals would fight tirelessly. \n'b' While osphranteals despise any kind of evil, they hold a special enmity toward daemons in general and meladaemons in particular, whom they seek to defeat at every opportunity. No one knows where the ancient grudge between osphranteals and meladaemons came from, though the daemons of starvation are only too happy to return their celestial counterparts\xe2\x80\x99 hatred.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Swarm, Bats \n'b' Family: Bat \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone, restrained , stunned Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Echolocation : The swarm can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing : The swarm has advantage on Wisdom (Perception) checks that rely on hearing. \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 bat. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Actions \n'b' Bites : Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. \n'b' About \n'b' Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demi-Lich, Greater \n'b' Tiny undead , neutral evil \n'b' Armor Class 21 Hit Points 180 (24d4 + 120) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 21 (+5) CON: 20 (+5) INT: 22 (+6) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Con +13, Int +14, Wis +13, Cha +13 Skills Arcana +14, History +14, Perception +13, Religion +14 Damage Resistances bludgeoning, piercing, and slashing from magical weapons; damage from spells Damage Immunities cold, 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 23 Languages telepathy 120 ft. Challenge 25 (75,000 XP) or 26 (90,000 XP) 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 Immunity . The greater demi-lich is immune to effects that turn undead. \n'b' Rejuvenation . If it has a phylactery, a destroyed demi-lich\xe2\x80\x99s skull reforms in 1d4 days, regaining all its hit points and becoming active again. The skull reforms within five feet of the phylactery. \n'b' Innate Spellcasting . The demi-lich\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The demi-lich can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : counterspell, detect thoughts , dimension door , greater invisibility , mirror image , shield \n'b' 3/day each : animate dead , antilife shell , antimagic field , dispel magic (as a 6th-level slot), fireball (as a 6th-level slot), globe of invulnerability (as a 7th-level slot) \n'b' 1/day each : contingency , disintegrate , plane shift , time stop \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 21 Constitution saving throw or take 24 (7d6) 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 can hear the scream must succeed on a DC 18 Wisdom saving throw or drop to 0 hit points . On a successful save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn. \n'b' Soul Steal (recharge 6) . The demi-lich chooses a creature it can see within 60 feet. That creature must make a DC 18 Charisma saving throw. On a failed save, the creature\xe2\x80\x99s soul is ripped out of its body and stored in one of the demi-lich\xe2\x80\x99s skull gems. The demi-lich can never capture more than eight souls, one in each of its gems. Killing a demi-lich and destroying one of its gems within 48 hours of the soul being captured releases any soul trapped therein. The soul automatically reoccupies the creature\xe2\x80\x99s soulless body if it is still intact, and the creature is immediately conscious. On a successful save, the creature is stunned 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' Bone Dust . Blinding bone dust swirls magically around the demi-lich in a five-foot radius. That area is heavily obscured to creatures other than the demi-lich until the end of the demi-lich\xe2\x80\x99s next turn. This effect moves with the demi-lich. \n'b' Disrupt Life (costs 3 actions) . Each living creature within 20 feet of the demi-lich must make a DC 20 Constitution saving throw against this magic, taking 35 (10d6) 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 21 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 21 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 21 Wisdom saving throw or be unable to regain hit points until initiative 20 of the next round. \n'b' Malevolent Echoes . Two separate short-lived echoes of the demi-lich\xe2\x80\x99s former self appear in the form of wraiths in two unoccupied spaces within 30 feet of the demi-lich and obey the demi-lich\xe2\x80\x99s telepathic commands (no action required). Each 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 33 (6d10) 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. \n'b' A greater demi-lich is a demi-lich that has spent eons traveling the planes of existence and exploring dark, arcane secrets. It has succeeded in recovering some of its former spellcasting ability and developing other unholy powers beyond even those it had as a lich . Some say such demi-liches deliberately abandoned their bodies in order to more fully focus on their sinister studies. Although a greater demi-lich can never regain its lost body, it has learned to capture the souls of the creatures it encounters and store them in the gemstones embedded in its skull. It then transfers the souls to once again power its phylactery. \n'b' Greater demi-liches very similar to ordinary demi-liches, with a skull with clear gemstone eyes and teeth sitting on top of, or floating over, a pile of bones and dust. However, greater demi-liches seem much more purposeful than ordinary demi-liches, often employing lesser undead as guardians and servants. Although they still almost always remain in their lairs, they actively seek paths to transcendence and even loftier levels of power such as godhood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mantis Shrimp, Giant \n'b' Family: Shrimp \n'b' Large beast , unaligned \n'b' Armor Class 16 (carapace) Hit Points 150 (12d12 + 72) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 4 (-3) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +8 Skills Perception +9 Damage Resistances thunder Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clawed Terror . All creatures that take thunder damage from the giant mantis shrimp\xe2\x80\x99s pincer attack must attempt a DC 16 Constitution saving throw or be stunned for 1 round. They must then attempt a DC 16 Constitution saving throw or be blinded until the start of the giant mantis shrimp\xe2\x80\x99s next turn. A successful saving throw renders a creature immune to the corresponding condition from the giant mantis shrimp\xe2\x80\x99s pincer attacks until the beginning of a giant mantis shrimp\xe2\x80\x99s next turn. \n'b' Shattering Strike . A giant mantis shrimp deals double damage to objects, and gains advantage on attacks rolls against armored targets. \n'b' Uncanny Eyesight . A giant mantis shrimp gains double its normal proficiency bonus on Perception checks, and it has advantage on saving throws against illusions. A giant mantis shrimp can see hidden or invisible creatures within 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A giant mantis shrimp makes 3 pincer attacks. \n'b' Pincer . Melee Weapon Attack : +8 to hit, reach 10 ft., Hit : 14 (3d6 + 4) bludgeoning damage. All creatures within 10 ft. of a pincer attack take 7 (2d6) thunder damage. \n'b'\n'b' ABOUT \n'b' Though the colorful shells of giant mantis shrimp are beautiful to behold, the sight of one often means death. These apex predators resemble brightly colored lobsters with oversized pincers. They prowl tide pools and coastal shallows, competing for territory with sharks, eels, and giant. Their pincer strike is so fast it creates light, heat, and a stunning shockwave, and its multifaceted eyes can see into impossible spectrums that allow them to easily spot creatures trying to hide with camouflage. A typical giant mantis shrimp grows to 4 feet high and 6 feet long and weighs around 200 pounds. \n'b' Reefhammer . Incredibly rare, these gigantic mantis shrimp prowl the seafloor and vast reefs, devouring everything in their path and sometimes shattering entire reefs just to pick through the ruins for prey hiding within.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shrine Stone \n'b'\n'b' Large construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 16 (+3) INT: 4 (-3) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Wake . Whenever a creature comes within 60 feet of the animated shrine stone\xe2\x80\x99s guard post and the creature does not demonstrate the appropriate sign to the shrine stone, the construct activates and attacks the creature. To discover the required sign, a creature must succeed on a DC 15 Intelligence ( Religion ) check. If the shrine stone has activated and is shown the sign, it will return to its guard post. Drawing the sign on the ground requires an action and is sufficient to pacify the shrine stone. \n'b' Actions \n'b' Multiattack . The shrine stone makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft.; one target. Hit : 8 (1d6 + 5) bludgeoning damage, and the target must make a DC 13 Constitution saving throw, becoming incapacitated until the end of the shrine stone\xe2\x80\x99s next turn on a failed save. \n'b' About \n'b' While some druids protect their sacred shrines with only a single defender, multiple guardians and multiple types of guardians keep shrines safe from various kinds of attacks. \n'b' The outermost perimeter is typically defended by mushroom guardians or stone guards, since they can ward off benign animals and relatively weak raiders. From there it depends on the individual druid\xe2\x80\x99s ability and the availability of natural resources. Shrine stones typically protect locations deep within a forest. Many druidic holy sites make use of the natural foliage and create vine protectors. Those druids adept at summoning elementals call upon water hounds to defend sacred locations near lakes or the sea.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shroom \n'b' Small plant (fungus) , chaotic evil \n'b' Armor Class 12 Hit Points 49 (11d6 + 11) Speed 25 ft.\n'b' STATS STR: 9 (-1) DEX: 10 (+0) CON: 12 (+1) INT: 19 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Nature +6, Medicine +5, Perception +5, Persuasion +4 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities psychic Condition Immunities charmed , frightened , stunned , unconscious Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech, Sylvan, Undercommon Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Animate Plants (1/day) . The shroom can use its action to magically animate plants within 50 feet of itself. The effect is identical to the animate objects spells, but only live plants can be animated. The effect lasts for 24 hours. \n'b' Awaken Plants (2/month) . The shroom can magically awaken one plant it touches. The effect is identical to the awaken spell, but affects only live plants. \n'b' Spellcasting . The shroom is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , poison spray, ray of frost \n'b' 1st level (4 slots) : charm person , detect magic , magic missile , sleep \n'b' 2nd level (3 slots) : invisibility , web \n'b' 3rd level (2 slots) : blink , lightning bolt \n'b'\n'b' Toxic Flesh . Any creature that tastes the flesh of a shroom must make a DC 13 Constitution saving throw or be overwhelmed by the deliciousness of the shroom, proceeding to gorge on the shroom flesh until it cannot keep any more down or until someone stops them. An hour after consuming even the smallest morsel of shroom flesh, the eater\xe2\x80\x99s Intelligence and Charisma scores become 1. The creature can\xe2\x80\x99t cast spells, activate magic items, understand language, or communicate in any intelligible way (as if affected by feeblemind ). The creature can, however, identify its friends, follow them, and even protect them. A successful saving throw indicates the eater is unaffected by the toxins in the shroom\xe2\x80\x99s flesh. At the end of every 30 days, the creature can repeat its saving throw against these effects. If it succeeds on its saving throw, the effects end. The effects can also be ended by greater restoration , heal , or wish . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6 \xe2\x80\x93 1) bludgeoning damage. \n'b' Psychic Thrashing . Ranged Spell Attack : +6 to hit, range 100 ft., one target. Hit : 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Shrooms are evil toadstool creatures with genius intellects and considerable magical power. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable in various forms of arcane study of other kinds, such as alchemy. Many, too, surround themselves with strange minions that they have created, grown, or bred.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shroud \n'b' Medium undead , neutral evil \n'b' Armor Class 11 Hit Points 13 (3d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 13 (+1) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 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 Common Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The shroud can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Evolution . If the shroud deals at least 12 necrotic damage to a creature that isn\xe2\x80\x99t a Construct or Undead in 1 minute or less, the shroud transforms into a shadow at the start of the turn after it last dealt damage. It uses the statistics of the shadow, except it reduces the shadow\xe2\x80\x99s hp by an amount equal to the damage the shroud took before it transformed. \n'b' Sunlight Weakness . While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws. \n'b' Undead Nature . The shroud doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Strength Drain . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) necrotic damage, and the target has disadvantage on weapon attacks that use Strength until the end of its next turn. If a non-evil humanoid dies from this attack , a new shroud rises from the corpse 1d4 hours later. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the shroud takes the Hide action. \n'b'\n'b' ABOUT \n'b' The translucent person calls out a name in a barely audible whisper. \n'b' Bitter Spirits . Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light. \n'b' Thin Outlines . Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type. \n'b' Repetitive Speech . Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shrouded Simma\xc3\xafen Mystic \n'b' Medium humanoid (simma\xc3\xafen), any \n'b' Armor Class 14 (hide armor) Hit Points 52 (8d8 + 16); Wound Threshold 13 Speed 30 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) 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' Saving Throws Con +5, Wis +6, Cha +5 Skills Intimidation +5, Nature * +7, Perception +6, Stealth +5, Survival +6 Condition Immunities blinded Senses blindsight 60 ft., passive Perception 16 Languages Simma\xc3\xafen, Sylvan, Undercommon and any one language Challenge 6 (2 300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The shrouded simma\xc3\xafen mystic cannot use its blindsight when it cannot hear or smell. \n'b' Climber . The shrouded simma\xc3\xafen mystic has advantage on all its Strength ( Athletics ) checks for climbing. In addition, it takes 2d6 less fall damage. \n'b' Keen Hearing and Sight . The shrouded simma\xc3\xafen mystic has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Spellcasting . The shrouded simma\xc3\xafen mystic is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shrouded simma\xc3\xafen mystic has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, poison spray, resistance \n'b' 1st level (4 slots) : entangle , goodberry, jump , longstrider * \n'b' 2nd level (3 slots) : find traps , hold person , lesser restoration \n'b' 3rd level (3 slots) : protection from energy , sleet or sand storm \n'b' 4th level (3 slots) : blight , confusion \n'b' 5th level (1 slot) : mass cure wounds \n'b'\n'b' Stone Camouflage . The shrouded simma\xc3\xafen mystic has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' (*) The shrouded simma\xc3\xafen mystic casts this spell before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack . The shrouded simmaian mystic makes two melee attacks . \n'b' Quarterstaff . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if wielded with two hands. \n'b'\n'b' ABOUT \n'b' Simma\xc3\xafens of the shrouded lineage have a combination of characteristics that makes them frightening to many people and is the reason why they feature so prominently in the horror stories of surface dwellers in the Drakenbergen. They have a deathly pallor, yet are as quick as wild beasts, and able to climb with great ease. \n'b' Their milky eyes give away their blindness, yet they move without difficulty despite this handicap. As a result, they can take advantage of the most absolute darkness. Not limited to brute strength, their groups often include mystics, beings who wield powerful magic linked to Eana.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shrouded Simma\xc3\xafen Tracker \n'b' Medium humanoid (simma\xc3\xafen), any \n'b' Armor Class 13 (hide armor) Hit Points 11 (2d8 + 2); Wound Threshold 5 Speed 30 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3, Stealth +3, Survival +3 Condition Immunities blinded Senses blindsight 60 ft., passive Perception 13 Languages Simma\xc3\xafen, Undercommon Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The shrouded simma\xc3\xafen tracker cannot use its blindsight when it cannot hear or smell. \n'b' Climber . The shrouded simma\xc3\xafen tracker has advantage on all its Strength ( Athletics ) checks for climbing. In addition, it takes 2d6 less fall damage. \n'b' Keen Hearing and Sight . The shrouded simma\xc3\xafen tracker has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Pack Tactics . The shrouded simma\xc3\xafen tracker has advantage on an attack roll against a creature if at least one of the simma\xc3\xafen\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Stone Camouflage . The shrouded simma\xc3\xafen tracker has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Simma\xc3\xafens of the shrouded lineage have a combination of characteristics that makes them frightening to many people and is the reason why they feature so prominently in the horror stories of surface dwellers in the Drakenbergen. They have a deathly pallor, yet are as quick as wild beasts, and able to climb with great ease. \n'b' Their milky eyes give away their blindness, yet they move without difficulty despite this handicap. As a result, they can take advantage of the most absolute darkness . Not limited to brute strength, their groups often include mystics, beings who wield powerful magic linked to Eana.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shukankor \n'b' Huge aberration , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 115 (11d12 + 44) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 19 Languages Deep Speech Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Many Eyes . The shukankor has advantage on Wisdom ( Perception ) checks that rely on sight and on saving throws against being blinded . \n'b' Self-made Pack . The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shukankor makes three attacks: one with its beak and two with its claws. \n'b' Beak . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Duplicating Terror (1/Day) . The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor\xe2\x80\x99s Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month. \n'b'\n'b' REACTIONS \n'b'\n'b' Sacrifice Replica . When a creature the shukankor can see targets it with an attack , the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead. \n'b'\n'b' ABOUT \n'b' This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches. \n'b' Wasteland Hunters . Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter.\xc2\xa0Due to their enormous size , they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile. \n'b' Strength in Numbers . The shukankor\xe2\x80\x99s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shulsaga \n'b' Medium monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 58 (13d8) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 10 (+0) INT: 13 (+1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Arcana +5, Perception + 7, Stealth +9, Survival +5 Senses darkvision 60 ft., passive Perception 17 Languages Auran Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Astral Recoil . A shulsaga can use an action to touch a silver cord that tethers mortals to the material plane. The creature attached to the cord must make a DC 13 Wisdom saving throw or be shunted to their bodies harmlessly. \n'b' Disk Rider . The shulsaga flies on a floating disk that it can summon as an action. The floating disk can otherwise carry its creator and equipment as per a floating disk spell. Only the shulsaga can ride the floating disk in this way. \n'b' Sense Rift . The shulsaga can sense any planar rift within 20 miles, automatically learning its direction and distance. This includes natural portals, non-instantnaeous planar spells, such as gates, and other tears in reality. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shulsaga makes two melee attacks or two ranged attacks . \n'b' Trident . Melee Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6+1) piercing damage or 5 (1d8+1) piercing damage if used with both hands to make a melee attack . \n'b' Longbow . Melee Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 9 (1d8+5) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shurale \n'b' Medium fey , neutral evil \n'b' Armor Class 14 Hit Points 105 (14d8 + 42) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +5, Cha +7 Skills Acrobatics +10, Deception +7, Perception +5, Persuasion +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons . The shurale\xe2\x80\x99s weapon attacks are magical. \n'b' Magic Resistance . The shurale has advantage on saving throws against spells and other magical effects. \n'b' Mirthful Regeneration . The shurale regains 5 hp at the start of its turn for each creature within 30 feet of it that is incapacitated with laughter from its Tickle action. If a creature dies while suffering from the laughter, the shurale gains 15 temporary hp . \n'b' Innate Spellcasting . The shurale\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components. \n'b' At will : dancing lights , invisibility (self only), minor illusion \n'b' 3/day each : detect thoughts , major image , misty step \n'b' 1/day : confusion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shurale can use Tickle. It then makes three attacks: one with its gore and two with its battleaxe. \n'b' Battleaxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Tickle . The shurale touches a creature within 5 feet of it. The target must succeed on a DC 15 Wisdom saving or begin to laugh uncontrollably for 1 minute. While laughing, the target falls prone , is incapacitated , and unable to move. The target 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 shurale\xe2\x80\x99s Tickle for the next 24 hours. If the target fails the saving throw three times, it must succeed on a DC 15 Constitution saving throw or be reduced to 0 hp and begin dying. On a success, the laughter ends on the target, as normal. \n'b'\n'b' ABOUT \n'b' At first glance this creature resembles a satyr, its lower body covered in brown fur with goat-like hooves, yet the twisted horn sprouting from its forehead and the wide, manic grin on its comical face proves it is something far more dangerous. \n'b' Devilish Fey . While many fey are evil and twisted creatures, few are worse than the dreaded shurale, a deadly satyr-like monster that causes horrible hilarity with its ticklish touch. It inflicts a victim with a deadly bout of laughter that causes its internal organs to rupture and fail. After the victim dies, the shurale cuts it into pieces, leaving the remains for the scavengers. \n'b' Feeds on Laughter . A shurale feeds on the sobbing laughs of its victims as they expire, its own health mysteriously revitalized in the process. Because of this, shurale lairs are typically located within a few miles of a humanoid settlement, where it can easily lure lone inhabitants into the woods. While most of their prey are humanoids living in alpine or heavily forested regions, shurales are not picky and have been known to attack orcs, ogres, trolls, and even hill giants. \n'b' Woodcutter\xe2\x80\x99s Curse . Many believe that a shurale is the spirit of a woodcutter who died a lonely and embittered death after being ridiculed by family. While such an occurrence would be exceedingly rare and most sages scoff at such suggestions, the shurale\xe2\x80\x99s skill with the woodcutter\xe2\x80\x99s axe and its strange behavior cannot be denied.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siege Dragon Engine \n'b' Gargantuan construct , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 390 (20d20 + 180) Speed 50 ft., climb 50 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 28 (+9) INT: 9 (-1) WIS: 20 (+5) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages understands telepathic commands but can\xe2\x80\x99t speak Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Battlements . Maggots and grylluses fight from the narrow battlements on the siege dragon engine\xe2\x80\x99s back, mostly behind arrow slits and other forms of cover that render attacking them directly ineffective until the engine is reduced to 0 hit points and destroyed. At that point, most of the fortifications collapse and any remaining uses of the engine\xe2\x80\x99s Deploy Troops action determine what creatures remain on the dragon\xe2\x80\x99s back; these survivors have only half cover atop the engine\xe2\x80\x99s ruins. \n'b' Immutable Form . The siege dragon engine is immune to any spell or effect that would alter its form. \n'b' Legendary Resistance (3/day) . If the engine fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The engine has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The engine\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The engine deals double damage to objects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The siege dragon engine makes three attacks: one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 23 (3d8 + 10) slashing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 20 (3d6 + 10) bludgeoning damage. \n'b' Deploy Troops (3/day) . The engine kneels, depositing one shining gryllus and two simpering maggots (page 209) at an unoccupied location within 20 feet. Roll initiative (+0 modifier) for the group, which has its own turns. \n'b' Poison Breath (Recharge 6) . The engine exhales poison gas in a 120-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 66 (19d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Trample . The engine moves up to its speed. It can move through the spaces of Huge and smaller creatures. It can make one claw attack against each creature whose space it enters during this movement. It cannot attack a particular creature more than once during this movement. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The siege dragon engine 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 engine regains spent legendary actions at the start of its turn. \n'b'\n'b' Ballista Barrage . The engine\xe2\x80\x99s crew fire mast-sized bolts upon all enemies in a 20-foot-radius sphere centered on a point the engine can see within 120 feet. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (3d10) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Bark Volley . Gryllus crew bark at all creatures in a 10-footradius sphere centered on a point the engine can see within 120 feet. Each creature in the area must succeed on a DC 16 Strength saving throw or take 14 (4d6) thunder damage and be knocked prone . \n'b' Cage Drop . The engine\xe2\x80\x99s crew drop iron cages on up to two Medium or smaller creatures within 10 feet of the engine. Each creature must succeed on a DC 16 Dexterity saving throw or be restrained by the cage until the cage is opened or lifted. A creature can lift the cage with a successful DC 16 Strength ( Athletics ) check as an action. The cage\xe2\x80\x99s lock can be opened as an action with a successful DC 16 Dexterity (thieves\xe2\x80\x99 tools) check. The cage door can be attacked and destroyed (AC 19, 18 hp , immunity to poison and psychic damage, resistance to acid damage). \n'b' Tail Attack . The engine makes a tail attack . \n'b'\n'b' ABOUT \n'b' The Underhell understands that any world it invades is likely to attempt the foolish act of defending itself. In order to both break the ranks of its enemies and also minimize their own losses, the Fiend Lords created siege engine dragons. These dragons are golems built from the collected corpses of dragons slain by the forces of the Underhell. These creatures are stripped of any free will and forced to serve the Underhell directly. Once the Underhell has forged these creatures, they provide the foundation for semi-living fortresses. \n'b' Mobile Fortresses . The minions of the Underhell build simple battlements, towers, and walls on the backs of dragon engines, allowing these same minions to travel securely across a battlefield. From their defensive position, the forces are able to strike against their enemies with ease. These constant attacks from these forces are already a serious threat, and defending against the Underhell becomes all but an impossibility once an engine attacks directly. \n'b' This large, wingless, gray dragon has battlements and siege weapons bristling across its back. Dozens of little fiends crawl about up there, aiming the weapons and taking defensive positions among the battlements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demigryph \n'b' Large monstrosity , neutral \n'b' Armor Class 12 \n'b' Hit Points 59 (7d10 + 21) \n'b' Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 10 (+0) \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 \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The demigryph has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The demigryph has advantage on an attack roll against a creature if at least one of the demigryph\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the demigryph moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the demigryph can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the demigryph can long jump up to 25 ft. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demigryph makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT ft. of \n'b'\n'b' What you took at first to be a lion is in fact a large eagle-headed creature with the body of a great cat. \n'b' Demigryphs are wingless gryphons, but no less dangerous as a result. They are more commonly used as mounts when they can be tamed, and don\xe2\x80\x99t share gryphon proclivities for gold. \n'b' Witch\xe2\x80\x99s Favor . Demigryphs are a favorite form of witches to transform into when they need to flee a scene; Mombi transformed into one to escape her captors, but was eventually worn down in the desert heat. \n'b' Lords of All, Lords of None. Demigryphs are part lion and part eagle, sans wings. Though they represent the king of the air and of the forest, they are rarely seen as anything other than curiosities, mixed-up creatures that no sane being would want to be. Like limoneags, they are the final resort of shapeshifters, not beings in the natural order. \n'b' Shrouded Origins . This is not to say that demigryphs do not exist in the wild. Rather, they are so rare that they are only found in witch\xe2\x80\x99s texts, and even then, as heraldic curiosities. There may be places yet where demigryphs still dwell in Faerie.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bat-Witch \n'b' Tiny beast (ozbeast), neutral \n'b' Armor Class 10 Hit Points 13 (3d6 + 3) Speed 5 ft., climb 5 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 11 (+0) CON: 13 (+1) INT: 14 (+2) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Perception +2 Senses blindsight 60 ft., passive Perception 12 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The bat-witch has blindsight out to a range of 60 feet as long as it\xe2\x80\x99s not deafened . \n'b' Keen Hearing . The bat-witch has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Spellcasting . The bat-witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The bat0witch has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , prestidigitation , vicious mockery \n'b' 1st level (4 slots) : bane , dissonant whispers \n'b' 2nd level (2 slots) : invisibility , suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' This large vampire bat has a nasty glare in its eyes. Bat-witches are large bats that have learned vile sorcery. \n'b' They tempt noble beasts to ill, looking to ensnare them in moral traps that causes their downfall. Bat-witches will happily stalk their prey invisibly, hiding above their target and whispering wicked thoughts of cowardice, hatred, and rage. \n'b' Seduced by Darkness . It is perhaps not surprising that communities of beasts have their own bad apples. Bats are particularly susceptible to this corruption and more than a few have been seduced by darkness in exchange for magical powers. They reserve their worst curses for the supposedly noble beasts like lions, tigers, and bears, whom they hold in disdain, jealous of their power. \n'b' Thorn in the Paw . Bat-witches are a particular scourge of Gugu\xe2\x80\x99s Forest, where they tempt tigers to ill will. They arise whenever animals gather in large groups, and he dark forces that bat-witches swear allegiance to encourage them to sow distrust in the beast communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siege Engine Construct \n'b' Huge construct , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 297 (22d12 + 154) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 24 (+7) INT: 6 (-2) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +12 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 15 (13,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The siege engine construct makes three pound attacks. \n'b' Pound . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 34 (4d12 + 7) bludgeoning damage. \n'b' Burning Pitch (Recharge 5-6) . The siege engine construct launches a burning ball of pitch at a point it can see within 150 feet. Each creature in a 20-foot radius centered on that point must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The magical siege engine construct can take 3 legendary actions, choosing from the options below. It can only use one legendary action at a time and only at the end of another creature\xe2\x80\x99s turn. The construct regains spent legendary actions at the start of its turn. \n'b'\n'b' Pound . The magical siege engine construct makes one pound attack . \n'b' Burning Pitch (Costs 2 Actions) . The magical siege engine construct uses its Burning Pitch ability. \n'b' Siege Resilience (Costs 3 Actions) . The magical siege engine construct gains resistance to all damage until the end of its next turn. \n'b'\n'b' ABOUT \n'b' The siege engine construct is a monumental construct born from the ingenuity and sorcery of master artificers. It stands as an imposing marvel of mechanical warfare. Crafted to resemble a formidable war machine, these colossal constructs are often commissioned for battlefields where their immense strength and destructive power are required. \n'b' Found predominantly in regions ravaged by conflict or within the armories of powerful warlords, the siege engine constructs are expertly designed to lay waste to fortifications and breach impregnable walls. \n'b' Towering over the battlefield, these mechanical monstrosities exhibit an awe-inspiring presence, their hulking frames constructed from reinforced steel and reinforced with enchanted plating. \n'b' At a height of several stories and weighing several tons, siege engine constructs possess an array of devastating weaponry mounted upon their sturdy frames. Mighty battering rams and trebuchets capable of hurling massive projectiles are among the arsenal of destruction built into their massive frames work without the assistance of living operators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siegemetal Ram \n'b' Small construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 11 (2d6+4) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the siegemetal ram can speak its command word to transform the ram into a battering ram or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. While in battering ram form, the ram can\xe2\x80\x99t move, take any actions or reactions , or manipulate objects. The battering ram can be used to break down doors, granting a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. The ram\xe2\x80\x99s horns can also be used as a pry bar, granting advantage on Strength checks where the crowbar\xe2\x80\x99s leverage can be applied. If the door is sealed by magic, such as arcane lock , the ram takes 1d6 force damage, flaring with magic and suppressing the lock for 10 minutes. \n'b' Charge . If the siegemetal ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Sure-Footed . The ram has advantage on Strength and Dexterity saving throws against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Ram (true Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Siegemetal Rams were originally invented and manufactured by dwarves living in the industrial quarters of a great city. These solid constructs, steelhorned and formed of heavy metal plates serve as beasts of burden for the dwarves, hauling scrap and slag to and from their great forges. Such rams can compact, folding in their iron hooves and locking their horned heads to act as a powerful tool of destruction and demolition. \n'b' Battering Ram . Though the dwarves intended these rams to serve as tools for forging and mining, it was humans who turned them to more imaginative uses. \n'b' Shortly after their invention, the city watch commissioned hundreds of rams to be used by their soldiers. The rams proved the perfect tool for battering down doors during raids. Ironically, this surplus of rams lead to many rusted, unused units falling into the hands of thieves and criminals who found them just as apt tools for breakouts and smash and grab robberies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Si\xc3\xa9hnam \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 95 (10d10 + 40) \n'b' Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 19 (+4) INT: 7 (-2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Stealth +5 \n'b' Condition Immunities charmed , exhaustion , fatigue \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages understands Common and Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the si\xc3\xa9hnam moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Innate Spellcasting . The si\xc3\xa9hnam\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The si\xc3\xa9hnam can innately cast the following spells, requiring no components: \n'b'\n'b' At will : jump (self only), pass without trace \n'b' 1/day each : hunter\xe2\x80\x99s mark, sleep (cast as a 2nd-level spell) \n'b'\n'b' Innocuous . The si\xc3\xa9hnam appears to the untrained eye like an ordinary, harmless deer before attacking. Only a successful DC 15 Intelligence ( Nature ) check can correctly identify its save nature. If the si\xc3\xa9hnam has not been identified as a threat, it has advantage on its Dexterity check to determine initiative at the start of combat. \n'b' Sleepless . The si\xc3\xa9hnam never sleeps and is immune to magical sleep effects. It is also immune to exhaustion .. \n'b' Supine Slaughter . A si\xc3\xa9hnam\xe2\x80\x99s advantage on attack rolls against a prone creature cannot be negated even if the si\xc3\xa9hnam normally would have disadvantage. In addition, if the si\xc3\xa9hnam is adjacent to a prone creature on its turn, it can make a bloody bite attack against that creature as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The si\xc3\xa9hnam makes two attacks with its antlers. \n'b' Antlers . Melee Weapon Attack : +7 to hit, reach 5 ft., one Large target or two adjacent Medium or smaller targets. Hit : 11 (2d6 + 4) piercing damage. Bloody Bite. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage, plus 10 (3d6) necrotic damage from blood loss if the target is a living creature with blood. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the si\xc3\xa9hnam regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. \n'b'\n'b' REACTIONS \n'b'\n'b' Sharp Defense . When a creature hits the si\xc3\xa9hnam with a melee attack , it can make an antlers attack against that creature. \n'b'\n'b' ABOUT \n'b' Si\xc3\xa9hnams appear to the untrained eye like ordinary pampas deer, with similar coloration and shape if somewhat larger than their ordinary cousins. However, they are savage killers, roaming not only their high plateaus and rolling prairies but also invading settled areas to hunt those wandering about by night and slaughtering those they discovered in their sleep. Some legends say the first si\xc3\xa9hnams were living manifestations of nature\xe2\x80\x99s vengeance, their eyes turning red and their mood feral as they sought reprisal for the killing of their mates and fawns. Most ordinary deer avoid them, but some who have suffered great loss or who have survived the destruction of their homes and herds find themselves drawn to the roaming si\xc3\xa9hnam, mating with and joining them to swell their numbers. \n'b' A si\xc3\xa9hnam\xe2\x80\x99s antlers are sharper than knives and their teeth are adapted with oversized canines for ripping and tearing flesh. While they delight in all forms of killing, humanoids are their favored prey, and they love nothing better than sinking their fangs into the throat of a sleeping victim and exulting in their bloody demise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sightless Servant \n'b' Medium fiend (human) , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +4 Skills Athletics +5, Perception +4, Stealth +4 Damage Resistances slashing Damage Immunities psychic Condition Immunities blinded Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14 Languages Undercommon Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The sightless servant can\xe2\x80\x99t use its blindsight while deafened and unable to smell. \n'b' Blood Bath (recharge 6) . The sightless servant can use an action to lay its hands on a recently slain creature other than an undead or construct to drain its residual life essence and regain 1d4 hit points . The sightless servant must perform the action within five rounds of the creature\xe2\x80\x99s death. Once a sightless servant performs this action, the victim is drained and no further energy can be pulled from it. \n'b' Keen Hearing and Smell . The sightless servant has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Macuahuitl (see Appendix C) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 3) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sigilian \n'b' Students of magic scoff at the idea of sigilians. Living spells fleeing their tomes- Ridiculous. More likely a hazing ritual to frighten new students. \n'b' Medium construct , unaligned \n'b' Armor Class 14 Hit Points 65 (10d8 + 20) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Vulnerabilities psychic Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amorphous . The sigilian can move through a space as narrow as 1 inch wide without squeezing. \n'b' Cognivore . At the start of each of its turns if the sigilian is inside a book that is not a spellbook, it removes the words from 3 (1d6) pages and regains 7 (2d6) hp . \n'b' Construct Nature . A sigilian doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Home Sweet Tome . The sigilian can move half its speed to enter a book. If the book is being worn or carried by a creature, that creature must succeed on a DC 14 Dexterity saving throw or the sigilian enters the book. A creature can take its action to find the sigilian in a book by succeeding on a DC 12 Intelligence ( Investigation ) check. If successful, a creature can use a bonus action to tear out the pages where the sigilian is hiding, forcing the sigilian out of the book and into an unoccupied space within 5 feet. Alternatively, a creature can destroy the book with a successful melee attack , dealing half of the damage to the sigilian and forcing it out of the book into an unoccupied space within 5 feet. \n'b' Actions \n'b' Multiattack . The sigilian makes three attacks: one with its cut and two with its paste. \n'b' Cut . Ranged Weapon Attack : +6 to hit, range 60 ft., one target. Hit : 7 (1d6 + 4) slashing damage and the sigilian copies one of the target\xe2\x80\x99s weapon attacks for 1 minute. \n'b' Paste . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one target. Hit : Damage die and type are determined by the copied weapon attack from Cut. Glowing runes in the image of that weapon appear as the sigilian attacks. \n'b' Devour Spell . While inside a spellbook, the sigilian eats one spell of the highest level present then exits the spellbook. It chooses to either make its next Paste attack with a number of damage dice equal to the eaten spell\xe2\x80\x99s level or regain 3 hp per spell level. The sigilian can only eat one spell at a time and must use the devoured spell\xe2\x80\x99s energy before attempting to enter another spellbook. The eaten spell\xe2\x80\x99s entry is garbled, but the owner can repair it for half the gold and time usually spent to copy a spell. If the owner has the spell prepared, it can re-record the spell during a long rest for no additional cost. \n'b' About \n'b' Born of Ink And Page . More experienced mages know sigilians are no prank. Whether intentionally created or born from improperly transcribed spells, they exist. They commonly appear as swirling clouds of glowing runes. \n'b' Hunger for Knowledge . Sigilians live unseen in libraries, arcing between books, eating words, and leaving behind scrambled passages. They\xe2\x80\x99re most dangerous when they enter spellbooks, where they can eat inscribed spells. \n'b' Sticks and Stones . Undisturbed sigilians are docile, but the destructive nature of their hunger makes it impossible for librarians and wizards to live and let live. Left alone, they can become powerful, self-aware, intelligent sigilians that store most of the words that form them in heavy tomes similar to a lich\xe2\x80\x99s phylactery.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sihuanaba \n'b' Medium fiend , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 156 (24d8+48) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Abyssal, Common \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brutal Grip . When the sihuanaba has a target grappled at the beginning of its turn, it can use a bonus action to inflict 10 (1d10 + 5) bludgeoning damage on the target. \n'b' Mimicry . The sihuanaba can mimic animal sounds and humanoid voices. A creature can discern the mimicry with a successful DC 15 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) bludgeoning damage, and the target is grappled (escape DC 18). \n'b' Beguile . The sihuanaba magically clouds creatures\xe2\x80\x99 perceptions. Creatures of the sihuanaba\xe2\x80\x99s choice within 60 feet must make make a DC 15 Wisdom saving throw. Any creature that can\xe2\x80\x99t be charmed succeeds on this saving throw automatically, and if the sihuanaba or its companions are fighting a creature, the target has advantage on the save. On a failed save, the target has disadvantage on Wisdom ( Perception ) checks made to perceive anything other than the sihuanaba for 1 minute. \n'b' Fiendish Gaze . The sihuanaba glares at all creatures within 60 feet that can see it. Creatures in the area must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature that becomes frightened must make a DC 15 Constitution saving throw; on a failure, the creature drops to 0 hit points and begins dying. A creature that has made a saving throw against the fiendish gaze is immune to the gaze for 24 hours. \n'b'\n'b' ABOUT \n'b' From a distance and behind, a sihuanaba looks like a beautiful woman. A sihuanaba often takes advantage of this by bathing in the nude or wearing light clothing in the hopes of attracting a victim. Once close, the sihuanaba will turn around and reveal its horrifying visage: a decomposing horse\xe2\x80\x99s head with blazing red eyes. Sometimes the sihuanaba will imitate a familiar voice, hoping to lure a victim deep into the woods or off a cliff. \n'b' Voracious . Sihuanaba\xe2\x80\x99s seem to crave fear itself, manipulating and terrifying victims before subjecting them to their terrible gaze and murderous habits. Sihuanabas don\xe2\x80\x99t seem to have a particular pattern, ambushing and killing travelers, lonely laborers, and lost children with equal interest. \n'b' Opportunists . Although typically encountered alone, sihuanabas will sometimes follow more powerful fiends or bandits to gain access to prey.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silaal \n'b' Large aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +8, Deception +8, Insight +8, Intimidation +8, Investigation +8, Medicine +8, Survival +8 Damage Resistances cold, fire Damage Immunities acid Senses darkvision 60 ft., passive Perception 14 Languages understands Aklo, Common, but can\xe2\x80\x99t speak; telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The silaal\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : cure wounds , detect thoughts , see invisibility \n'b' 3/day each : fear , wall of fire \n'b' 1/day each : blade barrier , dominate person , revivify \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The silaal makes two Kukri attacks. \n'b' Kukri . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (2d4 + 3) piercing damage. If the target is a creature that isn\xe2\x80\x99t an undead or construct and it isn\xe2\x80\x99t already bleeding profusely, the target must make a DC 15 Constitution saving throw. On a failed saving throw, the target begins bleeding profusely. At the beginning of each of its turns, the target\xe2\x80\x99s maximum hit points are reduced by 18 (4d8). The target continues to bleed profusely until the target\xe2\x80\x99s maximum hit points reach 0 and it dies. The target can repeat the saving throw at the end of each of its turns, or the target or another creature can use its action to make a DC 15 Wisdom ( Medicine ) check to staunch the bleeding, ending the effect on a success. Lost hit points return when the target takes a long rest. \n'b'\n'b' ABOUT \n'b' Silaal torturers are crimson-clad creatures that were originally of genie stock. At some point in their history they were captured by the n\xe2\x80\x99gathau and taken to the Plane of Agony, where they were changed into their current form before being released back into the planes of existence. Standing 8ft tall, these beings are lithe and slender under their voluminous robes. Their eyes glow an odd violet in the darkness and their surgeon-like fingers end in long, sharp claws. Their faces are veiled under black turbans, and they wear serrated blades at their belts. They are rarely seen outside of the minarets of the City of Brass, but those who have encountered them say that they have no mouth or ears under their veiled turbans and communicate via telepathy; they know the thoughts of any with whom they make eye contact.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silenal \n'b' Small fey , chaotic neutral \n'b' Armor Class 14 Hit Points 117 (18d6 + 54) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +7 Skills Perception +4, Persuasion +7, Stealth +7 Condition Immunities charmed , poisoned Senses passive Perception 14 Languages Common Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Drinking Buddy . A creature that shares a drink with a silenal has advantage on saving throws against being charmed and poisoned for 1 hour. During this time, if the creature takes violent action against the silenal, the creature has disadvantage on these saving throws for the remainder of the duration. \n'b' Drunken Clarity . When the silenal is within 5 feet of an alcoholic beverage, it has truesight out to a range of 90 feet. In addition, it notices secret doors hidden by magic within 30 feet of it. \n'b' Hide in the Fray . The silenal can take the Hide action as a bonus action if it is within 10 feet of two other creatures engaged in combat with each other. \n'b' Liquid Courage (Recharge 4-6) . As a bonus action, the silenal imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The silenal gains 10 (3d6) temporary hp for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The silenal makes three attacks. \n'b' Tankard . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Darts . Ranged Weapon Attack : +7 to hit, range 20/40 ft., one target. Hit : 14 (4d4 + 4) piercing damage. \n'b' Cause Row (1/Day) . The silenal magically stirs humanoids it can see within 60 feet of it into a frenzy. The frenzied patrons use the statistics of 4d4 commoners or 1 bar brawl (Creature Codex, p. 48). The frenzied patrons don\xe2\x80\x99t attack the silenal. The patrons remain frenzied for 10 minutes, until the silenal dies, or until the silenal calms and disperses the mass as a bonus action. \n'b'\n'b' ABOUT \n'b' The halfling takes a long drink from a mug, its wild, graying hair falling back to reveal the creature\xe2\x80\x99s pointed nose and sharp chin. Its bloodshot eyes hold a glimmer of mischief as it sets down the mug. \n'b' Tavern Spirits . Sileni adopt a specific tavern or inn as their own. The presence of a silenal is usually discovered slowly by the owner. Perhaps they notice the bar towels have all been mended or that the empty bottles have been placed outside the back door. If the owner accepts this assistance and leaves small gifts of food and drink, the silenal becomes more active. After hours, the silenal spends its time ensuring the establishment is cleaned to a shine and ready for the next day\xe2\x80\x99s business. If the owner and the silenal are at odds, however, the small mischiefs and mishaps caused by the silenal quickly drive the owner out of business. \n'b' Flawed Advisors . While the business is open, a silenal spends most of its time drinking and conversing with the patrons. Sileni are curious about mortals and find their tales and troubles fascinating. If a creature conversing with a silenal asks it for advice, the counsel received is invariably flawed.\xc2\xa0The silenal, interested in hearing more dramatic tales, offers guidance which is guaranteed to get its conversation partner in hot water in the hopes the recipient will return to lament new, entertaining troubles. \n'b' Calm in the Storm . Regardless of how chaotic activity gets in its bar, the silenal is strangely unaffected. Tavern brawls, whether caused by the silenal or not, never target it. The damage caused by fights is also reduced and rarely results in more than a few broken chairs and tankards.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silent Crier \n'b' Medium fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances cold, fire, lightning, psychic Damage Immunities poison, thunder Condition Immunities blinded , charmed , deafened , frightened , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 Languages understands Abyssal, Common, and Infernal but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Broken Silence . The bell of the silent crier is infused with ancient and powerful magic, ensuring all creatures know the bell\xe2\x80\x99s significance. The silent crier\xe2\x80\x99s Bell Toll action affects even creatures that are deafened or can\xe2\x80\x99t otherwise hear the bell\xe2\x80\x99s ringing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The silent crier makes two Slam attacks and uses Bell Toll. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Bell Toll . The silent crier wracks its body, causing the bell affixed to it to toll, producing one of the following effects. The silent crier can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' Concussive Knell . The bell tolls with a crippling chime. Each creature within 20 feet of the silent crier must succeed on a DC 15 Constitution saving throw or be stunned until the end of the silent crier\xe2\x80\x99s next turn. \n'b' Crushing Toll . The bell tolls with a thunderous strike. Each creature within 20 feet of the silent crier must make a DC 15 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Endless Ringing . The silent crier sways back and forth rapidly, producing an endless, piercing ringing. The silent crier must take a bonus action on its subsequent turns to continue this ringing, and it can end the ringing at any time. While using Endless Ringing, the silent crier can\xe2\x80\x99t move or use Bell Toll. When a creature enters a space within 60 feet of the silent crier for the first time on a turn or starts its turn there, the creature must succeed on a DC 15 Constitution saving throw or be deafened and unable to cast spells with verbal components until the start of its next turn. \n'b' Herald of Dread . The silent crier chimes one terror-inducing note. Each creature within 60 feet of the silent crier must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the silent crier\xe2\x80\x99s Herald of Dread for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A hunched figure stoops under the weight of a massive bronze bell that hangs above its head, held aloft by sturdy metal rods affixed to its shoulders. A veil obscures a face with eyes and mouth sewn shut, and tattered robes cover a slender body. \n'b' Silent criers were first created by ancient gods of madness to spread terror and strife across the land in their name. Now, often given life and form by powerful cults or mad wizards, silent criers are used to weaken and demoralize a people before their final death knell is rung. \n'b' For Whom the Bell Tolls . Inscribed with ancient spells and curses, each bell saturates the body of the chosen bearer with dark magic, twisting the bearer into its pitiable form and granting it fearsome power. \n'b' Endless Knell . The bell atop the silent crier is silent only when the crier stops to receive orders from the cult, temple, or deity it serves. At all other times, the bell rings endlessly, as the silent crier forever marches and sways, drowning out all sound, thought, and feeling.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Andrenjinyi \n'b' Gargantuan celestial , neutral \n'b' Armor Class 18 (natural armor) Hit Points 228 (13d20 + 91) Speed 60 ft., burrow 20 ft., climb 20 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 17 (+3) CON: 25 (+7) INT: 10 (+0) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +9, Cha +11 Skills Arcana +5, Perception +9, Religion +5 Damage Resistances acid, cold, fire, lightning Damage Immunities psychic Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 19 Languages Common, Celestial, Giant, Sylvan Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Amphibious . The andrenjinyi can breathe air and water. \n'b' Innate Spellcasting . The andrenjinyi\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: \n'b' At will : create water , speak with animals , stoneshape \n'b' 3/day each : control weather , dispel magic , reincarnate \n'b' 1/day each : blight , commune with nature , contagion , flesh to stone , plant growth \n'b' Magic Resistance . The andrenjinyi has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The andrenjinyi\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 36 (4d12 + 10) piercing damage. \n'b' Constrict . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained , and the andrenjinyi can\xe2\x80\x99t constrict another target. \n'b' Rainbow Arch . The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can\xe2\x80\x99t move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute. \n'b' Swallow Whole . If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained , and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone . The andrenjinyi can regurgitate swallowed creatures as a free action. \n'b' Transmuting Gullet . When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic. \n'b' About \n'b' A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm. \n'b' Andrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world\xe2\x80\x99s beginning. The Rainbow Serpent\xe2\x80\x99s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction. \n'b' Last of their Kind . The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation. \n'b' Hunt and Transform . Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life-giving rivers and lakes. The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence ( Religion ) check. Andrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi\xe2\x80\x99s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals. \n'b' Demand Obedience and Ritual . When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence. Thus, tying a community\xe2\x80\x99s well-being to an andrenjinyi is a double-edged sword.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silent Lurker \n'b' Tiny aberration , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 11 (+0) INT: 4 (-3) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Challenge ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hunger for Power . The Silent Lurker can sense the presence of strong magic within 5 miles of it. The silent lurker knows how far away the source of the magic is and in what direction it lies. The silent lurker loses this ability while it is attached to a host creature. \n'b' Symbiotic Bond . When the silent lurker is latched to a host, the host gains the following properties. The host cannot talk, eat, drink, or breathe, but no longer requires nourishment or respiration. They can communicate with creatures they can see within 100 feet, by mentally sharing words, images, sounds, and other sensory messages, and the target recognizes the host as the creature it is communicating with. Additionally, the host may ignore the verbal components when casting spells. \n'b' Psionic Membrane . The silent lurker is resistant to psychic damage and shares this resistance with its host. \n'b' Leap . The silent lurker can long jump up to 20 feet \n'b'\n'b' ACTIONS \n'b'\n'b' Latch . The silent lurker grapples a creature (escape DC 11) within 5 feet. If the creature remains grappled in this way for 1 minute, it becomes the silent lurker\xe2\x80\x99s host. Removing the silent lurker causes 7 (2d6) psychic damage to the host. \n'b'\n'b' ABOUT \n'b' Silent lurkers are composed of translucent viscous sacs with protruding arthropodal appendages; viscera, visible through the sac, pulse with psychic energy in place of blood. These solitary aberrations will go to great lengths to find a host, willing or otherwise, to bind with. Single-minded and possessive, silent lurkers will fight off their own kind in the pursuit of a suitable host. \n'b' Seekers of Secrets . What little personality silent lurkers have is focused on the sole pursuit of magical power. Abandoned libraries, spell-torn wastelands, and other realms of lost arcana are the most likely places to find silent lurkers, as they lie in wait for a suitable host to bind with. Silent lurkers come in the night and attach themselves to their host\xe2\x80\x99s face, using systems of tubes and vessels originating from their underbelly to permanently affix themselves through their target\xe2\x80\x99s nasal and oral cavities. \n'b' Singular Focus . The silent lurker urges its host to focus solely on the acquisition of magical power, and to that end, the lurker psionically removes its host\xe2\x80\x99s need for the trivial everyday requirements of lesser creatures such as eating, drinking, breathing, talking, and feeling. Once detached from mortal pursuits, the silent lurker uses the psionic connection to induce the same unrelenting thirst for magic in its host. \n'b' Alien Influence . The silent lurker gives its host the following flaw: \xe2\x80\x9cThe mundane chores of mortal life are less meaningful to me than the acquisition of magical and psionic power.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bat, Dusk \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 13 (3d6 + 3) Speed 10 ft., flying 40 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4 Skills Stealth +6 Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The dusk bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The dusk bat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Swift Flight . The dusk bat may move out of threatened squares without provoking opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Fatiguing Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (2d4) damage and the dusk bat stealthily attaches to the target. A Wisdom ( Perception ) check DC 16 is needed to notice the creature\xe2\x80\x99s bite. At the start of each of the dusk bat\xe2\x80\x99s turns, the target loses 5 (2d4) hit points due to blood loss, and the victim must also make a DC 10 Constitution save or lose a hit die. The dusk bat can detach itself by spending 5 feet of its movement. It does so after it drains three hit dice from the target or the target dies. A creature, including the target, can use its action to detach the dusk bat by succeeding on a DC 10 Strength check. \n'b'\n'b' TACTICS \n'b' Initial Round -The dusk bat uses stealth to approach sleeping victims and prey upon them. Characters might be allowed a Perception check at disadvantage. \n'b' Subsequent Round(s) -The dusk bat attempts to drain a hit die from its victim, repeating this process each round. \n'b' Defensive Round -The dusk bat detaches and stealthily flies off. \n'b' Victorious Round -The dusk bat utters hypersonic squeaks beyond the hearing of its prey to attract more dusk bats to the feast. \n'b' ABOUT \n'b' Dusk bats are nocturnal predators known to harass travelers on the deserted byways between civilized settlements. They flit from their wooded bowers or sandstone caves in search of prey to target with their soporific, blood-draining bite. They continue the attack until their diminished prey collapses and can be consumed. \n'b' Dusk bats appear similar to their mundane kin in most ways, but they have a special ability to attack in absolute silence from unexpected quarters and to disappear without being engaged. This makes them very difficult to defend against. \n'b'\n'b' d4 \n'b' Duskbat Treasure* \n'b'\n'b' 1 \n'b' Worn wallet with 28 sp. \n'b'\n'b' 2 \n'b' A full bottle of rare whiskey (25gp) \n'b'\n'b' 3 \n'b' A gold locket with a strange rune inside. \n'b'\n'b' 4 \n'b' A platinum bracelet with three charms attached. \n'b'\n'b' *This treasure can be found at the site of past attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silid \n'b' Small humanoid , chaotic evil \n'b' Armor Class 13 (leather armor) Hit Points 16 (3d6 + 6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 9 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Goblin, Undercommon Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The silid\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 9, +1 to hit with spell attacks). It can innately cast blur 1/day, requiring no material components. \n'b' Surprise Attack . If the silid surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' About \n'b' A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments that match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face. It has slightly pointed ears and bulbous red pupils, and its long and slender arms end in four-fingered hands. \n'b' These small subterranean dwellers enjoy ambushing and waylaying their opponents. They slay their victims, steal their possessions, and leave their bodies to whatever happens to wander along looking for a meal. Cruel, mean-spirited creatures, silids care nothing for themselves or anything else. They seem to take great pleasure in bringing misery to others, particularly adventurers. Silids rarely interact with other races. They are an untrustworthy lot, and most other races avoid contact with them. \n'b' Silids live in groups (called stripes) of up to 40 individuals. Each stripe is a loose organization of silids, with a single leader that controls and governs the remainder of the stripe. The leader is almost always the meanest, cruelest, and sneakiest silid of the bunch. Under his command, the silids conduct raids and hunt their subterranean realm for surface-dwellers that have wandered into their territory. When hunting or harassing travelers, silids often don armor (either leather or padded) and carry weapons. \n'b' Silids skulk about their underground world in search of surface-dwellers. \n'b' Surface-dwellers seem to love exploring the Underdark, so there rarely is a shortage of opponents for the mean-spirited silid. Often, a band of silids trails an adventuring party before attacking; waiting until the terrain is just right (silids prefer small, cramped areas because they gain the advantage on larger opponents). When the attack commences, a silid blurs itself and usually employs one of the following tactics. \n'b' The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids is present (such as when a party of adventurers stumbles into a silid lair).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silver-Horned Tiger \n'b' Large beast , neutral good \n'b' Armor Class 15 (silver coating) Hit Points 67 (9d10 + 18) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6 Skills Perception +5, Stealth +9 Damage Resistances psychic Senses darkvision 120 ft., passive Perception 15 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the silver horned tiger moves at least 20 feet straight towards a target and then hits it with a silver horn attack on the same turn, the target takes an extra 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Magic Resistance . The silver horned tiger has advantage on saving throws against spells and other magical effects. \n'b' Silver Coating . The silver horned tiger\xe2\x80\x99s fur is covered with silver. Thus, it has a +2 bonus to AC (included in the AC). Also, when the silver horned tiger is grappled , its fur deals 6 (1d4 + 4) piercing damage to the grappling creature at the end of each of its turns, as long as the silver horned tiger remains grappled by the creature. \n'b' Silvered Attacks . The silver horned tiger\xe2\x80\x99s claws, fangs, and horns are covered with silver. Its melee weapon attacks are considered silvered. \n'b' The Smell of Evil . The silver horned tiger can smell an evil-aligned creature within 100 feet of it. By doing so, the silver horned tiger knows the general direction of the creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The silver horned tiger makes four melee weapon attacks: one with its bite, two with its claws, and one with its silver horn. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Silver Horn . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Silver-horned tigers are rare animals that make sure everything around them is in order in the wild. They roam the woods alone and never attack a creature that isn\xe2\x80\x99t hostile towards them or threaten the natural order of things in any way. \n'b' A silver-horned tiger specifically hunts down evil-aligned, half-animal creatures. \n'b' Guiding Spirit . Silver horned tigers are known as guarding and guiding spirits in some villages. \n'b' Majestic Being . Silver horned tigers don\xe2\x80\x99t require food or water to survive as long as there aren\xe2\x80\x99t any evil-aligned creatures inhabiting their home (can be a forest or a plain). If there is, a silver-horned tiger feels hunger and hunts these creatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Silvertongue \n'b' Medium fiend , lawful evil \n'b' Armor Class 19 (scale mail) Hit Points 82 (11d8+33) Speed 30 ft, fly 60 ft.\n'b' STATS STR: 18 (4) DEX: 18 (4) CON: 16 (3) INT: 14 (2) WIS: 12 (1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Int +5, Cha +6 Skills Deception +6, Perception +4, Stealth +7 Damage Resistance cold, lightning, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft. \n'b' Languages Infernal, Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Devil \xe2\x80\x98s Sight . Magical darkness doesn\xe2\x80\x99t impede the Silvertongue\xe2\x80\x99s darkvision . \n'b' Fiendish Blessing . The AC of the silvertongue includes its Charisma bonus. \n'b' Innate Spellcasting . The silvertongue\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The silvertongue can innately cast the following spells, requiring no material components: \n'b' 3/day each : alter self , command , darkness \n'b' 1/day : plane shift (self only) \n'b' Actions \n'b' Multiattack . The silvertongue makes two melee attacks or uses its Mind Needle twice. \n'b' Halberd . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 4) slashing damage. \n'b' Mind Needle . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 7 (2d6) psychic damage. The target must succeed on a DC 14 Charisma saving throw or lose all memories of the last year of their life for 1 hour. \n'b' Fiendish Charm . One humanoid the silvertongue can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the silvertongue\xe2\x80\x99s spoken commands. If the target suffers any harm from the silvertongue or another creature, the target can repeat the saving throw, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful, or if the effect ends for it, the creature is immune to the silvertongue\xe2\x80\x99s Fiendish Charm for the next 24 hours. \n'b' About \n'b' The offspring of a devil and an elf , a silvertongue has the shining silver skin and pointed ears of a high elf and the curling horns, sharp fangs, leathery wings, and prehensile tail of a devil . \n'b' Devious, capricious creature revelling in lies and deceit; delight in turning friend against friend and seeing strong bonds dissolve into spilled blood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simhamukha \n'b' Those who say that the good and wise are meek and gentle have never seen the simhamuka in her full rage, striking down evil with the fury of a raging lion. \n'b' Huge celestial (dakini), chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 115 (11d12 + 44) Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 12 (+1) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +7, Strength +8 Skills Perception +6 Damage Resistances cold, fire, lightning, psychic; bludgeoning, piericing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison, radiant Condition Immunities poisoned Senses truesight 120 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Magic Weapons . The simhamukha\xe2\x80\x99s weapon attacks are magical. \n'b' Magic Resistance . The simhamukha has advantage on saving throws against spells and other magical effects. \n'b' Smite (3/day) . When the simhamukha hits a creature with a melee attack , it can choose to deal an additional 9 (2d8) radiant damage. \n'b' Innate Spellcasting . The simhamukha\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : aid , guidance , spiritual weapon \n'b' 2/day each : confusion , searing smite, thunderous smite \n'b'\n'b' Actions \n'b' Multiattack . The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. If this damage reduces Dakini, Simhamukha the target to 0 hit points , the simhamukha kills the target by decapitating it. \n'b' Kartika . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Staff Sweep (Recharge 5-6) . Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone . On a success, it takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' Weird (Recharge 6) . The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success. \n'b' None May Stop Death . When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw. \n'b' Actions \n'b' Life Drain . Melee Spell Attack: \xc2\xa0+4 to hit, reach 5 ft., one creature. Hit : 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b' Final Curtain . The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father\xe2\x80\x99s next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can\xe2\x80\x99t be retrieved other than by a wish spell or similar magic. \n'b' Reactions \n'b' Banish Hope . When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell. \n'b' About \n'b' The simhamukha is a dakini of great vengeance and wrath but also of vast enlightenment. It appears as a titanic woman with blue-black skin and the head of a white lion with a golden mane.\xc2\xa0The lion\xe2\x80\x99s face has three yellow or red eyes with the third in the center of its forehead. \n'b' Manifestations of Energy . Dakinis are lesser goddesses that take active roles in the world. They are an embodiment of enlightened awareness and wisdom and seek to help others to achieve a higher state of being. of the dakinis, the simhamukha is the most wrathful, seeking to punish those who have harmed protected beings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simian, Kapi \n'b' Medium humanoid (simian), chaotic good \n'b' Armor Class 14 Hit Points 13 (3d8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 10 (+0) INT: 11 (+0) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Sleight of Hand +6, Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Common, Simian Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Nimble Feet . The kapi can take the Disengage action as a bonus action on each of its turns. \n'b' Prehensile Tail . The kapi can use its tail to pick up or hold a small object that isn\xe2\x80\x99t being worn or carried. It can use its tail to interact with objects, leaving its hands free to wield weapons or carry heavier objects. The kapi can\xe2\x80\x99t use its tail to wield a weapon but can use it to trip an opponent (see below). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kapi makes two attacks: one with its quarterstaff and one with its tail trip. \n'b' Quarterstaff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands. \n'b' Tail Trip . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : The target must succeed on a DC 14 Dexterity saving throw or be knocked prone . \n'b' Sling . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' Dressed in loose-fitting clothing, this lithesome monkey-like humanoid is covered from head to toe in golden fur. He wields a quarterstaff, and his long, prehensile tail twists and turns behind him, as if imbued with a life of its own. \n'b' A kapi\xe2\x80\x99s fur varies from snow white to reddish-brown with a yellowish-grey hue being the most common. Kapi from alpine forests have pale blue fur and red faces and hands. \n'b' Jungle Homeland . Kapi are a race of simian humanoids originally from tropical jungles, where they make their homes in treetop villages. Although most kapi still live in their homeland, their restless tendencies have led many of them to venture forth and explore distant lands. Kapi can be found living alongside humans and other races in villages, towns, and cities throughout the world. \n'b' Insatiable Curiosity . Kapi are intrigued by strangers and are constantly asking questions, often beyond the point where this becomes annoying. Their innate curiosity and good-hearted nature means that kapi will sometimes throw their lot in with adventurers, priests, and other wanderers. Several famous tales recount the escapades of bold and brave kapi who accompanied legendary heroes and pious monks as sidekicks and protectors. \n'b' Playful Tricksters . Kapi enjoy playing harmless pranks on others and sometimes acquire unattended items that don\xe2\x80\x99t belong to them, using their prehensile tails to grab small objects while no one is looking. These playful antics can often be misunderstood by humorless folk. When this happens, the kapi\xe2\x80\x99s ability to scamper up the nearest tree to get out of harm\xe2\x80\x99s way proves very handy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simian, Monkey King \n'b' Medium celestial , neutral \n'b' Armor Class 21 (natural armor) Hit Points 262 (25d8 + 150) Speed 60 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 24 (+7) CON: 22 (+6) INT: 16 (+3) WIS: 21 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +14, Constitution +13, Wisdom +12 Skills Acrobatics +14, Deception +10, Insight +12, Perception +12, Stealth +14 Damage Immunities necrotic, poison, radiant Condition Immunities charmed , frightened , poisoned , stunned Senses truesight 120 ft., passive Perception 22 Languages Celestial, Common, Simian Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If the Monkey King fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Monkey King has advantage on saving throws against spells and other magical effects. \n'b' Simian Affinity . The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack . \n'b' Golden Staff . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage. \n'b' Enlightened Ray . Ranged Spell Attack : +12 to hit, range 100 ft., one target. Hit : 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone . \n'b'\n'b' Reactions \n'b'\n'b' Drunken Dodge . When the Monkey King is hit by a weapon attack , he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn. \n'b'\n'b' Legendary Actions \n'b' The Monkey King 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 Monkey King regains spent legendary actions at the start of his turn. \n'b'\n'b' Great Leap . The Monkey King moves up to his speed without provoking opportunity attacks. \n'b' Quick Staff . The Monkey King makes a golden staff attack . \n'b' Golden Burst (Costs 3 Actions) . Each creature of the Monkey King\xe2\x80\x99s choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' As the hunter leveled his crossbow at the old silverback gorilla, a blur crossed his vision. An enormous monkey swung past him, striking him in the head with a ringed staff. The monkey\xe2\x80\x99s grin seemed both playful and terrifying. \n'b' Origin of the Monkey King . The gods once saw the most gifted, powerful monkey ever born, and they invited him to perform for them. The monkey, being curious, found the Peaches of Immortality, and he ate as many of them as he could find. The magical fruit gave him extraordinary powers, transforming him into the Monkey King. \n'b' Master of the Simians . When the forces of civilization encroached on the lands of the simians, the Monkey King led his army of apes and monkeys against the hostile incursion of hunters and explorers. To this day, when his kind is threatened, the Monkey King appears to fight off the intruders. \n'b' Wise Teacher . The Monkey King is sought by students hoping to learn the ways of his kind. The mix of wisdom and action, of great physical ability and great peace, is passed from the Monkey King to those worthy of his teachings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simian, Sulsha \n'b' Large humanoid (simian), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +6, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Simian Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arboreal Tactician . The sulsha is adept at fighting while climbing. It doesn\xe2\x80\x99t provoke opportunity attacks when it climbs out of an enemy\xe2\x80\x99s reach, and it has advantage on attack rolls against a creature if the creature is climbing. \n'b' Standing Leap . The sulsha\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sulsha makes three attacks: one with its bite, one with its slam, and one with its tail spur. Alternatively, it makes two bomb attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Tail Spur . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Bomb . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. The target and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Terrifying Display (Recharge 5-6) . The sulsha beats furiously on its chest and hollers with rage. Each creature within 30 feet of the sulsha that can see or hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Larger than a gorilla, this monstrous ape is covered in bright-red fur. It has twin tufts of black hair rising from its head like horns and possesses a bony spur on the end of its long, meaty tail. The creature\xe2\x80\x99s eyes glow with evil intelligence, and it carries a bag filled with various incendiary devices. \n'b' Jungle Tyrants . Sulshas are tyrannical simian humanoids that dwell in thick jungles, particularly in hilly or mountainous regions.\xc2\xa0Obsessed with conquering those around them, sulshas are in a constant state of warfare with creatures that share their homeland. They even force their simian cousins, such as kapi and vanara, into military service to use against their enemies.\xc2\xa0Sulshas treat the smaller simians as little more than expendable resources in their grand plans. Though the Monkey King frowns on and discourages the sulshas\xe2\x80\x99 poor treatment of their cousins-treatment the sulshas often deny or hide from the king-he values the sulshas\xe2\x80\x99 strength and dedication to protecting simian kind. \n'b' Pyrotechnic Primates . Sulshas have an affinity for explosive devices. Some of their alchemists even rival those found in the largest cities, though they never take on non-simian apprentices. Every sulsha always has at least one explosive device on hand. \n'b' Simian Supremacy . Sulshas see themselves as superior to most humanoids, whom they view as physically weak and morally bankrupt. They believe vanaras to be naive and idealistic, though they respect their cousins\xe2\x80\x99 wisdom, and they think of kapi as simple-minded and unpredictable but still better than humans. Sulshas who think otherwise are viewed with suspicion by their community and are ultimately banished or executed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simian, Vanara \n'b' Medium humanoid (simian), neutral good \n'b' Armor Class 13 Hit Points 55 (10d8 + 10) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Simian Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Distract . As a bonus action , the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target\xe2\x80\x99s face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara\xe2\x80\x99s next turn. \n'b' Quadrupedal Dash . As a bonus action , the vanara can move up to 80 feet without provoking opportunity attacks. It can\xe2\x80\x99t use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs. \n'b' Standing Leap . The vanara\xe2\x80\x99s long jump is 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target. \n'b' Sling . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Howl (Recharge 5-6) . The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t deafened. \n'b'\n'b' About \n'b' Wearing short pants and a colorful turban, this monkey-like creature howls a warning, its tan fur bristling. \n'b' Quick and agile, vanara\xe2\x80\x99s long arms and prehensile tails are quite adept at many tasks. Their bodies are covered in fur, usually brown or black, but sometimes grey, white, or auburn. While they do bundle up in colder climates, most vanaras dress only in short pants or waist wraps and a colorful or plain white turban. \n'b' Efficient and Supportive . Vanaras are a contemplative race that dwells in forests or along coastlines. They live in tribes or clans, which are self-sufficient and have little need for trade with cities. They are quite helpful to outsiders that seek assistance, however, for they believe that good deeds towards others will be returned. \n'b' Sentinels of the Forest . Unlike their restless kapi cousins, vanaras are content with life in the forest and feel it is their duty to protect it. They communicate via rich, sonorous songs that can be heard for miles, warning those of ill intent not to tread in areas under their protection. \n'b' Deeply Spiritual . Many vanaras spend hours meditating on topics that face their tribes or lands, seeking guidance from higher powers. They regularly gather to sing in deep, booming harmony in their own form of prayer to such higher powers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catoblepas \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 19 (+4) INT: 4 (-3) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, poison damage Senses darkvision 60 ft., passive Perception 9 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stunning Ugliness . The catoblepas is so shockingly ugly that just glimpsing one can blind the viewer. Characters fighting a catoblepas must either avert their eyes and take tactical disadvantage on attack rolls against the catoblepas or make a DC 15 Constitution saving throw before making their attack roll. Failure on the saving throw means the character is blinded until the start of his or her next turn. Anyone who rolls a lower initiative result than the catoblepas must attempt this saving throw immediately at the beginning of combat. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catoblepas makes one Tail attack and one with its Rancid Breath (if available). \n'b' Tail Melee Weapon Attack : +6 to hit, reach 15 ft., up to 3 creatures in a 10-ft. square. Hit : 8 (1d10 + 3) bludgeoning damage and the target is forced prone . \n'b' Rancid Breath (recharge 5-6) . Creatures within a 60 ft. cone emanating from the catoblepas must succeed on a DC 15 Constitution saving throw against poison or be stunned . Stunned creatures can repeat the saving throw at the end of each of their turns, recovering with a successful save. If a creature that is currently stunned by the catoblepas\xe2\x80\x99 breath is stunned again by a second rancid breath attack , that creature immediately drops to 0 hit points . \n'b'\n'b' ABOUT \n'b' The catoblepas is loathsome beyond description, with no positive qualities whatsoever. It resembles a bloated hippopotamus with a long, whip-like tail and a snakelike neck topped with the oversized head of a diseased warthog with bloodshot eyes. For all its ungainliness, its tail is tremendously quick and accurate when whipping around to strike at enemies anywhere near the creature. \n'b' The deadliest weapon of the catoblepas, however, is its rancid breath, which can leave creatures helplessly gasping for air, or even kill with too large a dose. Fortunately, its metabolism is so slow that it exhales only infrequently.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demilich, Advanced \n'b' Tiny undead , neutral evil \n'b' Armor Class 21 (natural armor) Hit Points 172 (23d4 + 115) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 20 (+5) INT: 23 (+6) WIS: 20 (+5) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +12, Intelligence +13, Wisdom +12 Skills Arcana +13, History +13, Perception +12, Religion +13 Damage Resistances bludgeoning, piercing, and slashing from magic weapons Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned Senses truesight 120 ft., passive Perception 22 Languages All, telepathy 120 ft. Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Annulment . If the demi-lich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Legendary Resistance (3/day) . If the demi-lich fails a saving throw, it can choose to succeed instead. \n'b' Spellcasting . The demi-lich is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It has the following spells prepared: \n'b' Cantrips (at will) : mage hand , prestidigitation , ray of frost \n'b' 1st level (4 slots) : detect magic , magic missile , shield , thunderwave \n'b' 2nd level (3 slots) : acid arrow , detect thoughts , invisibility , mirror image \n'b' 3rd level (3 slots) : animate dead , counterspell , dispel magic , fireball \n'b' 4th level (3 slots) : blight , dimension door \n'b' 5th level (3 slots) : cloudkill , scrying \n'b' 6th level (1 slot) : disintegrate , globe of invulnerability \n'b' 7th level (1 slot) : finger of death , plane shift \n'b' 8th level (1 slot) : dominate monster , power word stun \n'b' 9th level (1 slot) : power word kill \n'b' Turn Immunity . The demi-lich is immune to effects that turn undead. \n'b' Actions \n'b' Drain Life . Each non-undead creature within 10 feet of the demi-lich must make a DC 17 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage, and the demi-lich regains hit points equal to the total dealt to all targets. \n'b' Soul Shatter (Recharge 6) . The demi-lich emits a string of vile words of power. All creatures within 30 feet of the demi-lich that it can see must succeed on a DC 17 Constitution saving throw or drop to 0 hit points . On a successful save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn. \n'b' Legendary Actions \n'b' The demi-lich 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 demi-lich regains spent legendary actions at the start of its turn. \n'b' Flight . The demi-lich can move up to its full movement speed and does not invoke opportunity attacks while doing so. \n'b' Bone Dust . Blinding bone dust swirls magically around the demi-lich. Each creature within 5 feet of the demi-lich must succeed on a DC 17 Constitution saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Frightening Glare (Costs 2 Actions) . The demi-lich targets one creature it can see within 60 feet of it. If the target can see the demilich, it must succeed on a DC 17 Wisdom saving throw against this magic 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 Dreadful Glare effect for the next 24 hours. \n'b' Profane Curse (Costs 3 Actions) . The demi-lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 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 a success. \n'b' About \n'b' What at first appears to be a simple uninteresting humanoid skull suddenly rises from its resting place, turning slowly in your direction to reveal gems inset in its eye sockets and jaw, and releasing a maniacal cackle. \n'b' A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich \xe2\x80\x93 its skull. The eye sockets and teeth of a demi-lich-possessed skull transform into clear gemstones (each worth 1,000 gp). The skull contains a single gemstone in each eye socket and six gems in place of its teeth. \n'b' A demi-lich rarely if ever wanders from its place of origin (i.e., the final resting place of its body when it was a true lich ). Content to remain hidden and oblivious to the outside world, a demi-lich spends its time contemplating its past life, its accomplishments, as yet unachieved goals, and exploring strange mysteries of the cosmos. These creatures are solitary by nature and rarely associate with other creatures, including other undead unless it is employing such creatures to further some unfinished goal. \n'b' Demi-lich lairs are usually well-hidden dungeons and caverns consisting of winding corridors, deadly pitfalls, and intricate traps (some that would even bring a tear to Grimmy\xe2\x80\x99s eye). \n'b' A demi-lich appears as a simple humanoid skull seated amid a pile of bones and dust. In each eye socket is a single gemstone, and in its mouth, in place of its teeth, are six more gemstones. \n'b' A demi-lich sits idly in its lair until touched or bothered at which point it rises vertically and uses its wail of the banshee power against the opponent it deems most threatening. On its next turn, the demi-lich uses its trap the soul ability against an opponent. It spends the remainder of combat alternating between its wail of the banshee, bestow curse , and trap the soul abilities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simpering Maggot \n'b' Medium fiend , neutral evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 25 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Condition Immunities exhaustion \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Abyssal, Common, Infernal \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Surge Forward . When it reduces a creature to 0 hit points with a melee attack on its turn, the maggot can use a bonus action to take the Dash action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The maggot makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Flinch and Hunker . The maggot gains a +2 bonus to its AC against one melee attack that would hit it. To do so, the maggot must see the attacker. \n'b'\n'b' ABOUT \n'b' This distorted humanoid bears layers of gruesome scars and stands with a hunched posture, as though to shield itself from a beating. \n'b' The most powerful void maggots come from those mortals that retain a shred of intelligence throughout the horrifying reforging process. These maggots are still mentally broken down to become subservient creatures, but they can plan ahead better than other maggots and can learn from their experiences. Despite their greater intellect and power, they constantly fawn for their masters\xe2\x80\x99 favor and compete against each other for their master\xe2\x80\x99s scraps or compliments. Some fiends use simpering maggots to lead other teams of lesser maggots in endeavors that require a modicum of tactical thinking, while others deploy mobs made entirely of simpering maggots for missions that require greater stealth or flexible planning. Many fiends won\xe2\x80\x99t use simpering maggots at all, however, as they find the incessant groveling irritating.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Simurg \n'b' The titanic creature\xe2\x80\x99s wolf-like paws reach for the ground, as its wings whip up a cloud of dust. Its canine muzzle releases an ear-splitting howl, while an incredibly long tail of multi-hued feathers drifts lazily on the wind. \n'b' Gargantuan celestial , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 108 (8d20 + 24) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 17 (+3) INT: 14 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +6, Wisdom +6, Charisma +6 Skills Perception +6 Damage Resistance radiant Senses darkvision 120 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Flyby . The simurg doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The simurg has advantage on Perception ( Wisdom ) checks that rely on sight. \n'b' Innate Spellcasting . The simurg\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The simurg can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect poison and disease , detect thoughts , spare the dying \n'b' 2/day each : cure wounds , lesser restoration , purify food and drink \n'b' 1/day each : greater restoration , remove curse \n'b'\n'b' Actions \n'b' Multiattack . The simurg makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Forceful Gale (Recharge 5-6) . The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b' About \n'b' Benevolent Guardians . Simurg are kind-hearted and protect those who dwell near them. When nesting atop a temple or sacred mountain, a simurgh often comforts and helps the local poor by healing their diseases and injuries and salving the passing of those it cannot help. After a time, the simurg flies away when too many pilgrims crowd its mountain or threaten to overwhelm a small country shrine. \n'b' Cycle of Life . When it dies, a simurg is consumed by a heatless flame and is reborn elsewhere on the same plane in a burst of light. This leads to it often being mistaken for a phoenix. \n'b' Enmity Towards Snakes . Simurg have a loathing of snakes and serpents and will attack them on sight. Even the lowliest of snakes understands this and will either hide from a simurg or be immediately hostile toward the simurg.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Baykok \n'b' Medium undead , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft., fly 40 ft. (can hover)\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hunter\xe2\x80\x99s Reward . When a baykok reduces a hostile creature to 0 hit points , the baykok gains 12 temporary hit points . \n'b' Vile Arrow . Once per round, when the baykok hits with its bow of bone attack , the target must make a DC 13 Constitution saving throw. On a failed save, the target is paralyzed 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. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The baykok makes three bow attacks. \n'b' Bow of Bone . Ranged Weapon Attack : +7 to hit, range 100/400 ft., one target. Hit : 8 (1d8+4) piercing damage plus 3 (1d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) slashing damage. \n'b' Dread Howl (Recharge 6) . Non-baykoks within 30 feet who can hear it must make a DC 13 Wisdom saving throw. On a failed saving throw, a creature is frightened for 1 minute, and incapacitated as long as it is frightened . 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 that baykok\xe2\x80\x99s Dread Howl for the next 24 hours. \n'b'\n'b' ACTIONS \n'b' This howling corpse swoops through the air with hideously elongated legs and a bow made of bone. When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks-flying undead horrors that kill purely for the ecstasy that only murder can bring them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sinew Cadaver \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 45 (6d8+ 18) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 16 (+3) INT: 7 (-2) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Perception +5, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The sinew cadaver regains 5 hit points at the start of its turn. If it takes fire or radiant damage, this trait does not work at the start of its next turn. The sinew cadaver only dies if it starts its turn with 0 hit points and can\xe2\x80\x99t regenerate . \n'b' Turn Resistance . The sinew cadaver has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sinew cadaver makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. If the sinew cadaver hits the same target with two slam attacks in a round, it constricts the creature for an additional 13 (2d8 + 4) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Singa \n'b' Large celestial , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 187 (22d10 + 66) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Wis +6 Skills Perception +10 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Senses darkvision 60 ft., passive Perception 20 Languages Celestial Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Guardian Spirit . A singa serves a single household. If threatened in any one of their dwellings, a member of that household can call upon the house singa, which arrives from its home plane within 1d4 rounds. It acts to defend its household, then returns to its home plane after the threat has been eliminated. \n'b' Always Returning . If a singa is slain, it returns to its home plane where it reconstitutes over the next 24 hours. After this period, the singa may be summoned once more. \n'b' Innate Spellcasting . The singa\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 14). The singa can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : light , message , prestidigitation \n'b' 3/day each : cure wounds , healing word , thunderwave \n'b' 2/day each : greater restoration , hold monster , mass cure wounds \n'b' 1/day : raise dead \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit:13 (2d8 + 3) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Some ancient families in the Xha\xe2\x80\x99en Hegemony served the gods and higher powers faithfully during the era of the Thousand Kingdoms. These families were granted a form of divine protection in the form of the sacred singa \xe2\x80\x93 guardian creatures who can be summoned to aid a family in times of need. Strong and dedicated, singa also master many different healing and restorative spells. They can even resurrect slain family members. \n'b' The singa are bound to serve their families for all time, and loyally appear if summoned if any member of the household is threatened. Pledged to the household itself, singa are limited to aiding families only within dwellings that are actually owned and controlled by that family. They cannot aid their households in other locations and cannot leave their family\xe2\x80\x99s dwellings under any circumstances. Singa fight to the death, but this is not the end. Slain singa can return to defend the family within 24 hours. They fully perish only when no living members of their assigned household survive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sinhaleo \n'b' Small celestial , lawful good \n'b' Armor Class 12 Hit Points 16 (3d6 + 6) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 9 ( 1) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Perception +5 Damage Resistances radiant Senses darkvision 120 ft., passive Perception 15 Languages Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Consecrate (1/Day) . The sinhaleo can spend 10 minutes infusing an area in a 60-foot radius around it with holy power. For the next 8 hours, the sinhaleo can immediately sense the presence of any creatures of one creature type chosen by the sinhaleo within the area. \n'b' Limited Telepathy . The sinhaleo can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. \n'b' Rebirth . When the sinhaleo dies, its spirit lingers in its corpse for 1 hour. Before the end of that hour, a creature can spend 10 minutes performing a ritual where the creature spills its own blood upon the corpse to bring the sinhaleo back to life. A creature that does so loses 5 hit points and has their hit point maximum reduced by 5 until it finishes a long rest. After 24 hours, the sinhaleo regains its consciousness and all of its hit points . \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. \n'b' Blood Offering . The sinhaleo takes 5 necrotic damage, that can\xe2\x80\x99t be reduced in any way and causes one of the following effects:\n'b'\n'b'\n'b' A creature within 5 feet of the sinhaleo gains 5 (1d4 + 3) temporary hit points that last for 1 hour. \n'b' A creature the sinhaleo can see within 60 feet of it must succeed on a DC 12 Constitution saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' The sinhaleo ends either one disease or one condition on a willing creature it touches. The condition can be blinded , deafened , paralyzed , or poisoned . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble . The sinhaleo takes the Disengage or Hide action . \n'b'\n'b' ABOUT \n'b' A sinhaleo is a small feline creature with white fur and feathered wings. Its eyes glow brightly teal and it usually wears a lazy, serene expression as it flies around in slow arcs. Despite their apparent cuteness, sinhaleos sustain themselves on blood from living creatures and their diet typically consists of frogs and small rodents. \n'b' Sinhaleos are divine beings that are often found near ancient altars and temples. To be greeted by a sinhaleo is a rare experience they tend to be attracted to beings of altruism and chivalry, even going so far as blessing those of exceptional good with their patronage and guardianship.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sinslain Minion \n'b' Medium undead, lawful neutral \n'b' Armor Class 12 Hit Points 22 (3d8 + 9) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison, necrotic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands languages it knew in life; telepathy 60 ft. (with carreta nagua only) Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Soul Bound . Unless the soul of the sinslain minion is released from its soul cage, it reanimates behind the carreta nagua the following night. \n'b' Telepathic Bond . The sinslain minion unconditionally follows the commands of the carreta nagua that created it. It acts on the same initiative count as the carreta nagua , taking its actions after the end of the carreta nagua\xe2\x80\x99s turn. \n'b' Undead Fortitude . If damage reduces the sinslain minion to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sinslain minion drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Chattering Teeth . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Bone Missile . Ranged Weapon Attack : +5 to hit, range 80 ft./320 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' This mystical oxcart is an oversized wagon, often in the shape of a cross, brightly painted with calaveras and skeletons of all manner of humanoids. It travels to collect souls corrupted by bad deeds. The innocent can sleep peacefully, unable to hear or see the carreta nagua , while the guilty caught out by night on the road have no hope. The oxen\xe2\x80\x99s bleached bones glow with a preternatural blue light of their own right through their translucent flesh. \n'b' Innkeeper\xe2\x80\x99s Warning . Good innkeepers who value their customers and hope for return business often warn their foreign guests shortly after paying their room and board that at some point during middle of the night they may be awakened by the loud sounds of hooves and wheels clattering over cobblestones. The townspeople know better and rarely dare to lift the shade or pull back the curtain to look out a window. For those with a guilty conscience, it is best not to take a chance at serious illness or a fate worse than death. Even a peek could gain the attention of the carreta nagua to come and claim your soul. \n'b' Called to Collect . Potent magical rituals can call the carreta nagua to appear, but only powerful casters should attempt such spells, lest they be taken hostage, their souls doomed to ride in the wagon and their animated bones walk behind it for all eternity. To have some power over this nightmare, the bravest could try to steal an animated bone, but they must do it blindfolded to survive. \n'b' Sinslain Minions . When first encountered, a carreta nagua is often being followed by 1d4 + 3 sinslain minions under its control. Their life force is bound to the soul cage coffins in the wagon. If their bones are recovered, they might be able to be turned back into their original form. The minions can either be attached to the wagon or alongside the cart. They have the stat block of a skeleton minion and take all their turns at the end of the carreta nagua\xe2\x80\x99s turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sinstar \n'b' Tiny plant , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 275 (50d4 + 150) Speed 5 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 14 (+2) CON: 17 (+3) INT: 21 (+5) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +11, Wis +10 Damage Resistances acid, cold, fire, lightning Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , poisoned , prone Senses tremorsense 120 ft., blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Common, Deep Speech, telepathy 120 ft. Challenge 17 (18,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the sinstar fails a saving throw, it can choose to succeed instead. \n'b' Spiny Defense . A creature that touches the sinstar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) piercing damage and, if the target is a Humanoid, it must succeed on a DC 19 Constitution saving throw or contract the thrall sickness disease (see the Thrall Sickness trait). \n'b' Thrall Sickness . A Humanoid infected with this disease manifests symptoms 1d4 days after infection, which include excessive thirst, increased desire for exposure to sunlight, and the appearance of itchy bumps on the skin. This disease wears down the victim\xe2\x80\x99s psyche while slowly transforming its body. Until the disease is cured, at the end of each long rest, the infected creature must make a DC 19 Constitution saving throw. On a failure, the creature\xe2\x80\x99s Dexterity and Intelligence scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dexterity or Intelligence score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sinstar uses Alluring Whispers. It then makes three Spines or Psychic Lash attacks. \n'b' Spines . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 16 (4d6 + 2) piercing damage, and if the target is a Humanoid, it must succeed on a DC 19 Constitution saving throw or contract the thrall sickness disease (see the Thrall Sickness trait). \n'b' Psychic Lash . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 18 (3d8 + 5) psychic damage. \n'b' Alluring Whispers . The sinstar telepathically whispers soothing and beckoning words in the minds of all Humanoids within 120 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or be charmed for 1 minute. While charmed , a creature is incapacitated , and if it is more than 5 feet away from the sinstar, it must move on its turn toward the sinstar by the most direct route, trying to get within 5 feet of the sinstar and touch it. The creature doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sinstar, the creature can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A creature that successfully saves is immune to this sinstar\xe2\x80\x99s Alluring Whispers for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sinstar 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 sinstar regains spent legendary actions at the start of its turn. \n'b'\n'b' Spines . The sinstar makes one Spines attack . \n'b' Teleport . The sinstar magically teleports up to 120 feet to an unoccupied space it can see. \n'b' Detonate Thrall (Costs 2 Actions) . The sinstar orders one of its star thralls to explode. Each creature within 10 feet of the thrall must make a DC 19 Dexterity saving throw, taking 10 (3d6) bludgeoning and 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LAIR \n'b' Sinstars lair on hills and on mountainsides below the treeline in most climate zones, eschewing only the coldest climes. Their lairs are identifiable by the multitude of eerily human -like cactuses that dot the nearby terrain. \n'b' On initiative count 20 (losing initiative ties), the sinstar takes a lair action to cause one of the following effects; the sinstar can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Bolster Thrall . One star thrall the sinstar can see within 60 feet of it regains 10 (3d6) hp and has advantage on attack rolls until initiative count 20 on the next round. \n'b' Cactus Bloom . Small, spiny cactuses fill a 20-foot radius centered on a point on the ground the sinstar can see within 120 feet of it. That area becomes difficult terrain . When a creature that isn\xe2\x80\x99t a star thrall moves into or within the area, it takes 7 (2d6) piercing damage for every 5 feet it travels. The cactuses wither away when the sinstar uses this lair action again or when the sinstar dies. \n'b' Choking Cloud . Nearby cactuses shed plumes of hairlike needles toward up to three creatures the sinstar can see within 60 feet of it. Each target must make a DC 19 Constitution saving throw or be incapacitated until the end of its next turn, as it coughs and chokes. A target within 5 feet of a star thrall has disadvantage on the saving throw. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a sinstar\xe2\x80\x99s lair is altered by its otherworldly presence, which creates one or more of the following effects: \n'b'\n'b' Aggressive Animals . Beasts within 1 mile of the sinstar\xe2\x80\x99s lair behave erratically and attack Humanoids on sight. \n'b' Bitter Plants . Vegetation that grows within 1 mile of the sinstar\xe2\x80\x99s lair tastes bitter and provides no sustenance to creatures that eat it. \n'b' False Lakes . There are no large bodies of water within 1 mile of the sinstar\xe2\x80\x99s lair. Creatures discover that any major source of water they find is a mirage that fades away as soon as they approach within 20 feet of it. \n'b'\n'b' ABOUT \n'b' This tiny cactus is covered in spines and dotted with star-shaped pink blooms. Vaguely human-shaped cactuses fill the area around the plant. \n'b' Sinstars originate from the far reaches between the stars, traveling to different worlds and planes as seed-spores encased in rocky shells. When their rocky vessels impact the surface of a plane, the spores are released, allowing them to take root if the conditions are right. Sinstars are startlingly intelligent, and their goal of assimilation often puts them at odds with their new home\xe2\x80\x99s native life forms. Most sinstar scourges are destroyed before they get too large, but the prospect of a continent-sized infestation is truly terrifying. \n'b' Body Snatchers . Sinstars spread their influence by transforming humanoid victims into star thralls, their cactuslike servitors and guards. Star thralls are driven by the need to bring more humanoid victims to the sinstar, and some roam miles away from their sinstar parent to do so.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siren \n'b' Medium fey , chaotic evil \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages Primordial, Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amphibious . The siren can breathe air and water. \n'b' Innate Spellcasting . The siren\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The siren can innately cast the following spells, requiring no components.\n'b'\n'b' 2/day : detect thoughts , sleep \n'b'\n'b' Shapechanger . As an action, the siren can shapechange into a medium female humanoid, or back into its true form. If the siren dies, it reverts to its true form. \n'b' Actions \n'b' Multiattack . The siren makes two attacks with her claws. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage. \n'b' Luring Song . The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The siren must take bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn towards the siren by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren\xe2\x80\x99s song for the next 24 hours. \n'b' About \n'b' Sailors will sometimes hear a beautiful song as they near rocky coastlines. This enchanting song is being sung by the siren. Its true form is part bird, part female humanoid creature. Hundreds of years ago, a jealous witch altered their beautiful form and banished these fey from the land. \n'b' Vengeful Vixens . Sirens are out for revenge and seek to lure those near the coast. Sailors have even been known to wreck their ships as they are drawn closer to rocky shores. \n'b' Forgotten Fey . Still angry about the curse that altered their form, sirens use their shapechange ability to return to land at times. Once on land, the siren attempts to use all its charms to lure more victims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siren \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 49 (9d8 + 9) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages Common, Elvish, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Flyby . The siren doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The siren \xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells 1/day each, requiring no material components:\n'b'\n'b' charm person , fog cloud , greater invisibility , polymorph (self only). \n'b'\n'b' Luring Song . The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren\xe2\x80\x99s song for the next 24 hours. \n'b' Magic Resistance . The siren has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The siren makes two attacks with its talons. \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siren \n'b'\n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 14 Hit Points 82 (15d8 + 15) Speed 30 ft., 60 ft. fly\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 12 (+1) INT: 14 (+2) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +7, History +5, Insight +6, Perception +6, Performance +10, Stealth +7 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 16 Languages Auran, Common Challenge 3 (700 XP) \n'b' Actions \n'b'\n'b' Multiattack . The siren makes two attacks with its talons. \n'b' Talons . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) slashing damage. \n'b' Alluring Voice . When the siren sings, it can cause all creatures within 200 feet of it to make a DC 15 Charisma saving throw. Those that fail are charmed and are compelled to do anything the siren asks. As a bonus action, the siren can either instruct the creatures that it has charmed to take an action, or to stay incapacitated . The siren cannot tell victims to attack their allies. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the siren moves further than 250 feet from its charmed victim. If a creature\xe2\x80\x99s saving throw is successful, or the effect ends for it, the creature is immune to this siren\xe2\x80\x99s Song of Charming for the next 24 hours. \n'b' Screech (Recharge 5-6) . The siren lets loose a shrill shout in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much on a successful one. \n'b'\n'b' About \n'b' These bizarre beings have the bodies of hawks, owls, or eagles, but the heads of beautiful human women. Their faces typically reflect the human ethnicity dominant in the area in which they lair, and they almost always bear a vibrant and youthful countenance. A typical siren has a wingspan of 8 feet and weighs 120 pounds. \n'b' Heartbreaker . All sirens are female and long-lived. The oldest known sirens haunt their territories for nearly a millennium, although most only live for a few hundred years. \n'b' Sirens require male humanoids to mate, and several times per decade either capture or rescue bold or comely sailors who enter their territories. Stories abound of sirens dying-either through heartache or suicide-when sailors they attempted to lure overcame their compelling powers and escaped their grasps. Sirens always live near the sea, where their powerful voices can carry over the waves and attract the attention of unwary sailors who trespass near their isles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siren \n'b' Medium fey , chaotic neutral \n'b' Armor Class : 15 Hit Points 23 (5d8) Speed : 30 ft., swim 60 ft.\n'b' STATS STR: 11 (0) DEX: 15 (+2) CON: 10 (0) INT: 15 (+2) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Athletics +8, Insight +5, Nature +4, Perception +5, Stealth +5, Survival +5 Senses : darkvision 60 ft., passive Perception 15, tremorsense (water only) Damage Vulnerability : cold iron Damage Resistances : bludgeoning, piercing and slashing from nonmagical weapons Condition Immunities : charmed , paralyzed , poisoned , restrained Languages : Aquan, common, sylvan Challenge : 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Aquatic Terrain : While in water, a water nymph is immune to the blinded condition and gains advantage on all Athletics , Survival , Perception and Stealth checks. Water nymphs can breathe both in water and in air, but for every minute a water nymph spends outside of water, she takes 4 (1d8) points of damage as her skin dries. \n'b' Multiattack : The river nymph makes two attacks per round: one with its claws and one with its bite. If the nymph is armed, its weapon replaces its claw attack . \n'b' Siren Song : A water nymph can single out one individual at a time and use its siren song to lure him or her into the water. The victim must make a successful Charisma save DC 13 to avoid being drawn in. Once the victim has succumbed, he is charmed and will do anything the nymph asks, even unto death. Nothing breaks the charm unless it is dispelled ( dispel magic or remove curse will work) or the water nymph is driven off or defeated. Blocking one\xe2\x80\x99s ears is partially effective, lowering the DC to 10. This ability is treated as a sonic charm attack. \n'b' Sunlight Vulnerability : A water nymph in direct sunlight suffers disadvantage on all attacks, ability checks, skill checks and saving throws. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 4 (1d4+2) piercing damage. Those bitten must make a DC 13 Constitution check or be poisoned until they complete a long rest . \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 5 (1d6+2) slashing damage. \n'b'\n'b' About \n'b' Water nymphs are the solitary spirits of oceans, lakes, rivers and waterways. They are nocturnal, only appearing as the sun sets and disappearing again as the first rays of the sun cross the horizon. \n'b' In appearance they are lithe creatures, possessed of a child-like beauty. They are often wreathed in a faint nimbus of jewel-colored light -ruby, emerald, or sapphire. They frolic and dance among the waters of their river, leaving glowing paths behind them as they swim. Often their large, luminous eyes can be seen by sailors and night walkers staring out from the shadows. \n'b' Many know them as playfully mischievous creatures, but there is also a dark side to their existence. Each month, when the moon is new, water nymphs grow strange and fey. They still circle boats and approach the shores, but their eyes are no longer wide and childlike -instead their gaze is a quiet call to the mortals on whom it falls, luring them to a watery doom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bayou Seer \n'b' Medium humanoid (titanspawn), neutral evil\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 13 (+1) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 (natural armor) Hit Points 45 (10d8) Speed 30 ft. Saving Throws Constitution +2, Wisdom +3 Skills Arcana +3, Deception +5, Insight +3, Perception +3, Persuasion +5 Senses passive Perception 13 Languages Termanan, plus any two other languages Challenge 3 (700 XP) \n'b' Special Traits \n'b' Benign Aura . The bayou seer is always under the effect of a sanctuary spell which requires a DC 13 Wisdom save to overcome. This aura is suppressed while within an antimagic field . If subject to dispel magic or a similar effect the aura reactivates at the beginning of the seer\xe2\x80\x99s next turn. If the seer makes an attack or deals damage to another creature, this effect is suppressed for one minute. Unlike sanctuary , casting a spell that affects another creature does not end or suppress this aura. \n'b' Second Sight . The seer can cast divination , scrying , and legend lore once each with this trait, using Charisma as their spellcasting ability. Once a spell has been cast in this way, the bayou seer may not cast that spell with this trait again for eight days. \n'b' Spellcasting . The bayou seer is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They know the following spells, which are considered sorcerer spells for them:\n'b'\n'b' Cantrips (at will) : dancing lights , filch, mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : charm person , detect magic , identify \n'b' 2nd level (3 slots) : detect thoughts , augury \n'b'\n'b' Sorcery Points . The bayou seer has 4 sorcery points. They can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:\n'b'\n'b' Extended Spell : When casting a spell that has a duration of 1 minute or longer, the bayou seer can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours Heightened Spell: When casting a spell that forces a creature to make a saving throw to resist its effects, the bayou seer can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. \n'b'\n'b' Actions \n'b' Claw . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. \n'b' Alternate Form . The bayou seer magically polymorphs into a tiny beast. They can remain in this form until they choose to return to their natural form as an action on their turn, or they are reduced to 0 hit points . Equipment carried or worn by the bayou seer melds into their new form and cannot be used or activated while they are in their alternate form. While in this form the seer\xe2\x80\x99s game statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality and hit points but uses the AC and movement modes of the new form. While in their alternate form, the bayou seer can\xe2\x80\x99t speak, cast spells, or take any action that requires hands or speech. Each bayou seer has a single alternate form. Ravens, lizards, spiders, and snakes are common. \n'b' Tactics \n'b' Bayou seers detest violence. If provoked a bayou seer relies on charmed minions to fight for them while taking advantage of their benign aura feature to cast supportive magic. In desperation, they will use their alternate form to escape. \n'b' Description \n'b' Bayou seers appear as tall elven women with black eyes and long black fingernails.\xc2\xa0They are often advisors in noble courts. They prove their worth by using potent divination magics for their employers.\xc2\xa0Bayou seers turn their mortal patrons to evil in insidious ways, promoting a thirst for sensual pleasures and a disregard for common folk and common decency. One can often (but certainly not always\xe2\x80\xa6) discern those courts in which a bayou seer holds sway by the decadence and callousness of the ruler.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siren\xe2\x80\x99s Tail \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 11 Hit Points 18 (4d8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses darkvision 30 ft., passive Perception 12 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The siren\xe2\x80\x99s tail can breathe air and water. \n'b' Symbiotic Bond . When the siren\xe2\x80\x99s tail is attached to a host, the host gains the following properties. The host can breathe underwater and gains a swim speed equal to twice their walking speed. They retain their normal mode of respiration. They ignore the effects of difficult terrain and standing up from prone costs no movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. The target is grappled (escape DC 11). Until this grapple ends, the target is restrained , and the siren\xe2\x80\x99s tail can\xe2\x80\x99t bite another target. If the creature remains grappled in this way for 1 minute, it becomes the siren\xe2\x80\x99s tail\xe2\x80\x99s host. \n'b' Swallow . The siren\xe2\x80\x99s tail makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the siren\xe2\x80\x99s tail, and it takes 5 (2d4) acid damage at the start of each of the tail\xe2\x80\x99s turns. The tail can have only one target swallowed at a time. If the tail dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Named for the unique appearance they give their hosts, siren\xe2\x80\x99s tails are water-dwelling aberrations that bind to other creatures by consuming their lower body. Once a host\xe2\x80\x99s lower extremities have been digested, the creature becomes completely reliant on the siren\xe2\x80\x99s tail for survival. Hosts of these aberrations can be mistaken for merfolk from afar, but proximity always reveals the giant leech that consumes its host. \n'b' Fluid Dependent . Siren\xe2\x80\x99s tails rely on a constant intake of fluids, whether from a watery environment or a host\xe2\x80\x99s blood supply. To this end, a siren\xe2\x80\x99s tail causes its host to constantly thirst and produce more blood, making sure it always has an ample supply of fluids when out of the water. Though not always immediately noticeable, this process makes a host\xe2\x80\x99s skin semi-translucent and causes it to produce light layers of mucus, which most will simply mistake for excessive sweat. \n'b' Muscular Form . Despite its flexibility and grace, a siren\xe2\x80\x99s tail is composed of dense muscle, making it a force to be reckoned with both in and out of the water. In combat, siren\xe2\x80\x99s tails make more use of their body as a weapon than they do of their mouths, which exist mainly for the purpose of binding to hosts. Creatures that find themselves bound to a siren\xe2\x80\x99s tail can learn to make great use of its musculature both for combat and traversing complex terrain. \n'b' Alien Influence . The siren\xe2\x80\x99s tail gives its host the following flaw: \xe2\x80\x9cI possess a thirst that is never quenched and have a persistent desire to return to the water.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skein Witch \n'b' Medium celestial , neutral \n'b' Armor Class 20 (natural armor) Hit Points 162 (25d8 +50) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +9, Cha +9 Skills History +7, Insight +13, Perception +13 Damage Resistances radiant Damage Immunities fire, lightning, psychic Senses truesight 60 ft., passive Perception 23 Languages Celestial, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Fate\xe2\x80\x99s Resistance (3/Day) . If the skein witch fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The skein witch has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature\xe2\x80\x99s next death saving throws before it finishes a short rest. \n'b' Inexorable Thread . Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 27 (5d8 + 5) radiant damage. \n'b' Destiny Distortion Wave (Recharge 5\xe2\x80\x936) . The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as incapacitated or poisoned , those conditions are randomly redistributed among all the creatures that failed the saving throw. \n'b' Bind Fates (1/Day) . One creature within 60 feet of the skein witch must succeed on a DC 17 Wisdom saving throw or the target\xe2\x80\x99s fate is bound to one of its ally\xe2\x80\x99s (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or heroes\xe2\x80\x99 feast spell or similar magic. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fate\xe2\x80\x99s Step . The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry Spell . If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. \n'b'\n'b' ABOUT \n'b' The androgynous humanoid appears mummified in writhing, diamond thread. Its skin is translucent, and dozens of quivering hourglasses sit suspended inside its body in place of organs. \n'b' Shepherd Destiny . Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess. \n'b' Surrounded by Guardians . Despite their supernatural abilities, a skein witch\xe2\x80\x99s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate. \n'b' Fear of Cards . If a deck of many things is brought close to a skein witch, the witch emits a psychic wail and disintegrates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeletal Monstrosity \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 148 (11d20 + 33) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4 Damage Resistances cold, fire, lightning; piercing and slashing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Destructive Collapse . When the monstrosity is destroyed, its bones collapse. Each creature within 5 feet of it must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Resistance (3/Day) . If the monstrosity fails a saving throw, it can choose to succeed instead. \n'b' Undead Nature . The monstrosity doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The monstrosity can use Screech. It then makes two attacks: either one with its bite and one with its stomp, or two bone splinters. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 20 ft., one target. Hit : 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the monstrosity can\xe2\x80\x99t bite a different creature. \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Wing Scythe . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Bone Splinter . Ranged Weapon Attack : +9 to hit, range 60/120 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Screech . The monstrosity unleashes a bloodcurdling roar. Each creature within 120 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the monstrosity\xe2\x80\x99s next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the monstrosity\xe2\x80\x99s Screech for the next 24 hours. \n'b' Splinter Burst (Recharge 5-6) . The monstrosity exhales sharp bones in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The monstrosity can take 2 legendary actions, choosing from the options below. \n'b' Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The monstrosity regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The monstrosity makes a wing scythe or bone splinter attack . \n'b' Eat Marrow (Costs 2 Actions) . The monstrosity chews on a creature it has grappled and laps its leaking marrow. The creature takes 12 (2d6 + 5) bludgeoning damage, and the monstrosity regains hit points equal to the damage dealt. \n'b' Sweeping Slash (Costs 2 Actions) . The monstrosity moves up to its speed. At any point during this movement, it can make two wing scythe attacks. \n'b'\n'b' ABOUT \n'b' Rumor has it the first skeletal monstrosity was a red dragon who was interrupted during her ritual to become a dragon lich. The resulting calamity left the once-dragon weak and monstrous, a mockery of her former might and a far cry from her aspirations as an undead tyrant. She was grounded in her new, terrible form, stripped of her intellect and magic, and cursed to walk the world until merciful destruction released her soul once and for all.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Black \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 (chain mail) Hit Points 71 (13d8 + 13) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 19 (+4) CON: 13 (+1) INT: 13 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Damage Vulnerabilities bludgeoning, radiant Damage Resistances cold Damage Immunities necrotic, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life but cannot speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shortsword Masters . Black skeletons gain defensive bonuses (+2 to AC) and bonuses to attack (+2 to hit) when wielding two shortswords (included in the statistics). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The black skeleton makes two Claw attacks or two Shortsword attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing 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. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing 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.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Vine Troll \n'b' Large plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d10 + 42) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities deafened , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of a\xc2\xa0 duskthorn dryad\xe2\x80\x99s \xc2\xa0vines and it hasn\xe2\x80\x99t taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate , or if a duskthorn dryad who created it dies, or if the troll\xe2\x80\x99s heart inside the dryad\xe2\x80\x99s tree is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skeleton makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Army Skeleton \n'b' Family: Skeletons \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xc2\x92t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Turn Resistance . The army skeleton has advantage on saving throws against any effect that turns undead. \n'b' Actions \n'b' Multiattack . The army skeleton makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demodand, Tarry \n'b' Family: Demodand \n'b' Medium fiend (demodand), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 127 (15d8 + 60) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Dexterity +5 Skills Athletics +8, Intimidation +5, Perception +4 Damage Resistances cold, fire Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common?TBD Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Adhesive Flesh . Any time a creature strikes the tarry demodand with a non-natural melee weapon, the attacker must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the demodand\xe2\x80\x99s body. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 16 Strength check and succeeding. Doing so, however, subjects it to an opportunity attack by the tarry demodand. \n'b' Improved Sense of Smell . The tarry demodand has advantage on Perception checks that rely on scent. \n'b' Innate Spellcasting . The tarry demodand\xe2\x80\x99s innate spellcasting is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b' At will : detect magic , invisibility (self only), fear , ray of enfeeblement \n'b' 2/day : dispel magic , black tentacles \n'b'\n'b' Magic Resistance . The tarry demodand has advantage on saving throws against spells and other magical effects. \n'b' Reckless Attack . Each round on its turn, the tarry demodand can choose to attack recklessly, gaining advantage on all melee attack rolls during the round. However, attack rolls against the demodand then have advantage until the start of its next turn. \n'b' Actions \n'b' Multiattack . The tarry demodand makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage and automatically initiates a grapple if the tarry demodand wishes. Grappled creatures must succeed at a Strength ( Athletics ) or Dexterity ( Acrobatics ) check contested by the tarry demodand\xe2\x80\x99s Strength ( Athletics ) check. For each such grappled opponent, the tarry demodand must forgo one of its Claw attacks while the grapple is in effect. However, it has advantage on melee attacks conducted against grappled creatures. \n'b' Summon Demodand (1/day). The tarry demodand has a 30% chance of summoning one tarry demodand to aid it for up to 1 minute. The summoned demodand appears in an unoccupied space within 60 feet of the summoning demodand and acts on the summoner\xe2\x80\x99s initiative . \n'b' Bonus Actions \n'b' Rage (3/day). The tarry demodand may enter a rage. While enraged it gains advantage on Strength checks and saving throws, inflicts +3 additional damage each time it hits with a melee attack , and gains resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute or until the tarry demodand chooses to end it (as a bonus action). While enraged, the tarry demodand may not use its Innate Spellcasting abilities or Summon Demodand. \n'b' About \n'b' Tarry demodands are lithe and lean compared to other demodands. Despite this difference, all tarry demodands are strong and agile. Although their batlike wings appear tattered and useless, they can still fly. A tarry demodand stands 7 feet tall and weighs 400 pounds. \n'b' The tarry demodand is the grunt of the demodand army-bred for battle, these swift and deadly demodands make up the bulk of any demodand legion. That they themselves are more powerful than most\xc2\xa0outsiders\xc2\xa0is as much a testament to their race as anything else-a single tarry demodand is a formidable opponent, to say nothing of a group of the creatures. Although tarry demodands are quite strong, they prefer using light weapons-one in each hand. Tarry demodands only rarely use larger weaponry, and then only when directly ordered by a superior. They lack the terrific claws of the greater demodands, and a tarry demodand with no weapons tends to flee combat as soon as possible, only to return when it is properly armed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Runestone Skeleton \n'b' Family: Skeletons \n'b' Medium undead , neutral \n'b' Armor Class 13 (chain shirt) or 15 (half plate) Hit Points 13 (2d8+4) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 6 (\xe2\x80\x932) WIS: 8 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities nonmagical weapons, cold, poison, holy water Senses darkvision 60 ft., passive Perception 9 Languages Understands languages it knew in life, but can no longer speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Resist Turning . The runestone skeleton has advantage on Wisdom saving throws to resist being turned by a Cleric\xe2\x80\x99s Channel Divinity ability. \n'b'\n'b' ACTIONS \n'b'\n'b' War Hammer . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d10) piercing damage. \n'b'\n'b' ABOUT \n'b' Runestone skeletons are the remains of dwarven warriors who, upon death, agreed to protect the crypts of their house and ancestors.\xc2\xa0When the skeleton is destroyed, two runestones may be taken as treasure. Use the following chart to determine value: \n'b'\n'b' d6 \n'b' Value \n'b'\n'b' 1-3 \n'b' No value \n'b'\n'b' 4-5 \n'b' Mundane runestone* \n'b'\n'b' 6 \n'b' Magical runestone** \n'b'\n'b' *See the Random Mundane Runestone Table and Value \n'b' **Roll 1d6: Healing, Light, Impact, Insanity, Death, Protection.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeletal Knight \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (armor scraps) Hit Points 37 (5d8 + 15) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 17 (+3) INT: 7 (-2) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities: exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understand its master\xe2\x80\x99s language in life but cannot speak Challenge 2 (450 XP) \n'b' Actions \n'b'\n'b' Melee Weapon . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : varies, damage is determined by weapon. Battleaxe or longsword : 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Greatsword : 9 (2d6 + 1) slashing damage. \n'b'\n'b' About \n'b' Once bound to their master as a personal guard, a skeletal knight returns when called to defend its lord once again. Only the master knows the command word that will cause the skeletal knight to reassemble to its humanoid form from the pile of bones, armor scraps, and rusted weapons that is its dormant state. When the master calls, one to four skeletal knights will rise and fight with whatever weapon is grasped during reanimation. When encountered, a skeletal knight is often found with either a greatsword, longsword, or a battle axe and wears bits of scale mail, chainmail, or plate armor. \n'b' A skeletal knight cannot speak, but it understands the language of its master. Once created, it will defend its lord as it did in life, unceasingly and without fail. If a skeletal knight is inactive for 24 hours, it will collapse into a giant pile once again to await the master\xe2\x80\x99s next call.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeletal Pterodactyl \n'b' Family: Skeletons \n'b'\n'b' Large undead , lawful evil \n'b' Armor Class 12 Hit Points 67 (9d10 + 18) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning \n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned ; Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b' Multiattack . The pteranodon name makes one beak attack , and one bone whip attack . \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d10+2) piercing damage. \n'b' Bone Whip . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d8+2) slashing damage. \n'b' There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter. The skeletal pteranodon is one such creature. Though as a skeleton it has lost its flight, it gains two deadly whips that it can use to savage foes from afar, as well as a dangerous sharp beak for those who stray to close. \n'b' About \n'b' This strange ambling skeleton once belonged to a bird-like creature with a pointed beak. Instead of wings, it seems to have arms that taper down into whip-like bone protrusions that undulate with the skeleton\xe2\x80\x99s movements. \n'b' It is not sure what drives these creatures to kill, but some say that the tar pits command it. It has also been said that the skeletal creatures that crawl from the pits have been seen throwing their kills into the pits, to create yet more murderous undead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeletal Spider \n'b' Family: Skeletons \n'b' Variants \n'b' Huge undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d12 + 40) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 20 ft., darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the skeletal spider has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Nature . A skeletal spider doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Web Walker . The skeletal spider ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The skeletal spider makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +7 to hit, range 40/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12, hp 20; vulnerability to fire damage, immunity to bludgeoning, necrotic, poison, and psychic damage). \n'b'\n'b' About \n'b' The skeletal spider is the largest of all giant spiders. It is a horrifying sight, emerging out of the darkest parts of the woods with its huge black eyes. Dark fey enlist these spiders and many are in the service of the Unseelie Court. \n'b' Massive Spider . This creature spins enormous webs and takes over large sections of the forest. Other spiders often live nearby and serve their larger cousin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beaded Lizard, Giant \n'b' Huge beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 161 (14d12 + 70) Speed 30 ft.\n'b' STATS STR: 28 (+9) DEX: 11 (+0) CON: 21 (+5) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +8 Skills Athletics +12, Perception +4 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The giant beaded lizard makes two attacks: one with its bite and two with its claws. If it is grappling, it can only make the claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d6 + 9) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 27 (8d6) poison damage on a failed save, or half as much damage on a successful one. In addition, the target is grappled (escape DC 22). Until this grapple ends, the creature is restrained , and the giant beaded lizard can\xe2\x80\x99t grapple another target. A creature grappled by a giant beaded lizard continues to be held even if the giant beaded lizard is slain. It takes 2d6 + 9 points of damage per round, until it escapes. While the lizard is grappling a creature, it cannot use its bite. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (1d6 + 9) piercing damage. \n'b'\n'b' ABOUT \n'b' A wide variety of large reptiles can be found inhabiting the torrid zones of the tropics, from the dusty desert sands to the lush jungles and islands. \n'b' Giant Gecko . These lizards are mostly docile and shy away from attacking creatures larger than a cat or dog. Despite their shyness, they are ultimately curious creatures, and often approach bigger creatures simply to investigate. Of course, a giant gecko is more than capable of defending itself, biting creatures that react violently to the lizard when fleeing is not an option. Some humanoids train giant geckos as bestial guardians. Smaller humanoids (in particular, goblins) can even use the creatures as mounts, taking advantage of their superior climbing skills to attack from seemingly impossible positions and angles. A giant gecko measures 8 feet from nose to tail and weighs 120 pounds. Coloration among giant geckos can vary wildly, though most are some shade of green. \n'b' Giant Horned Lizard . The giant horned lizard is commonly referred to as the blood lizard because of its ability to shoot a stream of blood from its eyes when threatened. The giant horned lizard grows to a length of eight feet. \n'b' Giant Iguana . These bright-eyed lizards are larger than horses. They gather in family groups for mutual protection but make elaborate displays of anger to dissuade predators and indicate they are about to charge. When agitated, a brightly dewlap expands like a colored frill around its neck to make it appear larger. Giant iguanas are very agile for their size , able to scale large trees and rocky cliffs, and are equally at home in the water when hunting or migrating. \n'b' Giant Beaded Lizard . Giant beaded lizards are predators of the scrublands, similar to their lesser kin in many ways. They are opportunistic hunters that live in areas with rocky structures and at least some plant life. Giant beaded lizards spend the sunlight hours either sleeping in a scratch-dug den, wallowing in a mud puddle or basking in the sun. As the sun begins to go down, they hunt, ranging from their burrows to find prey. Giant beaded lizards are not choosy and will attempt to eat almost anything that can fit in their mouths. When a giant beaded lizard finds something potentially edible, it bites down and does not let go. As it chews, it works venom from its lower jaw into the wound. The venom of a giant beaded lizard is not inherently fatal, but causes swelling, fatigue and excruciating pain. Once a creature succumbs to the venom, the lizard tears it apart and eats it in pieces if it cannot swallow the meal whole. The bite of a giant beaded lizard is so strong that it will not let go even in death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton Assassin \n'b' Family: Skeletons \n'b' Medium undead , alignment of controller \n'b' Armor Class 14 (leather) Hit Points 42 (8d8 +16) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Damage Vulnerabilities bludgeoning Damage Resistance(s) piercing, slashing damage Damage Immunities poison Condition Immunities poisond, exhaustion Senses darkvision 60 ft., passive perception 13 Languages none, but they understand the language of their controller Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the skeleton assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. \n'b' Evasion . If the skeleton assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Sneak Attack . Once per turn, the skeleton assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn\xe2\x80\x99t incapacitated so long as the assassin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Undead Nature . A skeleton assassin doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skeleton assassin can make two attacks per turn. \n'b' Rapier . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d8 + 0) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 4 (1d8 + 0) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Often roaming battlefields, skeletons haunt the bravest soldiers\xe2\x80\x99 dreams. These creatures are of limited intelligence, only retaining whatever skills and classes the skeleton possessed in life. They strictly obey orders and will not act without them. Popular with necromancers, they are primarily used as guards and servants. They cannot perceive other undead, and never respond to them as a threat. \n'b' Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain. Like constructs, skeletons obey commands to the best of their abilities and can follow complicated instructions if \xe2\x80\x98the orders are something they would have understood in life. They cannot communicate in any way. \n'b' Skeletons are used for the most menial of household labor, as standing guards, or as a personal army of undead. They only perform these tasks with the skill level the skeleton possessed in life. Therefore, the necromancer who controls them can order warrior skeletons to cook and clean, and peasant skeletons to fight, but they will function poorly because they do not possess those skills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton Champion \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (armor scraps)\n'b'\n'b' Hit Points 58 (9d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Skills Athletics +5, Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages understands Huandei or another ancient language but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The skeleton champion makes two scimitar or shortbow attacks. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton King \n'b' Family: Skeletons \n'b' Medium fey , chaotic evil \n'b' Armor Class 18 Hit Points 285 (30d8 + 150) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 26 (+8) CON: 20 (+5) INT: 23 (+6) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +13, Dexterity +15, Intelligence +13 Skills Deception +13, Perception +11, Persuasion +13, Stealth +15 Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 90 ft., passive Perception 21 Languages Sylvan, Common, Elvish Challenge 24 (62,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . His innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The skeleton king can innately cast the following wizard spells, requiring no components.\n'b'\n'b'\n'b' At will : blade ward, fire bolt, mage hand , minor illusion , prestidigitation \n'b' 3/day : animate dead , animate objects , bestow curse , blight , confusion , detect thoughts , dimension door , dispel magic , dominate person , fog cloud , mirror image , misty step , modify memory , ray of sickness, sleep \n'b' 1/day : circle of death , feeblemind , finger of death , mass suggestion , reverse gravity , scrying , time stop \n'b'\n'b' Magic Resistance . The skeleton king has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The skeleton king can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The skeleton king makes three attacks with his staff. \n'b' Staff of the Skull . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. Target must make DC 21 Constitution saving throw or take an extra 21 (6d6) necrotic damage, taking half as much damage on a successful one. \n'b' Summon Skeletons . The skeleton king can summon 1d12 skeletons twice a day and 1d6 minotaur skeletons once a day. They appear in unoccupied spaces within 60 feet of the skeleton king. \n'b' Dark Smile (Recharge 2-3) . The skeleton king fixes his evil smile on one creature he can see within 30 ft. of him. The target must make a successful DC 21 Wisdom saving throw against this magic or become charmed for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target saves they are immune to the smile for the next 24 hrs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton Knight \n'b' Family: Skeletons \n'b' Large undead, alignment of controller \n'b' Armor Class 15 (breastplate) Hit Points 68 (8d10 +24) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Resistance(s) piercing, slashing damage Damage Immunities poison Condition Immunities poisoned , exhaustion Senses darkvision 60 ft., passive perception 9 Languages none, but they understand the language of their controller Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Command Undead . If the skeleton knight leads a contingent of skeleton minions, the minions seem to take commands and fight in a more organized fashion. All skeleton minions have an additional +2 AC, and +2 to hit doing 1d6 additional damage (which also raises their CR to 2). \n'b' Warriors in Arms . When two or more knights fight together, they get advantage on saving throws vs. Channel Divinity. \n'b' Undead Nature . A skeleton knight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skeleton knight makes two attacks per turn. \n'b' Greatsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. If this attack brings a creature down to 0 hp , the skeleton knight may automatically make an attack against an adjacent creature. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, reach 100/400 ft., one target. Hit : 6 (1d10 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Often roaming battlefields, skeletons haunt the bravest soldiers\xe2\x80\x99 dreams. These creatures are of limited intelligence, only retaining whatever skills and classes the skeleton possessed in life. They strictly obey orders and will not act without them. Popular with necromancers, they are primarily used as guards and servants. They cannot perceive other undead, and never respond to them as a threat. \n'b' Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain. Like constructs, skeletons obey commands to the best of their abilities and can follow complicated instructions if \xe2\x80\x98the orders are something they would have understood in life. They cannot communicate in any way. \n'b' Skeletons are used for the most menial of household labor, as standing guards, or as a personal army of undead. They only perform these tasks with the skill level the skeleton possessed in life. Therefore, the necromancer who controls them can order warrior skeletons to cook and clean, and peasant skeletons to fight, but they will function poorly because they do not possess those skills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton Minion \n'b' Family: Skeletons \n'b' Medium undead , alignment of controller \n'b' Armor Class 13 (leather) Hit Points 13 (2d8+4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Resistance(s) piercing, slashing damage Damage Immunities poison Condition Immunities poisoned , exhaustion Senses darkvision 60 ft., passive perception 9 Languages none, but they understand the language of their controller Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Nature . A skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, reach 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Often roaming battlefields, skeletons haunt the bravest soldiers\xe2\x80\x99 dreams. These creatures are of limited intelligence, only retaining whatever skills and classes the skeleton possessed in life. They strictly obey orders and will not act without them. Popular with necromancers, they are primarily used as guards and servants. They cannot perceive other undead, and never respond to them as a threat. \n'b' Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain. Like constructs, skeletons obey commands to the best of their abilities and can follow complicated instructions if \xe2\x80\x98the orders are something they would have understood in life. They cannot communicate in any way. \n'b' Skeletons are used for the most menial of household labor, as standing guards, or as a personal army of undead. They only perform these tasks with the skill level the skeleton possessed in life. Therefore, the necromancer who controls them can order warrior skeletons to cook and clean, and peasant skeletons to fight, but they will function poorly because they do not possess those skills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon Ape \n'b' Gargantuan fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 201 (13d20 + 65) Speed 50 ft.\n'b' STATS STR: 25 (+7) DEX: 13 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +10, Wisdom +4 Skills Athletics +12, Perception +4, Stealth +6 Damage Resistances acid, cold, fire Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Water Vulnerability . If the demon ape begins its turn with at least half its body submerged in a body of water must make a DC 20 Constitution saving throw. On a failed saving throw, the demon ape\xe2\x80\x99s size is reduced by one step, from Gargantuan to Huge, or Huge to Large, to a minimum of Tiny. When this occurs, the demon ape deals half damage with all of its abilities, its maximum hit points are reduced by 20 for each reduction, and the size which the demon ape can grapple with its Claw attack is reduced by 1 step as well. The demon ape\xe2\x80\x99s size returns to normal over the course of 1 month. \n'b' Actions \n'b' Multiattack . The demon ape makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 20 (2d12 + 7) slashing damage, and the target is grappled (escape DC 20). The demon ape can grapple 1 Large or smaller creature in each claw. \n'b' Deafening Roar (3/day). Creatures that can hear the demon ape within 120 feet of it must make a DC 18 Constitution saving throw. On a failed saving throw, the creature takes 4d10 + 5 thunder damage and is deafened for 1 minute. On a successful saving throw, the creature takes half damage and is not deafened. \n'b' Fling . One Large or smaller object or creature grappled by the demon ape is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton Warrior \n'b' Family: Skeletons \n'b' Large undead , chaotic evil \n'b' Armor Class 18 (armor scraps) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft, passive Perception 11 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Turn Resistance . The skeleton warrior has advantage on saving throws against any effect that turns undead. \n'b' Actions \n'b' Multiattack . The skeleton warrior makes two attacks. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' The skeleton warrior is the largest version of the undead animated skeleton. They are tough warriors, usually clad in scraps of armor. Dark fey create these monsters for the Unseelie Court. \n'b' Obedient Soldiers . Most of the skeleton warriors are part of the Skeleton King\xe2\x80\x99s army and the Autumn Court. They live in the Bone Castle with their leader and many other kinds of undead. \n'b' Spider Rider . These large skeletons often use skeletal spiders as mounts. The sight of this undead cavalry strikes fear in most creatures. \n'b' Undead Nature . A skeleton warrior doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Azer \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3 Damage Vulnerabilities bludgeoning Damage Immunities fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Heated Body . A creature that touches the azer skeleton or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Illumination . The azer skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Undead Nature . The azer skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Magma Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) plus 3 (1d6) fire damage, and the target must succeed on a DC 12 Dexterity saving throw or be restrained by cooling magma. As an action the restrained target can make a DC 12 Strength check, breaking the cooled magma on a success. The magma can also be attacked and destroyed (AC 10; hp 5; vulnerability to cold damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Reactions \n'b' Magma Body . When a creature the azer skeleton can see hits it with an attack, its magma-coated bones harden and it gains resistance to that type of damage, including the damage that triggered this reaction , until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Black \n'b' Family: Skeletons \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (chain shirt) Hit Points 71 (13d8 + 13) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 19 (+4) CON: 13 (+1) INT: 13 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Damage Vulnerabilities bludgeoning, radiant Damage Resistances cold Damage Immunities necrotic, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Shortsword Masters . Black skeletons gain defensive bonuses (+2 to AC) and bonuses to attack (+2 to hit) when wielding two shortswords (included in the statistics). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The black skeleton makes two claw attacks or two shortsword attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing 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 . \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing 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 . \n'b'\n'b' About \n'b' This creature looks like a skeleton with glistening black bones, seemingly constructed of blackened steel. Small red pinpoints of light burn in its hollowed eye sockets. \n'b' Much more powerful than standard skeletons, these minions of evil are often employed as guardians or protectors to keep sealed some ancient knowledge best left undiscovered. They are intelligent monsters and are not subject to the mindless commands that can be given to such undead as skeletons or zombies. They have a clear mind and sometimes go against the commands and wishes of those they serve, if it benefits the black skeleton in question. \n'b' Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives. \n'b' Black skeletons wear any clothes or armor they had in life, and some still carry their gear or weapons (most discard their weapons in favor of two shortswords as soon as they can). \n'b' Black skeletons attack with two shortswords in battle with little more than the intention of cutting their foes to pieces. They are intelligent opponents and will use tactics during battle, often sending several of their number against a foe\xe2\x80\x99s front, while the others move into position to flank their adversaries. Black skeletons are smart enough to know when the battle is lost and withdraw from combat, though rarely. Most simply fight to the death, driven by some unseen hatred for the living.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Cackling \n'b' Family: Skeletons \n'b' Medium undead , neutral evil \n'b' Armor Class 9 Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 9 (-1) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +4 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cackle . The skeleton emits a constant, demoralizing cackle. When a creature that isn\xe2\x80\x99t an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton\xe2\x80\x99s cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn. \n'b' Turn Vulnerability . The cackling skeleton has disadvantage on saving throws against any effect that turns undead. \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. The cackling skeleton has advantage on this attack roll if the target is demoralized. \n'b' Mock (Recharge 5-6) . The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren\xe2\x80\x99t undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw. \n'b'\n'b' ABOUT \n'b' The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor. \n'b' Ironic Origins . When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature\xe2\x80\x99s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life. \n'b' Nihilistic Hecklers . Cackling skeletons find living creatures\xe2\x80\x99 survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway. \n'b' Undead Nature . The cackling skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Clacking \n'b' Family: Skeletons \n'b' Heard before it is seen, the skeleton approaches, its mismatch of bones from various humanoids clacking and clonking together with each horrid step. Leftover armor hangs from it in pieces and small horns jut half-fused from its skull. \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (armor scraps) Hit Points 45 (10d8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 11 (+0) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Horrid Clacking . If the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Undead Nature . A clacking skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The clacking skeleton makes two attacks: one with its glaive and one with its gore or two with its shortbow. \n'b' Glaive . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) slashing damage. \n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' About \n'b' Augmented with necromantic power, the clacking skeleton emits the sound of grinding bone, terrifying those who hear it. \n'b' Tomb Servitors . They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes. Some believe their clacking is a form of complaint that the creatures must continue to serve their masters even after death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bear, Rubber \n'b' Large monstrosity , neutral good \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 42 (5d10+15) \n'b' Speed 40 ft., climb 20 ft., swim 30 ft. (80 ft. when rolling, 120 ft. rolling downhill)\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities paralyzed , poisoned , petrified \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The rubber bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rolling Charge . If the rubber bear rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be forced prone . \n'b' Standing Leap . The rubber bear\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rubber bear makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Deadly Leap . If The rubber bear jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be forced prone and take 15 (3d6 + 5) bludgeoning damage. On a successful save, the creature takes only half the damage, isn\xe2\x80\x99t forced prone , and is pushed 5 feet out of the rubber bear\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the rubber bear\xe2\x80\x99s space. \n'b'\n'b' REACTIONS \n'b'\n'b' Rubbery Flesh . When a creature misses the rubber bear with a melee weapon attack , its rubbery flesh bounces off of it. The attacker must succeed on a DC 16 Strength saving throw, or the weapon drops to the ground in a randomly-determined space next to the rubber bear. \n'b'\n'b' ABOUT \n'b' This bear is fat and of monstrous size , and its color is a rich brown. It has no hair at all upon its body, as most bears have, but is smooth and shiny. It has rows of long, white teeth and fierce claws. \n'b' Despite their fierce appearance, rubber bears are relatively harmless. However, rubber bears\xe2\x80\x99 most powerful attack is to roll into a ball and bounce off opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Common \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \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' The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Efreeti \n'b' Family: Skeletons \n'b' Large undead , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 19 (+4) INT: 8 (-1) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2, Charisma +5 Damage Vulnerabilities bludgeoning Damage Immunities fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., passive Perception 9 Languages understands Ignan but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Fiery Bones . The process that creates an efreet skeleton captures the creature\xe2\x80\x99s essence but leaves its body an unstable figure of burning bones. At the start of each of the efreet skeleton\xe2\x80\x99s turns, its unstable bones spark and crackle, and each creature within 5 feet of it takes 3 (1d6) fire damage. \n'b' Undead Nature . The efreet skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The efreet skeleton makes two Fiery Claws attacks or uses its Hurl Flame twice. \n'b' Fiery Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 14 (4d6) fire damage. \n'b' Dead, Not Fallen (recharge 5-6). The efreet skeleton raises its head haughtily, its crown of flames flaring. Each creature within 20 feet of the efreet skeleton must make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and is knocked prone in supplication. On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Fire Giant \n'b' Family: Skeletons \n'b' Huge undead , lawful evil \n'b' Armor Class 16 (armor scraps) Hit Points 136 (13d12 + 52) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2, Charisma +0 Skills Athletics +8, Perception +2 Damage Vulnerabilities bludgeoning Damage Immunities fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands Giant but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Reinforced Bones . A creature that damages the fire giant skeleton\xe2\x80\x99s metal bones with a metal weapon must succeed on a DC 15 Constitution saving throw or drop the weapon at its feet as the resulting vibration numbs the creature\xe2\x80\x99s limb. \n'b' Undead Nature . The fire giant skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The fire giant skeleton makes two Metal Claws attacks. \n'b' Metal Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage plus 3 (1d6) fire damage. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b' Super Heat (recharge 5-6). The forge magic powering the fire giant skeleton heats its metal bones to an orange glow. Each creature within 20 feet of the skeleton must make a DC 15 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. A creature wearing heavy or medium metal armor instead takes 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Giant Lizard \n'b' Family: Skeletons \n'b' Large undead , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Skills Athletics +5 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal Challenge 1 (200 XP) \n'b' Special Traits \n'b' Undead Nature . A giant lizard skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the giant lizard skeleton can\xe2\x80\x99t use its tail attack on another target. If the target\xe2\x80\x99s check to escape the grapple succeeds by 5 or more, the giant lizard skeleton\xe2\x80\x99s tail breaks and it can\xe2\x80\x99t use its tail again until it finishes a long rest .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon Crab \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The demon can breathe air and water. \n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). The demon has two claws, each of which can only grapple one target. \n'b' Ray of Mutilation . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 7 (2d6) psychic damage and the target must make a DC 14 Constitution saving throw. On a failed save, the target is also cursed with magical deformities. While deformed, the target has its speed halved and has disadvantage on attacks based on Strength or Dexterity . The target can repeat the saving throw whenever it finishes a short or long rest, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Strange waves crossed over from the home of the demons into the ordinary world. These waves corrupted some of the biggest giant crabs and turned them into disgusting fiends. \n'b' Sand Crawlers . Although they are usually in the sea, demon crabs also venture onto beaches and other areas around the coast. There have been recent tales of raids on small fishing villages by these horrid creatures. \n'b' Evil Eye . The fiend\xe2\x80\x99s large eye can shoot out a bizarre green ray. This magical beam can cause a creature to be mutilated in strange ways. The unfortunate victims are often ostracized when they return to their communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Janni \n'b' Family: Skeletons \n'b' Large undead , lawful evil \n'b' Armor Class 14 Hit Points 93 (11d10 + 33) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +2 Skills Perception +2 Damage Vulnerabilities bludgeoning Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands all languages in knew in life but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Elemental Instability . The process that creates a janni skeleton captures the creature\xe2\x80\x99s essence but leaves its body an unstable amalgam of the elements. At the start of each of the janni skeleton\xe2\x80\x99s turns, roll 1d4. The janni skeleton\xe2\x80\x99s element that turn is either cold (1), fire (2), lightning (3), or thunder (4), depending on the result of the roll. \n'b' Undead Nature . The janni skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The janni skeleton makes two Elemental Claws attacks. \n'b' Elemental Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (3d6) damage of the janni skeleton\xe2\x80\x99s element type. \n'b' Elemental Explosion (recharge 5-6). The elemental material holding the janni\xe2\x80\x99s spirit in a skeletal form temporarily ruptures, sending out splinters of elemental bone. Each creature within 15 feet of the janni skeleton must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 14 (4d6) damage of the janni skeleton\xe2\x80\x99s element type on a failed save, or half as much damage on a successful one. The janni skeleton then disappears. It reforms at the start of its next turn in a space within 15 feet of where it exploded with 3 (1d6) fewer hit points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Lead \n'b' Family: Skeletons \n'b' Medium undead , neutral \n'b' Armor Class 18 (natural armor) Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The skeleton is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The skeleton has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The skeleton\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lead skeleton makes two slam attacks. \n'b' Slams . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' About \n'b' This creature appears to be an animated skeleton whose bones have been coated with metal. \n'b' Lead skeletons appear simply to be skeletons coated with metal. Despite their outward appearance, they are actually golem -like constructs and not undead. Therefore, they cannot be turned. \n'b' Lead skeletons appear as 6-foot-tall skeletons constructed of metal. \n'b' Some have gemstones encrusted in the body and eye sockets. A lead skeleton is expensive to create. Those who choose to create such creatures prefer the added fear and awe the skeletons tend to receive, and have a great deal of additional wealth and time. \n'b' Lead skeletons can be programmed to attack only certain creatures or be programmed to accept certain passwords or types of clothing. \n'b' More complex programming tends to fail. While lead skeletons might not have the same abilities as other golems, their immunities and speed make them extraordinarily dangerous. They use their fists to inflict large amounts of damage and attack a single target until it is dead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Minotaur \n'b' Family: Skeletons \n'b' Large undead , lawful evil \n'b' Armor Class 12 (natural armor) Hit Points 67 (9d10 + 18) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned ; Senses darkvision 60 ft., passive Perception 9 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 2 (100 XP) \n'b' Special Traits \n'b' Charge : If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. \n'b' Actions \n'b' Greataxe : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage. \n'b' Gore : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' About \n'b' A terrible composition of bones rattles before you, with an ivory bovine skull set atop a giant humanoid skeleton.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Monarch \n'b' Family: Skeletons \n'b' An undead monarch, tight white skin clinging to its skeletal visage and a crooked oversized crown dangling precariously from the top of its skull, stares with glee at the coming battle. \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (chain mail) Hit Points 142 (15d8 + 75) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Master Tactician . The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sovereign\xe2\x80\x99s Command . As a bonus action , the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round. \n'b' Turning Defiance . The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Undead Nature . The monarch skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The monarch skeleton makes two dreadblade attacks. \n'b' Dreadblade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp 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 hp maximum to 0. \n'b' Grasp of the Grave (Recharge 5-6) . Each non- skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check. \n'b' About \n'b' Undead King . Necromantic energy seeps from the monarch and warps the reality of the mortal world it corrupts. It brings all that appear before it to their knees in reverence. A powerful arcane necromancer could discover and unlock the ability to command armies of undead with the remains of a monarch skeleton, but such research risks madness. \n'b' Dread Blade . The blade the monarch wields is a powerful and cursed weapon when in the hands of the monarch. Infused with corruption, it slices through what remains of a mortal coil. \n'b' Ghostly Minions . The monarch skeleton can call upon the greatest warriors who have fallen before to rise and hold its enemies at bay. The monarch is often accompanied by a royal guard of skeletons eager to defend their sovereign.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Noble \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 13 Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 8 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +1 Skills Deception +5, History +2, Persuasion +5 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages any languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Air of Nobility . Skeletons of CR 1 or lower within 15 feet of the noble skeleton obey the noble\xe2\x80\x99s verbal commands to the best of their abilities. If a skeleton is under the control of another creature, the controller must succeed on a contested Charisma check with the noble skeleton each time the controller commands the skeleton to act or the skeleton doesn\xe2\x80\x99t obey its controller. \n'b' Turning Defiance . The noble skeleton and any skeletons within 15 feet of it have advantage on saving throws against effects that turn undead. \n'b' Undead Nature . A noble skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The noble skeleton makes three attacks, only one of which can be with its Broken Mirror. \n'b' Scepter . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Hairpin . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Broken Mirror . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage and the target must make a DC 13 Dexterity saving throw. On a failure, a shard of the mirror breaks off and sticks in the target\xe2\x80\x99s flesh. The target takes 3 (1d6) piercing damage at the start of each of its turns as long as the mirror shard remains lodged in its flesh. A creature, including the target, can take its action to remove the shard by succeeding on a DC 13 Wisdom ( Medicine ) check. The shard also falls out if the target receives magical healing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Pirate \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 12 Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the skeleton to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead. \n'b' Actions \n'b' Cutlass . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Light Pistol . Ranged Weapon Attack : +4 to hit, range 50/200 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' Pirate skeletons are cursed to serve under their captain\xe2\x80\x99s orders for eternity. These skeletons are singular in their purpose of keeping trespassers away from their captain\xe2\x80\x99s lair. Pirate skeletons are easily distracted and prone to arguing loudly while on guard or patrol duty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bearfolk \n'b' Family: Bearfolk \n'b' Medium humanoid (bearfolk), chaotic good \n'b' Armor Class 14 (hide armor) Hit Points 45 (6d8 + 18) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Common, Giant Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The bearfolk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bearfolk makes one Battleaxe attack, one Warhammer attack, and one Bite attack . \n'b' Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Warhammer . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Frenzy (Recharges after a Long or Short Rest) . The bearfolk triggers a berserk frenzy that lasts 1 minute. While in frenzy, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. \n'b'\n'b' ABOUT \n'b' Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It\xe2\x80\x99s a solid slab of muscle that towers over most humans. \n'b' The hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their muscular bodies. \n'b' Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds. \n'b' Sworn to the Bear King . Bearfolk are almost universally the subjects of the Bear King. The bearfolk protect the cities of their northern kingdom and roam the wooded roads of the wilderness. The greatest number of bearfolk are concentrated around the court of the Bear King himself, with ancient bear jarls governing their unruly kin. \n'b' Only a handful of renegades, exiles, and other rogue bearfolk live permanently outside this society. \n'b' Passionate and Volatile . Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Pirate Captain \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 13 (thick coat) Hit Points 65 (10d8+20) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Constitution +4 Skills Athletics +5, Intimidation +4 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the skeleton to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The skeleton makes three melee attacks with its cutlass, or makes two ranged attacks with its death bolt. \n'b' Cutlass . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Death Bolt . Ranged Weapon Attack : +4 to hit, reach 20/60 ft., one target. Hit : (1d8) necrotic damage. \n'b' Reactions \n'b' Parry . The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon. \n'b' About \n'b' Pirate skeletons are cursed to serve under their captain\xe2\x80\x99s orders for eternity. These skeletons are singular in their purpose of keeping trespassers away from their captain\xe2\x80\x99s lair. Pirate skeletons are easily distracted and prone to arguing loudly while on guard or patrol duty. \n'b' Those who are unfortunate enough to encounter skeletons face a foe cursed to endure undeath for eternity. These skeletons retain much of the personality they had in life, but are consumed by greed, hate, and protecting their treasure. \n'b' Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy. A pirate captain skeleton is always close to their treasure hoard, counting and recounting it, never letting it leave their gaze. If disturbed, the captain fights without mercy until it can return to its work undisturbed. These skeletons are skilled with the cutlass and innate necrotic magic. If defeated, the captain and his crew are freed of their curse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Shadow \n'b' Family: Skeletons \n'b' The skeleton\xe2\x80\x99s ribs are filled with shadow essence, which slithers in constant motion like the writhing of eels in a carcass. The whole sight is disquieting as it moves itself with a gliding, almost liquid step. \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 9 (-1) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, piercing, slashing Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Undead Nature . The shadow skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The shadow skeleton makes two scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage. \n'b' Finger Darts . Ranged Weapon Attack : +5 to hit, range 30 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature other than an undead or a construct, it must make a DC 12 Constitution saving throw. On a failure, the target is surrounded by a shadowy aura for 1 minute. While surrounded by the aura, the target takes an extra 7 (2d6) necrotic damage when hit by the scimitar attack of a shadow skeleton. Any creature can take an action to extinguish the shadow with a successful DC 12 Intelligence ( Arcana ) check. The shadow also extinguishes if the target receives magical healing . \n'b' About \n'b' Shadow Realms and Rivers . Shadow skeletons are often servants to shadow river lords or other powerful creatures of shadow. Their writhing purple hearts generate a small amount of light-just enough to cast a shadow, never more. \n'b' Malign Intent . Unlike ordinary skeletons, shadow skeletons have been known to display some cunning and a certain depth of cruelty. They sometimes chase small living animals or fling bits of bone and shadow at birds or bats.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Sharkjaw \n'b' Family: Skeletons \n'b' Large undead , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +2 Damage Vulnerabilities bludgeoning Damage Immunities cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., blindsight 30 ft., passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Nature . The sharkjaw skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). The skeleton can grapple up to two targets at a time. \n'b' Devouring Embrace . The sharkjaw skeleton devours a Medium or smaller creature grappled by it. The grapple ends, the devoured target is restrained in the skeleton\xe2\x80\x99s many jaws, and the target takes 7 (2d6) piercing damage at the start of each of the skeleton\xe2\x80\x99s turns. If the skeleton moves, the devoured target moves with it. The skeleton can devour only one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the skeleton\xe2\x80\x99s many jaws by succeeding on a DC 13 Strength check. \n'b'\n'b' ABOUT \n'b' A skeletal humanoid made entirely of shark\xe2\x80\x99s jaws steps out from the water, dripping strands of seaweed. \n'b' Made from numerous, interlocking shark\xe2\x80\x99s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks. \n'b' Undead Automaton . Sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton\xe2\x80\x99s creator can give it new commands while near the skeleton. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it fights back if attacked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon Gate \n'b' Large construct , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 253 (22d10 + 132) Speed 0 ft.\n'b' STATS STR: 26 (+8) DEX: 1 (-5) CON: 22 (+6) INT: 20 (+5) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +14, Constitution +12, Wisdom +9, Charisma +12 Skills Insight +9, Perception +9 Damage Resistances acid, cold Damage Immunities fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Burn . As a bonus action, the demon gate causes its body to be wreathed in flame. At the start of each of the demon gate\xe2\x80\x99s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the demon gate or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Death Throes . When the demon gate dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed saving throw, or half as much damage on a successful saving throw. The explosion ignites flammable objects in that area that aren\xe2\x80\x99t being worn or carried. \n'b' Innate Spellcasting . The demon gate\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20). It can cast the following spells, requiring no verbal or material components.\n'b'\n'b' At will : bane \n'b' 3/day each : dispel magic , fireball , telekinesis , wall of fire \n'b' 1/day : fire storm \n'b'\n'b' Magic Resistance . The demon gate has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The demon gate\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . If a demon gate is destroyed, it gains a new body in 24 hours, regaining all its hit points and becoming active again. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (4d10 + 8) piercing damage plus 18 (4d8) fire damage and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained , and the demon gate can\xe2\x80\x99t grapple another target. At the start of each of the demon gate\xe2\x80\x99s turns, the target takes 30 (4d10+ 8) bludgeoning damage plus 18 (4d8) fire damage. \n'b' Tongue . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 26 (4d8 + 8) slashing damage plus 14 (4d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Swordbreaker (Veteran) \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fossilized Bones . Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The veteran swordbreaker skeleton makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack . \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Heavy Crossbow . Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10 + 1) piercing damage. \n'b' One Hundred Mage Hands . The snake is surrounded by one hundred, magical, spectral hands. The hands can\xe2\x80\x99t be targeted by spells or attacks and are immune to damage. The hands float within 30 feet of the snake and move with their serpent commander. The snake can decide if the hands are visible. Each hand can carry an object weighing up to 10 pounds and no more than three hands can work in tandem to carry one larger object. The snake\xe2\x80\x99s Dexterity ( Sleight of Hand ) checks have a range of 30 feet. Whenever the snake makes a Dexterity ( Sleight of Hand ) check, it can make up to four such checks as part of the same action, but each check must be against a different target. The snake can perform actions normally restricted to creatures with hands, such as opening a door, stirring a bowl of soup, or carrying a lantern. The hands can\xe2\x80\x99t wield weapons or shields or make attacks, except as part of the snake\xe2\x80\x99s Flying Fists action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snake with a hundred mage hands makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft. creature. Hit : 9 (2d4 + 4) piercing damage. \n'b' Flying Fists (Recharge 5-6) . The snake unleashes a flurry of spectral punches in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b'\n'b' ABOUT \n'b' The small snake slithers forward. As it nears a door, spectral hands appear all around it, opening and pushing the door to allow the snake entry. \n'b' Thieves\xe2\x80\x99 guilds with magically inclined members often imbue particularly crafty snakes with keen intelligence, telepathy, and the ability to summon dozens of mage hands to aid the guild.\xc2\xa0The small, stealthy creatures are capable of carrying out heists that are logistically impractical for humanoids due to their bulk.\xc2\xa0Predictably, the clever reptiles often escape their creators and carve out small territories for themselves in the more disreputable parts of cities where their true identities won\xe2\x80\x99t easily be discovered. \n'b' Snakes with a hundred mage hands are known for their mischievous nature. Many are kleptomaniacs and swindlers, using their talents to deceive humanoids and steal objects they find pleasing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Two-Headed Pirate \n'b' Family: Skeletons \n'b' Medium undead , lawful evil \n'b' Armor Class 13 Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the skeleton to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The skeleton makes three melee attacks with its cutlasses and one ranged attack with its pistol. \n'b' Cutlass . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Heavy Pistol . Ranged Weapon Attack : +5 to hit, range 60/240 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' About \n'b' These skeletons served as officers under their captain while alive. Now they are cursed to hunt down trespassers who seek their ill-gotten treasure hoard. These skeletons are of two minds, as likely to cooperate as argue when deciding on the best way to handle a foe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Vine Troll \n'b' Family: Skeletons \n'b' Large undead , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 153 (18d10 + 54) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities deafened , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the skeleton\xe2\x80\x99s next turn. The skeleton dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate or if its bound tree is destroyed (see Tree Bound trait). \n'b' Tree Bound . The vine troll skeleton is magically bound to a duskthorn dryad , tree, or treant , and the skeleton must stay within 1 mile of it. If the skeleton\xe2\x80\x99s bound duskthorn dryad , tree, or treant dies, the skeleton is immediately destroyed and doesn\xe2\x80\x99t regenerate . \n'b' Undead Nature . The vine troll skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Poisoned Thorn . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 8 (2d6 + 1) piercing damage plus 10 (3d6) poison damage. \n'b'\n'b' ABOUT \n'b' Moss and flowering vines cover the hulking skeleton. \n'b' Corrupted Earth Magic . Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by corrupted earth magic for a purpose, and that energy empowers great strength and endurance\xe2\x80\x94but little in the way of wits. \n'b' Constant Regrowth . The vines holding the skeleton together regenerate quickly. This powerful magic allows vine troll skeletons to reattach severed limbs. Just like with their living cousins, only fire or acid can destroy vine troll skeletons, rendering the living vines harmless. \n'b' Bound to a Tree\xe2\x80\x99s Heart . Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad\xe2\x80\x99s tree, a treant, or a weeping treant. They are created by enchanting a dead troll\xe2\x80\x99s heart and fusing that heart with the vines of a duskthorn dryad or with the heartwood of a tree or treant, calling on magic similar to that involved in binding a dryad to her tree. Killing the duskthorn dryad or destroying the heart at the center of the parent tree kills the skeleton bound to that heart. Because of this, vine troll skeletons are single-minded defenders of their parent tree or duskthorn dryad.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Warhorse \n'b' Family: Skeletons \n'b' Large undead , lawful evil \n'b' Armor Class 13 (barding scraps) Hit Points 22 (3d10 + 6) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' About \n'b' The skeleton of a warhorse clatters about in mimicry of the duties it once fulfilled in life.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skeleton, Warrior \n'b' Family: Skeletons \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (+2 splint mail) Hit Points 97 (13d8 + 39) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Wisdom +6, Charisma +7 Skills Insight +6, Intimidate +7, Perception +6 Damage Resistances piercing and slashing damage from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , poisoned , unconscious Senses Truesight 60 ft., passive Perception 16 Languages Common, any other language the warrior knew in life Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day). If the skeleton warrior fails a saving throw, it can choose to succeed instead. \n'b' Track Circlet . A skeleton warrior can track and find its circlet unerringly. It can also find the last person who possessed the circlet. \n'b' Unholy Fortitude . Skeleton Warriors have advantage on saving throws against being turned. \n'b' Actions \n'b' Multiattack . A skeleton warrior makes two Greatsword attacks \n'b' +2 Greatsword . Melee Weapon Attack : +12 to hit, reach 5 ft., one creature. Hit : 14 (2d6 + 7) slashing damage plus 3 (1d6) necrotic damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range ft./600 ft., one creature. Hit : 7 (1d12 + 1) piercing damage plus 7 (2d6) necrotic damage, and the target must make a successful DC 16 Constitution saving throw or be infected with crypt fatigue \n'b' Legendary Actions \n'b' The skeleton warrior can take up to three legendary actions per round. Legendary actions are taken at the end of another creature\xe2\x80\x99s turn, and only one can be taken after each turn. \n'b' Attack . The skeleton warrior makes a Greatsword or Longbow attack . \n'b' Drain Life . Melee Weapon Attack : +10 to hit, reach 5 ft.; one creature. Hit : the target must make a successful DC 16 Constitution saving throw or be infected with crypt fatigue. If already infected, a failed saving throw causes the creature to gain another level of exhaustion . \n'b' Instill Dread . One living creature within 50 feet of the skeleton warrior, which the skeleton warrior can see, must make a successful DC 15 Wisdom saving throw or be frightened for 2d4 rounds. A successful save renders the target immune to this skeleton warrior\xe2\x80\x99s dread for 24 hours.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skelzi \n'b' Family: Skelzi \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses passive Perception 10 Languages Common, Unique Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Whip . A skelzi\xe2\x80\x99s vicious blood whip causes wounds that bleed profusely. A creature must make a DC 12 Constitution saving throw every time it takes damage from a blood whip. If the saving throw fails, the wound bleeds freely and the creature takes 4 (1d4 + 2) necrotic damage at the start of each of its turns. Bleeding continues until it is ended with magical healing or if the affected creature or another creature adjacent to it binds the wound by spending an action and making a successful DC 12 Wisdom ( Medicine ) check. Every bleeding wound causes additional damage and must be treated separately; a character that was struck three times by blood whips, for example, takes 3d4 + 6 damage at the start of its next turn if none of those wounds is treated before then. A blood whip behaves as a normal whip when wielded by anyone who is not a skelzi. \n'b' Chameleonic Hide . If they shed their garments, skelzis can hide when they are lightly obscured, their Stealth bonus increases to +6, and they have advantage on Stealth checks and on initiative rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A skelzi makes one Claw attack and one Blood Whip attack . \n'b' Blood Whip . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 4 (1d4 + 2) slashing damage and the target must make a successful DC 12 Constitution saving throw or take continuing damage from bleeding (see Blood Whip above). \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' Skelzis originate from beyond the Material Plane. They have humanoid bodies with leathery skin, but their human appearance is rendered alien by the long, sharp beak that protrudes from the birdlike skelzi face. Moreover, a skelzi\xe2\x80\x99s hide is chameleonic and can change to blend with its surroundings. The creatures usually travel robed and masked so that they are less alarming to other races and to conceal their chameleonic power until the need for it arises. A typical skelzi stands six feet tall and weighs 160 pounds. A number of vampiric skelzis exist, having been transformed via ritual by Fuulagh (see the blood orchid entry) and through other means. About half of them are also spellcasters (see sidebar). \n'b' Skelzis are aggressively expansionistic, so countless colonies and more than a few empires exist across the infinite planes of existence. Great skelzi empires tend to be decadent, corrupt, torpid, and slow to respond to threats. When they do respond, it is likely to be with overwhelming force.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skelzi, Vampiric \n'b' Family: Skelzi \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses passive Perception 12 Languages Common, Skelzi Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chameleonic Hide . If the skelzi sheds its garments, it can hide when lightly obscured, its Stealth bonus increases to +6, and it has advantage on Dexterity ( Stealth ) checks and on initiative rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skelzi makes one Claw attack and one Blood Whip attack . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Blood Whip . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 4 (1d4 + 2) slashing damage and the target must make a successful DC 12 Constitution saving throw or take a bleeding wound. At the start of each of the wounded creature\xe2\x80\x99s turns, it takes 1d6 necrotic damage for each time it has been wounded, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within five feet of it, can use an action to make a DC 15 Wisdom ( Medicine ) check, ending the effect of such wounds on it on a success. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one willing creature or a creature that is grappled by the skelzi, incapacitated , or restrained . Hit : 4 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the skelzi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Charm . One creature within 30 feet must succeed on a DC 10 Wisdom saving throw or be charmed for 24 hours. The creature is not under the skelzi\xe2\x80\x99s control but regards it as a trusted friend, takes its requests as favorably as possible, and is willing to be bitten. Each time the skelzi or its allies do anything harmful to the creature, it can repeat the saving throw. \n'b'\n'b' ABOUT \n'b' Skelzis originate from beyond the Material Plane. They have humanoid bodies with leathery skin, but their human appearance is rendered alien by the long, sharp beak that protrudes from the birdlike skelzi face. Moreover, a skelzi\xe2\x80\x99s hide is chameleonic and can change to blend with its surroundings. The creatures usually travel robed and masked so that they are less alarming to other races and to conceal their chameleonic power until the need for it arises. A typical skelzi stands six feet tall and weighs 160 pounds. A number of vampiric skelzis exist, having been transformed via ritual by Fuulagh (see the blood orchid entry) and through other means. About half of them are also spellcasters (see below). \n'b' Skelzis are aggressively expansionistic, so countless colonies and more than a few empires exist across the infinite planes of existence. Great skelzi empires tend to be decadent, corrupt, torpid, and slow to respond to threats. When they do respond, it is likely to be with overwhelming force. \n'b' Skelzi Spellcasters \n'b' Some skelzi are also spellcasters. A spellcasting skelzi has a Challenge of 2 (450 XP), Intelligence 15 (+2), and the spellcasting trait: \n'b' Spellcasting . The skelzi is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells: \n'b'\n'b' Cantrips (at will) : light , minor illusion , poison spray, shocking grasp \n'b' 1st level (4 slots) : grease , magic missile \n'b' 2nd level (3 slots) : blindness/deafness , enlarge/reduce , hold person \n'b' 3rd level (2 slots) : lightning bolt , slow'}