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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bearfolk Chieftain \n'b' Family: Bearfolk \n'b' With white fur and a sturdy ax, bearfolk chieftains use their size and appearance to threaten strangers. Those who show courage are often welcomed to join the tribe around a fire and feast on seal meat. \n'b' Medium humanoid (bearfolk), chaotic good \n'b' Armor Class 17 (chain shirt, shield) Hit Points 130 (20d8 + 40) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 9 (-1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +5 Skills Athletics +11, Insight +5, Intimidation +7, Persuasion +4, Survival +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the bearfolk chieftain hits with it (included in the attack ). \n'b' Frenzy (1/rest) . As a bonus action , the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. \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 two attacks with its battleaxe and one with its bite. \n'b' Battleaxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the bearfolk chieftain can, as a reaction , utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated. \n'b' Savage Charge . If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the bearfolk can make one bite attack against it as a bonus action . \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the bearfolk scores a critical hit with its bite attack, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature is grappled (escape DC 16). While grappling a creature in this manner, the bearfolk can\xe2\x80\x99t issue commands or warnings with its Leadership feature. \n'b'\n'b' About \n'b' Bearfolk thrive over a wide territory. Their fondness for wandering and their honest nature makes them natural friends to dwarves and humans against giants and ogres. \n'b' Balanced Strength . Ruling even a small clan of bearfolk requires patience, sagacity, and ferocity in equal measure, and chieftains who last more than a season display mastery of such a balance. What tales the skalds do not tell of their deeds can be read in their scars, which they display with pride. Always flanked by loyal guards willing to enforce their will, bearfolk chieftains must nonetheless remain ready to wade into battle at a moment\xe2\x80\x99s notice against the horrors that lurk in their frozen wilderness or the challenges of their would-be successors. \n'b' Axe of Rulership . Each chieftain owns (and often wields) an axe of some kind as a totem of rulership. Stealing a bearfolk chieftain\xe2\x80\x99s axe is a crime that usually results in death or exile.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skerrai Bonebreaker \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (19d8 + 19) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +7 Skills Insight +7, Intimidation +7, Perception +7 Damage Resistances cold, psychic Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Draconic, Primordial, Titan Speech; telepathy 120 ft. \n'b' Challenge Rating 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Implantation . On a successful sting attack against a creature, the skerrai may implant the target with a larval skerrai, which burrows itself into the creature\xe2\x80\x99s body, eating the host alive. The target must succeed on a DC 15 Constitution saving throw to overcome the larval infestation. On a failure, the target suffers 1d4 Constitution loss after one minute, repeating that loss every minute thereafter until the host dies. A lesser restoration spell or similar magic can end the infestation, though the caster must succeed on a DC 15 caster ability check (made at disadvantage due to the larva\xe2\x80\x99s magic resistance ) to do so. Spells and magical effects that restore hit points to the victim also require a DC 15 caster ability check to function while the larva is still infesting the target. If the victim is reduced to 0 Constitution while infected, the larval skerrai bursts from its body and scurries to safety. They become fully grown within a year. An average skerrai has 2d6 larva ready to inject, and their body replenishes this larval stock in just over a week. \n'b' Innate Spellcasting (Psionics) . The skerrai\xe2\x80\x99s innate spellcasting ability is Intelligence (spell attack +7, spell save DC 15). They can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , detect thoughts , mage hand , suggestion \n'b' 3/day each : empathy of the faceless one\xe2\x80\xa1, fracture\xe2\x80\xa1, telekinesis \n'b' 1/day : rupture\xe2\x80\xa1 \n'b'\n'b' Magic Resistance . The skerrai has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the skerrai has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The skerrai makes two spear or whip attacks, and one sting attack . \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) if used with two hands. \n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Whip . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d4 + 3) slashing damage. \n'b' Mind Blast (Recharge 6) . The skerrai discharges a wave of psionic energy in a 60-foot cone. Each creature within the area must succeed on a DC 15 Wisdom save or be overcome by crushing pain, falling prone and being stunned for 3d4 rounds. \n'b'\n'b' About \n'b' A humanoid torso, arms, and head, covered in chitinous plating, jut up from a scorpion-like body.\xc2\xa0Multifaceted eyes glare out above its crimson mandibles while the creature\xe2\x80\x99s stinger flits about, constantly seeking a target. The skerrai\xe2\x80\x99s malevolence seethes from it like a palpable cloud. \n'b' Skerrai are asexual creatures that reproduce by injecting larvae into living hosts who they rapidly devour from the inside. Indeed, this accelerated birthing process reflects the brisk pace of skerrai life. Cities beneath the surface teem with hundreds of bustling skerrai. Those who have witnessed it liken a skerrai hold to a kicked anthill \xe2\x80\x93 if each ant was determined to overpower anything that it encountered, including the other ants. Vying for more power is key in skerrai society. In the near-constant struggle for dominance, losing can mean death or exile \xe2\x80\x93 even for tribal leaders and communities. And though skerrai detest losing to one another, it is inexcusable for a skerrai to fall to one of the lesser races that they overpower and enslave. It is a twist of irony that such foes (lesser beings who have slain skerrai) are sought out fervently to become host to skerrai larvae. \n'b' Skerrai society consists of a convoluted caste system, though a role does not always elevate one skerrai over others. \n'b' Scholars have argued endlessly over the logic of the system, though many agree that perhaps it is more survival of the fittest than an ordered system. Those who have defeated the most enemies, or defeated the most rivals within their society, seem to hold more power. No visible markings or identifiers have been found to prove this, though the skerrai seem to instinctively sense who leads and who follows. Roles that stand out are bonebreakers (who watch over slaves and punish their mistake, and are especially ferocious and deadly combatants) and the mindsingers (whose psionic abilities make them a boon for other skerrai during combat, as well as horrid foes themselves).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skerrai Mindsinger \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 110 (20d8 + 20) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +7 Skills Insight +5, Intimidation +7, Perception +5 Damage Resistances cold, psychic Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Draconic, Primordial, Titan Speech; telepathy 120 ft. \n'b' Challenge Rating 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Implantation . On a successful sting attack against a creature, the skerrai may implant the target with a larval skerrai, which burrows itself into the creature\xe2\x80\x99s body, eating the host alive. The target must succeed on a DC 15 Constitution saving throw to overcome the larval infestation. On a failure, the target suffers 1d4 Constitution loss after one minute, repeating that loss every minute thereafter until the host dies. A lesser restoration spell or similar magic can end the infestation, though the caster must succeed on a DC 15 caster ability check (made at disadvantage due to the larva\xe2\x80\x99s magic resistance ) to do so. Spells and magical effects that restore hit points to the victim also require a DC 15 caster ability check to function while the larva is still infesting the target. If the victim is reduced to 0 Constitution while infected, the larval skerrai bursts from its body and scurries to safety. They become fully grown within a year. An average skerrai has 2d6 larva ready to inject, and their body replenishes this larval stock in just over a week. \n'b' Innate Spellcasting (Psionics) . The skerrai\xe2\x80\x99s innate spellcasting ability is Intelligence (spell attack +7, spell save DC 15). They can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , detect thoughts , suggestion , vicious mockery \n'b' 3/day each : compulsion, confusion , eyebite , dominate person , expeditious retreat , shield \n'b' 1/day each : dominate monster , mass suggestion , regenerate \n'b'\n'b' Magic Resistance . The skerrai has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the skerrai has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The skerrai makes one spear attack and one sting attack . \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) if used with two hands. \n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Bolstering Aura . The skerrai emits a psychic aura that bolsters up to four creatures within 30 feet of it. As long as they remain in the aura, the target creatures gain 22 (4d10) temporary hit points , make their attacks at advantage, have advantage on Constitution , Wisdom and Charisma saving throws, and have a +2 bonus to damage dealt by physical or psychic attacks. If the mindsinger takes damage, they must succeed on a Constitution saving throw to maintain the aura. Likewise, the aura fails if the mindsinger falls unconscious . \n'b' Mind Blast (Recharge 6) . The skerrai discharges a wave of psionic energy in a 60-foot cone. Each creature within the area must succeed on a DC 15 Wisdom save or be stunned for 3d4 rounds. \n'b'\n'b' About \n'b' A humanoid torso, arms, and head, covered in chitinous plating, jut up from a scorpion-like body.\xc2\xa0Multifaceted eyes glare out above its crimson mandibles while the creature\xe2\x80\x99s stinger flits about, constantly seeking a target. The skerrai\xe2\x80\x99s malevolence seethes from it like a palpable cloud. \n'b' Skerrai are asexual creatures that reproduce by injecting larvae into living hosts who they rapidly devour from the inside. Indeed, this accelerated birthing process reflects the brisk pace of skerrai life. Cities beneath the surface teem with hundreds of bustling skerrai. Those who have witnessed it liken a skerrai hold to a kicked anthill \xe2\x80\x93 if each ant was determined to overpower anything that it encountered, including the other ants. Vying for more power is key in skerrai society. In the near-constant struggle for dominance, losing can mean death or exile \xe2\x80\x93 even for tribal leaders and communities. And though skerrai detest losing to one another, it is inexcusable for a skerrai to fall to one of the lesser races that they overpower and enslave. It is a twist of irony that such foes (lesser beings who have slain skerrai) are sought out fervently to become host to skerrai larvae. \n'b' Skerrai society consists of a convoluted caste system, though a role does not always elevate one skerrai over others. \n'b' Scholars have argued endlessly over the logic of the system, though many agree that perhaps it is more survival of the fittest than an ordered system. Those who have defeated the most enemies, or defeated the most rivals within their society, seem to hold more power. No visible markings or identifiers have been found to prove this, though the skerrai seem to instinctively sense who leads and who follows. Roles that stand out are bonebreakers (who watch over slaves and punish their mistake, and are especially ferocious and deadly combatants) and the mindsingers (whose psionic abilities make them a boon for other skerrai during combat, as well as horrid foes themselves).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon Goat \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The demon regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demon makes two attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) piercing damage. \n'b' Ram . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Goats are one of the oldest domesticated animals in the world. Their milk, skin, meat, and fur have been used for many years to support humanoid communities. This goat is an exception, a horrifying fiend that prowls the hills. \n'b' Horned Horror . Like other goats, these monsters will eat absolutely anything and everything. Searching through the contents of their stomachs one can discover coins or even magic items. \n'b' Night Terror . The demon goat is most active at night. Hiding in the inky blackness it can surprise most prey because of its ability to see in the dark. \n'b' Alchemical Aids . Some witches, hags, cultists, and alchemists use the parts of a demon goat to create bizarre potions. Its milk is said to enable the drinker to speak Abyssal for a day. At times, evildoers will hire an unsuspecting party to kill a demon goat in order to use the fiend as an alchemical resource.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skerrai, Immature \n'b' Small monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (10d6 + 10) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances cold, psychic Senses darkvision 120 ft., passive Perception 14 Languages telepathy 120 ft. \n'b' Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting (Psionics) . The skerrai\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 11). They can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , suggestion \n'b'\n'b' Magic Resistance . The skerrai has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the skerrai has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Mind Blast (Recharge 6) . The skerrai discharges a blast of psionic energy at a creature within 30 feet of them. The target must succeed on a DC 11 Wisdom save or be stunned until the start of the skerrai\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' A humanoid torso, arms, and head, covered in chitinous plating, jut up from a scorpion-like body.\xc2\xa0Multifaceted eyes glare out above its crimson mandibles while the creature\xe2\x80\x99s stinger flits about, constantly seeking a target. The skerrai\xe2\x80\x99s malevolence seethes from it like a palpable cloud. \n'b' Skerrai are asexual creatures that reproduce by injecting larvae into living hosts who they rapidly devour from the inside. Indeed, this accelerated birthing process reflects the brisk pace of skerrai life. Cities beneath the surface teem with hundreds of bustling skerrai. Those who have witnessed it liken a skerrai hold to a kicked anthill \xe2\x80\x93 if each ant was determined to overpower anything that it encountered, including the other ants. Vying for more power is key in skerrai society. In the near-constant struggle for dominance, losing can mean death or exile \xe2\x80\x93 even for tribal leaders and communities. And though skerrai detest losing to one another, it is inexcusable for a skerrai to fall to one of the lesser races that they overpower and enslave. It is a twist of irony that such foes (lesser beings who have slain skerrai) are sought out fervently to become host to skerrai larvae. \n'b' Skerrai society consists of a convoluted caste system, though a role does not always elevate one skerrai over others. \n'b' Scholars have argued endlessly over the logic of the system, though many agree that perhaps it is more survival of the fittest than an ordered system. Those who have defeated the most enemies, or defeated the most rivals within their society, seem to hold more power. No visible markings or identifiers have been found to prove this, though the skerrai seem to instinctively sense who leads and who follows. Roles that stand out are bonebreakers (who watch over slaves and punish their mistake, and are especially ferocious and deadly combatants) and the mindsingers (whose psionic abilities make them a boon for other skerrai during combat, as well as horrid foes themselves).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skerrai, Mature \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 71 (13d8 + 13) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +5 Skills Insight +4, Intimidation +5, Perception +4 Damage Resistances cold, psychic Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Draconic, Primordial, Titan Speech; telepathy 120 ft. \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Implantation . On a successful sting attack against a creature, the skerrai may implant the target with a larval skerrai, which burrows itself into the creature\xe2\x80\x99s body, eating the host alive. The target must succeed on a DC 14 Constitution saving throw to overcome the larval infestation. On a failure, the target suffers 1d4 Constitution loss after one minute, repeating that loss every minute thereafter until the host dies. A lesser restoration spell or similar magic can end the infestation, though the caster must succeed on a DC 14 caster ability check (made at disadvantage due to the larva\xe2\x80\x99s magic resistance ) to do so. Spells and magical effects that restore hit points to the victim also require a DC 14 caster ability check to function while the larva is still infesting the target. If the victim is reduced to 0 Constitution while infected, the larval skerrai bursts from its body and scurries to safety. They become fully grown within a year. An average skerrai has 2d6 larva ready to inject, and their body replenishes this larval stock in just over a week. \n'b' Innate Spellcasting (Psionics) . The skerrai\xe2\x80\x99s innate spellcasting ability is Intelligence (spell attack +5, spell save DC 13). They can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , detect thoughts , suggestion \n'b'\n'b' Magic Resistance . The skerrai has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the skerrai has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The skerrai makes one spear attack and one sting attack . \n'b' Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) if used with two hands. \n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Mind Blast (Recharge 6) . The skerrai discharges a wave of psionic energy in a 60-foot cone. Each creature within the area must succeed on a DC 13 Wisdom save or be stunned for 2d4 rounds. \n'b'\n'b' About \n'b' A humanoid torso, arms, and head, covered in chitinous plating, jut up from a scorpion-like body.\xc2\xa0Multifaceted eyes glare out above its crimson mandibles while the creature\xe2\x80\x99s stinger flits about, constantly seeking a target. The skerrai\xe2\x80\x99s malevolence seethes from it like a palpable cloud. \n'b' Skerrai are asexual creatures that reproduce by injecting larvae into living hosts who they rapidly devour from the inside. Indeed, this accelerated birthing process reflects the brisk pace of skerrai life. Cities beneath the surface teem with hundreds of bustling skerrai. Those who have witnessed it liken a skerrai hold to a kicked anthill \xe2\x80\x93 if each ant was determined to overpower anything that it encountered, including the other ants. Vying for more power is key in skerrai society. In the near-constant struggle for dominance, losing can mean death or exile \xe2\x80\x93 even for tribal leaders and communities. And though skerrai detest losing to one another, it is inexcusable for a skerrai to fall to one of the lesser races that they overpower and enslave. It is a twist of irony that such foes (lesser beings who have slain skerrai) are sought out fervently to become host to skerrai larvae. \n'b' Skerrai society consists of a convoluted caste system, though a role does not always elevate one skerrai over others. \n'b' Scholars have argued endlessly over the logic of the system, though many agree that perhaps it is more survival of the fittest than an ordered system. Those who have defeated the most enemies, or defeated the most rivals within their society, seem to hold more power. No visible markings or identifiers have been found to prove this, though the skerrai seem to instinctively sense who leads and who follows. Roles that stand out are bonebreakers (who watch over slaves and punish their mistake, and are especially ferocious and deadly combatants) and the mindsingers (whose psionic abilities make them a boon for other skerrai during combat, as well as horrid foes themselves).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skildpadder \n'b' Gargantuan beast , unaligned \n'b' This enormous gray-green reptile trods forward on four mammoth legs, its back and head covered by a tortoise-like shell. It is easily one of the largest creatures you have ever seen, the size of a small fortress. \n'b' Armor Class 22 (natural armor) Hit Points 296 (16d20 +128) Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 27 (+8) INT: 3 (-4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +12, Wisdom +4, Charisma +3 Skills Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Incredibly Tough . The skildpadder always has advantage on any Constitution checks and saving throws. \n'b' Squasher . The skildpadder can utterly destroy those unfortunates caught under its devastating stomps. When the skildpadder hits a prone target with a stomp attack , the target takes maximum damage: 57 bludgeoning damage. \n'b' Actions \n'b' Multiattack . The skildpadder makes three attacks: one with its bite and two with its stomps. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 27 (4d8 +9) piercing damage. \n'b' Stomp . Melee Weapon Attack : +13 to hit, reach 10 ft., one target of size Large or smaller. Hit : 35 (4d12+9) bludgeoning damage. The target hit by a stomp attack must succeed on a DC 20 Strength or Constitution saving throw (target\xe2\x80\x99s choice) or be knocked prone . \n'b' About \n'b' Skildpadder are massive creatures bred as beasts of burden by the dweorg dwarves of the Underworld. \n'b' They are able to carry four times their own weight upon their back and thus make perfect vessels for carrying ore. Stout folk build entire storage facilities and even homes upon the backs of these tortoise-like creatures; some are even known to live out their entire life riding atop and steering the great beasts. Those that do gain a great affinity for animal handling when riding a skildpadder and can command them to attack when needed. \n'b' It is a rule to never walk in front of a skildpadder unless one wishes to become a quick meal-they are ravenous eaters and can swallow Medium- or Smallsized creatures whole (and larger creatures may lose a limb or even a head). Although skildpadder gain the claws of their bulette ancestors, they are trained not to use them and these are typically trimmed back on a regular basis by their stout beastmasters. The dwarves do not wish the skildpadder to rear up lest they spill their cargo or harm any passengers riding along. These creatures are normally very aggressive when left to go feral; luckily, most the dwarves carefully breed giant tortoises and bulettes to achieve the desired result of a skildpadder and spend many years training them in the transport of cargo. \n'b' Skildpadder love to eat the vermin that live in dwarf villages and there is rarely a lack of food available for the favored beasts of burden. They are found near large underground lakes and other areas that are mostly dry with a clean source of water, though skildpadder are very poor swimmers and most drown when attempting to cross deep water. The average skildpadder is 60 feet in diameter, but they can grow to a diameter of 100 feet, and weigh in the dozens of tons (or more for the largest specimens).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skin Bat \n'b' Small undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d6) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses blindsight 20 ft., darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The skin bat can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hungry Dead Nature . The skin bat doesn\xe2\x80\x99t require air or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn. On a success, the target can\xe2\x80\x99t be paralyzed in this way by the skin bat again for 24 hours. In addition, the skin bat attaches to the target. While attached, the skin bat can\xe2\x80\x99t attack , and at the start of each of the bat\xe2\x80\x99s turns, the target takes 5 (1d4 + 3) piercing damage. The attached bat moves with the target whenever the target moves, requiring none of the bat\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the skin bat by succeeding on a DC 11 Strength check. \n'b'\n'b' REACTIONS \n'b'\n'b' Attract Bats (1/Day) . When the skin bat is reduced to below half its hp maximum while underground or outside at night, it releases a high-frequency cry similar to that of an injured bat, attracting other bats to it. On initiative count 20 of the next round, 1d6 bats arrive and aid the skin bat. These bats aren\xe2\x80\x99t under the skin bat\xe2\x80\x99s control, but they protect it to the best of their abilities, attacking those that harm the skin bat. \n'b'\n'b' ABOUT \n'b' A repulsive, batlike creature darts from the darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger. \n'b' Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack. The typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat\xe2\x80\x99s coloration can change over time. A skin bat weighs about 15 pounds. \n'b' Cliff and Dungeon Dwellers. Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity. \n'b' Accidental Treasures. Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skin Devil \n'b' Medium monstrosity (titanspawn), chaotic evil \n'b' Armor Class 13 Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +5, Stealth +5 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages \xc2\xa0Common plus one other Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ambusher . The skin devil has advantage on attack rolls against any creature it has surprised. \n'b' Steal Skin . If a skin devil deals 6 or more points of damage to a humanoid target with a single claw attack , it removes sufficient skin to grow a disguise identical to the target. It must use this skin sample within 24 hours. During its next long rest , the skin devil grows a new disguise out of the bits of stolen skin. Upon completion, it has a nearly flawless disguise; it has advantage on Deception checks made to impersonate the target whose skin it wears. The disguise lasts for 1 week before deteriorating to the point that it is unusable. \n'b' Surprise Attack . If the skin devil 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' Multiattack . The skin devil makes two melee attacks . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' About \n'b' A \xe2\x80\x9cskin devil\xe2\x80\x9d is a monstrosity that looks like ahumanoid, but one whose skin has been removed, like a corpse in some necromancer\xe2\x80\x99s lab, to reveal glistening muscle and pulsing veins from head to toe. Odd patches of skin cling to parts of its body. \n'b' Spawn of Gormoth . A skin devil is a creature in constant agony, knowing peace only when it clothes its fleshless form in a humanoid\xe2\x80\x99s stolen skin. Intelligent and murderous, these creatures are exceptionally capable mimics; not truly shapechangers, they seem to gain some portion of a victim\xe2\x80\x99s skills, mannerisms, and even personality through a stolen skin. A skin devil that can take even a tiny scrap of hide from a victim can place the flesh over its heart and, within one night, transform into a nearly perfect likeness of the \xe2\x80\x9cdonor.\xe2\x80\x9d This disguise is only temporary, however, starting to rot almost immediately and becoming useless after no more than a week (by which time the skin devil has usually singled out its next victim). \n'b' Cruel and Deceitful . The skin devil prefers to stalk its next victim for some time, working its way into that person\xe2\x80\x99s confidence and attacking suddenly when least expected. Stories describe skin devils stalking quietly through large towns for months, leaving behind a trail of bodies until they are finally discovered and destroyed. Only if directly confronted with superior skill or numbers does the creature flee, seeking easier prey in greener pastures elsewhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skin Stealer \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 (hardened tendons) Hit Points 51 (6d8 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Deception +6, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Elven, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sneak Attack (1/Turn) . The skin stealer deals an extra 7 (2d6) 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 skin stealer that isn\xe2\x80\x99t incapacitated , and the skin stealer doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skin stealer makes two attacks with its dreadful claws. \n'b' Dreadful Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage and 2 (1d4) necrotic damage. \n'b' Steal Skin . A skin stealer may steal the skin of a creature of Small, Medium, or Large size with a roughly humanoid shape. The target creature must be dead, incapacitated , or willing. The skin stealer can don or remove a stolen skin as a bonus action. When wearing a stolen skin, the skin stealer takes on the likeness of the skin\xe2\x80\x99s original owner, including the victim\xe2\x80\x99s voice, build, and size , but gains none of the creature\xe2\x80\x99s abilities. The stolen skin grants the skin stealer a +10 bonus on Charisma ( Deception ) checks. A skin stealer may only steal and use a number of skins equal to its Charisma score. The skin stealer may choose to discard unwanted skins to make room for new ones at any time, discarded skins rot and decay normally. \n'b'\n'b' ABOUT \n'b' A sadistic being from the realm of the fey, a skin stealer is a terrifying sight to behold. These blood-red creatures resemble horrid, emaciated humans without skin, their yellowish eyes and teeth suggesting malnourishment or disease. Skin stealers suffer from no ailment, however, except for their insatiable lust for chaos and their hunger for flesh. \n'b' Skin stealers are fey bent on destruction and gruesome murder. When left to their own devices, these gangly beings are unpredictable and spontaneous; when assigned duties from some higher, stronger power, however, skin stealers prove adept at performing complex assassinations and spy work. A skin stealer is a little over 6 feet tall and weighs about 100 pounds, though it can adjust its size to inhabit many different creatures\xe2\x80\x99 skins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skitterhaunt \n'b' Large ooze , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Broken Shell . A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. \n'b' Ooze Nature . The skitterhaunt doesn\xe2\x80\x99t require sleep. \n'b' Vermin Encasement . The creature within the vermin\xe2\x80\x99s shell is a shapeless ooze protected by the vermin\xe2\x80\x99s exoskeleton. When the skitterhaunt is reduced to 0 hp , the exoskeleton breaks, and the skitterhaunt ooze exits it. Once out of its exoskeleton, the ooze is Small, has an AC of 10, 10 hp, and a speed of 15 feet, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, its only attack is a Slam that uses the same statistics as its Sting, except it deals bludgeoning damage instead of piercing damage. The skitterhaunt dies if it remains outside of a host for more than 24 hours. It can exit or enter a dead host\xe2\x80\x99s exoskeleton as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skitterhaunt makes one Mandibles attack and one Sting attack , or it makes two Sting attacks. \n'b' Mandibles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 2) slashing damage plus 9 (2d8) acid damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the creature is restrained , and the skitterhaunt can\xe2\x80\x99t use its Mandibles on another target. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage plus 9 (2d8) acid damage. \n'b' Infest Vermin . The skitterhaunt infests a Large or smaller Beast with an exoskeleton within 5 feet of it. The target must succeed on a DC 14 Constitution saving throw or become poisoned until the skitterhaunt no longer infests it. Every 24 hours that elapse, the target must repeat the saving throw or take 7 (2d6) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the skitterhaunt no longer infests it. The target dies if this reduces its hp maximum to 0. The skitterhaunt then takes control of the body, dissolving the flesh and hiding within the exoskeleton. A target that succeeds on two consecutive saving throws forces the skitterhaunt out of its body and is immune to the skitterhaunt\xe2\x80\x99s Infest Vermin for the next 24 hours. \n'b' Acid Spray (Recharge 6) . The skitterhaunt spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This large beetle moves erratically, leaking noxious fluid from its cracked exoskeleton. \n'b' Ooze Vermin . This parasitic ooze lives in the shells of monstrous vermin, such as beetles, scorpions, and spiders, which it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature. \n'b' Wide Range of Prey . A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, and other creatures with exoskeletons or similar hard outer shells. \n'b' Hosts Required . Skitterhaunts can\xe2\x80\x99t survive long outside their host creatures; they quickly liquefy and lose their cohesion.\xc2\xa0A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skitterwing \n'b' Tiny fey , neutral evil \n'b' Armor Class : 18 Hit Points 4 (1d6) Speed : 5 ft., 30 ft. fly\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 9 (-1) INT: 16 (+3) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Nature +5, Perception +4, Stealth +5, Survival +4 Senses : darkvision 60 ft., passive Perception 14 Damage Vulnerability : cold iron Damage Resistances : bashing, slashing and stabbing from nonmagical weapons Damage Immunities : poison Condition Immunities : charmed , poisoned Languages : Elven, gnomish, infernal, sylvan Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b' Fey Charm : By buzzing its wings near the ears of its victim, a skitterwing can use charm person on any Medium humanoid creature or smaller. This ability may be used 1/short rest, and only one subject can be dominated at a time. The save DC is 13 and it is wisdom-based. \n'b' Protective Aura : Skitterwings enjoy a +4 deflection bonus to their AC, similar to a permanent shield spell. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +5 to hit, range 5 ft., 1 target. Hit : 2 (1d4) damage and target must succeed at a DC 13 Charisma save or be charmed as though affected by charm person . \n'b' About \n'b' Skitterwings possess a deep affinity to water, and they are usually found in areas of marshland or near coastal rivers. In their natural form, skitterwings possess a feylike beauty. They are slim, delicate creatures and their bodies are completely hairless. Their limbs, fingers and toes are all elongated, allowing them to walk on water by spreading their light body weight across the surface tension. \n'b' Few skitterwings remain, and they do their best to keep hidden from mortal eyes. In days long since gone, arcanists perfected rituals which enslaved the skitterwings. Since that time, skitterwings have been bound as the spies and servants of dark powers. Beneath the influence of the black rituals, the skitterwing\xe2\x80\x99s natural beauty has become corrupted -their gossamer wings turned to insectoid monstrosities and their skin stained, as though smeared with blood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bearfolk Druid \n'b' Family: Bearfolk \n'b' Medium humanoid (bearfolk), any \n'b' Armor Class 13 (natural armor; 16 with barkskin ) Hit Points 136 (21d8 + 42) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 11 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +7 Skills Animal Handling +7, Nature + 3, Perception +7 Senses passive Perception 17 Languages Common, Druidic, Giant, Umbral Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Glowing Heart . The bearfolk has advantage on saving throws made to resist being frightened and to resist corruption effects, such as from shadow or the void. \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 Bite attack and one Quarterstaff attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Quarterstaff . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used with two hands. \n'b' Repel Corruption (Recharges after a Short or Long Rest) . The bearfolk can speak words of power that repel evil creatures or creatures corrupted by shadow. Each evil-aligned or shadow-corrupted creature within 30 feet of the bearfolk must succeed on a DC 15 Wisdom saving throw or become frightened of the bearfolk for 1 minute. A creature affected in this way must spend its turns trying to move as far away from the bearfolk as it can and can\xe2\x80\x99t willingly move closer to the source of its fear. It also can\xe2\x80\x99t take reactions . For its action, it can use only the Dash action. \n'b' Spellcasting . The bearfolk casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : druidcraft, guidance , produce flame \n'b' 2/day each : barkskin , cure wounds , faerie fire , speak with animals \n'b' 1/day each : call lightning , dispel magic , entangle , moonbeam \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape (Recharges after a Short or Long Rest) . The bearfolk magically transforms into a beast (with a challenge rating of 2 or less), remaining in that form for up to 4 hours, or back into their true form. Their weapon attacks while in beast form are magical. Otherwise, other than size, their statistics are the same in each form. They can speak and cast spells while in beast form. Any equipment they are wearing or carrying in Humanoid form melds into the beast form. They can\xe2\x80\x99t activate, use, wield, or otherwise benefit from any of their equipment. They revert to their Humanoid form if they die. \n'b' Frenzy (1/Rest) . The bearfolk can trigger a berserk frenzy that lasts 1 minute. While in the frenzy, they gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and have advantage on attack rolls. Attack rolls made against the bearfolk while they are frenzied have advantage. \n'b'\n'b' ABOUT \n'b' A golden-furred bearfolk dressed in a beaded poncho slashes the air before her with a hefty wooden scepter. As the rod cuts through the air, a curtain of darkness is burned away by the trailing blue light. \n'b' Bearfolk druids provide frontline defense against the corrupting influence of shadow. \n'b' Grounded Nature . Bearfolk who pursue druidic training understand the state of balance inherent in all natural creatures. Such keen inner senses provide these druids with hyperawareness of whether or not the taint of unnatural shadow magic has influenced a creature, and their insight makes these druids more resistant to any corrupting influences. \n'b' Moonlit Leaders . While bearfolk druids are common throughout all bearfolk communities in the mortal world, the highest concentration is in the Shadow Realm. Each day in the Moonlit Glades they push back against the slow , insidious influences of shadow corruption. These druids are critical to the survival of such bearfolk communities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sklaggan \n'b' Medium aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Deception +4, Medicine +4, Perception +6, Stealth +6 Senses darkvision 60 ft., passive Perception 16 Languages understands Deep Speech but can\xe2\x80\x99t speak; telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The sklaggan\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14). The sklaggan can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' 1/day each : blur , calm emotions , plane shift (self only; to the Plane of Shadow only), sending , shield \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sklaggan makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Toxic Shadows (Recharge 5-6) . The sklaggan releases shadowy organic compounds in its armor to debilitate creatures it approaches. The sklaggan moves up to its speed. Each creature within 5 feet of the sklaggan during this movement must make a DC 14 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and is poisoned until the end of its next turn. On a success, the target takes half as much damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' REACTIONS \n'b'\n'b' Snag Weapon . When a creature the sklaggan can see misses the sklaggan with an attack with a melee weapon, the sklaggan encloses its biological armor around the weapon. The creature must make a DC 13 Strength saving throw. On a failure, the weapon becomes stuck in the armor. A creature can use an action to make a DC 13 Strength saving throw, recovering the weapon on a success, and the sklaggan can release the weapon as a bonus action. The sklaggan can\xe2\x80\x99t have more than one weapon enclosed in this way. \n'b'\n'b' ABOUT \n'b' Hailing from the subterranean depths of the Plane of Shadow, sklaggans are scrawny, bipedal abominations with mouthless faces, wiry limbs, and spindly fingers tipped with dirt-encrusted claws. They invade other planes and use perverse organic technology to capture and conduct experiments on native inhabitants. To a sklaggan, every living creature is worthy of invasive-and thorough-examination. \n'b' The organic materials and weapons sklaggans employ are far from any natural substance familiar to dwellers of the Material Plane. Rather, these tools are as alien as the sklaggans themselves, consisting of disturbing biological parts such as writhing coils made of muscle tissue, slimy stones that visibly inhale and exhale from microscopic pores, and tentacular rods of spongy brain-like matter wrapped in slick black chitin. \n'b' One of a sklaggan\xe2\x80\x99s most popular implements is a throbbing, fist-sized siphoning device called a skagappa. When a sklaggan has selected a subject for experimentation, it notes the creature\xe2\x80\x99s sleeping patterns and hides a skagappa near the subject\xe2\x80\x99s bedside. Repeated exposure to this device, usually about a week, can leave a subject exhausted enough for easy capture, to say nothing of the psychic information intercepted by and stored within the skagappa. Sklaggans set up semi-mobile laboratories in remote parts of the region they are studying in order to conduct their gruesome experiments on abducted locals more quickly. \n'b' Sklaggans shift from their subterranean laboratories to other planes and back via strange rituals that make use of their unique bio-technology. Non-sklaggan researchers\xe2\x80\x99 attempts to replicate these rituals always result in failure and, more often than not, nightmarish physical mutations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aldinach (Demon Lord) \n'b' Family: Demon Lords \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 24 (natural armor) Hit Points 294 (28d10 + 140) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 72 (+6) CON: 60 (+5) INT: 52 (+6) WIS: 64 (+7) CHA: 72 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +12, Wis +14, Cha +13 Skills Arcana +13, Deception +13, Intimidation +13, Perception +14 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities frightened , poisoned Senses truesight 60 ft., darkvision 120 ft., passive Perception 24 Languages Abyssal, telepathy 120 ft. Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Combat Awareness . Aldinach can\xe2\x80\x99t be surprised, and he has advantage on initiative rolls if he isn\xe2\x80\x99t incapacitated or unconscious . \n'b' Destroy Coffer . As a bonus action so long as Aldinach is in the tomb, he may cast a crackling ray of red-black energy, the only effect of which is to destroy one of the ivory coffers in Area 17 of the tomb. \n'b' Innate Spellcasting . Aldinach\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 21). The fiend can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , detect evil and good , tongues \n'b' 3/day each : lightning bolt , slow \n'b' 1/day each : ice cloud (functions as incendiary cloud , but deals cold damage), storm of vengeance \n'b'\n'b' Legendary Resistance (3/day) . If Aldinach fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Aldinach has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Aldinach\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Aldinach uses his Paralyzing Gaze and makes one Bite attack , one Gore attack , and one Scimitar attack . \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) piercing damage. \n'b' Gore . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) slashing damage. The target must succeed on a DC 20 Constitution saving throw or be stunned . 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' Paralyzing Gaze . Aldinach targets one creature he can see within 60 feet of him. If the target can see Aldinach, it must succeed on a DC 21 Wisdom saving throw against this magic or become paralyzed until the end of Aldinach\xe2\x80\x99s next turn. A target that succeeds on the saving throw is immune to Aldinach\xe2\x80\x99s Paralyzing Gaze for the next 24 hours. \n'b' Summon Demon (1/day) . Aldinach summons 1d4 vrocks or 1d3 hezrous with no chance of failure. A summoned demon appears in an unoccupied space within 60 feet of Aldinach and obeys Aldinach\xe2\x80\x99s telepathic commands (no action required). It can\xe2\x80\x99t summon other demons. It remains for one minute, until it or Aldinach dies, or until Aldinach dismisses it as an action. It rolls initiative and acts on its own turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Aldinach 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. Aldinach regains spent legendary actions at the start of his turn. \n'b'\n'b' Bite . Aldinach makes a Bite attack . \n'b' Cast a Spell . Aldinach casts one spell from its Innate Spellcasting trait. \n'b' Paralyzing Gaze (Costs 2 Actions) . Aldinach uses his Paralyzing Gaze. \n'b'\n'b' ABOUT \n'b' Aldinach is a 16-foot-tall humanoid with jet-black skin marked in blood-red arcane and demonic patterns, twisting black horns, glowing eyes and dripping fangs, and long talons with six fingers. Though he will not use it in the tomb, he has an alternative form that is about nine feet tall and demonically handsome. Aldinach appears in the tomb only because of the ancient ritual used by Rahotep. In truth, he would rather see Rahotep defeated and the forces of good prevail than assist the unloving agent of Set.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skotogelia \n'b' Tiny fey , neutral \n'b' Armor Class 14 Hit Points 60 (11d4 + 33) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 19 (+4) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Nature +6, Religion +6, Stealth +6 Damage Resistances acid, cold, fire, lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities grappled , petrified , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . While incorporeal, the skotogelia can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Solidifying Light . The skotogelia is incorporeal as long as it remains in an area of dim light or darkness . While it is in an area of bright illumination, the skotogelia snaps into focus and loses its Incorporeal Movement trait, damage resistances, and condition immunities. The skotogealia becomes incorporeal again once it returns to an area of dim light or darkness . \n'b' Spellcasting . The skotogelia is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared, which it can cast without material components:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , message \n'b' 1st level (4 slots) : detect magic , floating disk , illusory script \n'b' 2nd level (3 slots) : arcane lock , comprehend languages , darkness , detect thoughts \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skotogelia makes two melee attacks . \n'b' Shadow Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) necrotic damage. \n'b' Shadowy Smear . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : The target is blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Though skotogelias are best known for their sheer studiousness and peaceful bookkeeping, there is no quicker way to rouse a skotogelia\xe2\x80\x99s ire than by threatening the library in which they dwell. If the safety of its research is compromised, a skotogelia will stop at little-risking life itself, if need be-to protect its domain. \n'b' Skotogelias are wispy, wraith -like humanoids who originate from rare regions of the fey realm that somehow mix and mingle with the Plane of Shadow. They are most often encountered in libraries, academies, and other places of higher learning, where they are understandably mistaken at first glance for violent ghosts or other spirits. To the contrary, skotogelias are peaceful and bookish researchers who are only too happy to help a fellow lover of knowledge or bibliophile. \n'b' Skotogelias eschew the capricious and oft-frivolous lifestyles of most of their fey brethren, instead single-mindedly focusing their efforts on researching and preserving lore about a particular area of study. They follow, examine, and catalog everything they can about their subject of choice. To organize and preserve their research, skotogelias maintain vast libraries in the fey realm using a magical umbral script scrawled in the shadows of the ever-shifting towering trees, rolling hills, and spinning lakes of their native plane. Of course, skotogelias recognize that not every creature is fluent in their incredibly complex written language. So they often make copies of their findings in more common tongues, then disperse such scrolls and tomes by leaving them in the nooks and crannies of libraries all over the Material Plane. \n'b' Skotogelias do realize that some knowledge is best kept under wraps or at least not freely dispersed. If a book or resource seems particularly dangerous, a skotogelia is apt to secret it somewhere on the fey realm, logging the forbidden lore\xe2\x80\x99s exact location only in the fortified lockbox of the skotogelia\xe2\x80\x99s own mind. Wily skotogelias have, however, been known to occasionally leave clues or tracks to such dangerous documents in places where a skilled and knowledgeable creature might be able to find them; such trails of clues are the skotogelia\xe2\x80\x99s test to determine if a being is worthy of bearing such powerful knowledge.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skreevar \n'b' Medium monstrosity, chaotic neutral \n'b' Armor Class 19 (flexiplast armor) Hit Points 202 (27d8+81) Speed 30 ft., fy 40 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 17 (+3) INT: 15 (+2) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +7, Stealth +7 Damage Immunities thunder Damage Resistances fire, lightning Senses blindsight 30 ft., passive Perception 17 Languages Abyssal, Common, Skreevar Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The skreevar can\xe2\x80\x99t use its blindsight while deafened . \n'b' Sonic Conversion Pistols . The skreevar carries two sonic conversion pistols. The pistols can deal either fire or lightning damage and carry 10 charges. As an action, the skreevar can use its thunderscreech ability to recharge its pistols; when used this way, its thunderscreech does no damage to creatures and has no other effect. \n'b' Subsonic Defense . Except in an area of magical silence , a skreevar gains +1 bonus to AC. It loses this bonus if it is incapacitated . This bonus is included in its Armor Class. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skreevar makes two weapon attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Sonic Conversion Pistol. Ranged Weapon Attack : +7 to hit, range 50/200 ft., one target. Hit : 17 (4d6 + 3) fire or lightning damage (the skreevar\xe2\x80\x99s choice). \n'b' Thunderscreech (Recharge 5-6) . The skreevar blasts creatures in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. The skreevar\xe2\x80\x99s thunderscreech does not work through an area that does not transmit sound, such as the spell silence . Alternatively, the skreevar can magically dispel a silence effect. Any spell of 3rd level or lower ends. For each spell of 4th level or higher or an effect other than a spell, the skreevar must make a Constitution saving throw with a DC of 10 + the spell\xe2\x80\x99s level, or DC 10 for non-spell effects. \n'b'\n'b' ABOUT \n'b' Spawned by a demonic bat creature, skreevars retain a measure of their Abyssal inheritance, but have largely eschewed the inherent evil of their origins. Outside of their family groups, however, they are still unpredictable. Despite their chaotic natures, skreevars have keen analytical minds and have created several technologically advanced items adapted to their needs. This also allowed them to spread to the stars beyond their home world, a rocky planet with a virtually uninhabitable surface and filled with tunnels allowing skreevars and other creatures to travel from point to point. Skreevars stand just over 5 feet in height and weigh roughly 150 pounds. Their lifespans are similar to humans. \n'b' Technosonic . One of the first major items developed by skreevars, the sonic conversion laser pistol, allowed factions of the bat folk to attack each other before their species unified. In the wider universe, they use these weapons to surprise foes protected from their obvious sonic attacks. They also designed armor tailored to their physiology which allows them maximal maneuverability in flight and in cramped quarters. \n'b' Mercenary . Skreevars hire themselves out as mercenaries and command extraordinary prices for their services. Even though they use sound as a major component of their attacks, and a subsonic hum surrounds them constantly, they are capable of quietly infiltrating difficult-to-breach locations. Perhaps ashamed of their demonic heritage, they typically refuse to take on missions with overtly evil goals, such as murdering innocents. A skreevar will perform an assassination if its employer can prove the target is worthy of death because of heinous acts or evil ideologies. While skreevars are motivated by money, they cannot be swayed by offers of more money to ignore their missions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skull Lantern \n'b' From the pile of bones, a skull rises into the air as the hood of an old cloak slips from it and drops to the floor. A baleful greenish light pours from its hollow sockets. Its jaws open wide and a rasping voice utters words in a strange tongue. \n'b' Tiny undead , unaligned \n'b' Armor Class 13 Hit Points 14 (4d4 + 4) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , prone , unconscious Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Flare . When immersed in magical darkness , a skull lantern emits a brilliant flash of light powerful enough to dispel magical darkness in a 30-foot-radius sphere centered on itself, illuminating the area with bright light for 1d4 rounds. Afterwards, the light winks out and the skull falls to the ground, inert. In one week, the skull lantern has a 50% chance of becoming active again, though failure to do so means it will never reanimate. \n'b' Illumination . The skull lantern sheds bright light in a 20-foot-radius and dim light for an additional 20 feet. \n'b' Undead Fortitude . If damage reduces the skull to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skull drops to 1 hp instead. \n'b' Undead Nature . A skull lantern 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 : 5 (1d4 + 3) piercing damage. \n'b' Fire Beam (Recharge 6) . The skull lantern opens its mouth, releasing a searing beam of light in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Accidental Animation . A form of enigmatic, semi-sentient undead, a skull lantern comes into being spontaneously, soon after the destruction of another humanoid undead. It rarely lasts long, however, due to the fact that its first act is often to levitate slowly above a recently-vanquished undead creature\xe2\x80\x99s remains with eerie light shining from its eye sockets. \n'b' Traces of Life . Skull lanterns are given to muttering, repeating nonsense phrases, and even occasionally shouting, though what excites them to such utterings is as yet unknown; there seems to be no rhyme or reason to it. In fact, it isn\xe2\x80\x99t entirely clear if skull lanterns are inhabited by some spiritual remnant of their former selves or if they are occupied by some other entity altogether. Whether or not such behavior is a sign of intelligence at work, their willingness to communicate becomes more pronounced the closer they come to places of arcane power. \n'b' Enigmatic Companions . A few brave experimenters have discovered that these beings can be put to several uses. If a creature tethers a skull lantern to itself and pulls the skull along for an hour, the skull will begin floating next to the creature of its own volition; a useful trait, since the skull produces a somewhat ghastly, but steady, light. It will float along in this way until something stops it from doing so, either by attacking it, separating from it through the use of a barrier of some sort, or placing it in a container. When abandoned, a skull lantern simply floats in place where it was left and won\xe2\x80\x99t take up following another creature until tethered and \xe2\x80\x9ctrained\xe2\x80\x9d to do so again. When attacked, a skull lantern will defend itself with its bite but otherwise will not attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skull Spider \n'b' Tiny beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 2 (1d4) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' Special Traits \n'b' Pack Tactics . The spider has advantage on an attack roll against a creature if at least one of the spider\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour. \n'b' About \n'b' This tiny creature appears to be a humanoid skull with eight spidery legs. \n'b' Skull spiders are tarantula-like creatures that reside in the skulls of their victims. The two front legs of a skull spider contain poisoned barbs that they use to sting their victims. The weak and fleshy body of a skull spider is about the size of a grapefruit and is easily damaged. Its eyes grow on the end of long, slender stalks. Skull spiders take up residence within skulls as a means of protecting themselves in a manner similar to hermit crabs. \n'b' Their eyestalks protrude through the empty eye sockets of their skull, and their legs have a backwards curve in the first joint that enables them to extend out of the bottom of the skull to allow rapid locomotion. Skull spiders can also fold their legs under their skull so they cannot be seen. \n'b' Many an adventurer has been unnerved by the sight of dozens of skulls seemingly sprouting long, spidery legs and skittering toward them. \n'b' A colony of skull spiders is led by a king and queen, which are the only two members of the colony that are capable of reproducing. After a victim is subdued, the queen deposits an egg in the skull. Queen skull spiders are always 3 HD. The larva hatches, consumes the brain over a period of weeks, and then enters a pupae stage. After several months, when the corpse is sufficiently deteriorated, the new skull spider hatches, uses its strong legs to detach the skull, and goes to join its colony. \n'b' Skull spiders always attack en masse, swarming over their victims in great numbers and stinging them repeatedly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skulleton \n'b' Tiny undead , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 21 (6d4 + 6) Speed fly 10 ft.\n'b' STATS STR: 6 (-2) DEX: 10 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 0 ft., one target. Hit : 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw against disease or be poisoned until the disease is cured. For every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Dust (2/day) . The skulleton can use its crumbled remains to attack any creature that comes within 10 feet of it. The skulleton billows forth a cloud of dust that surrounds it in a 10-foot radius. All creatures in this area must succeed on a DC 12 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' About \n'b' This being looks like a humanoid skull with several small gems inset in its eye sockets and mouth. \n'b' Skulletons are undead creatures believed to have been created by a lich or demi-lich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. \n'b' The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but are painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers or convince them they have defeated the skulleton\xe2\x80\x99s creator rather than a minor servitor and tomb guardian. \n'b' A skulleton lies in wait for its prey. When a living creature touches a skulleton, it uses its dust attack to incapacitate and confuse the intruders. If the intruders have not fled, it moves in to bite with its gem-encrusted teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skullworm \n'b' Tiny beast (titanspawn), neutral\n'b' STATS STR: 1 (-5) DEX: 15 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 2 (1d4) Speed 10 ft. Senses blindsight 10ft Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Brainfood . Once a victim is infected (see below) the eggs hatch within 24 hours and the host must make a DC 11 Constitution saving throw against disease or become poisoned until the skullworms are removed. Every hour that elapses thereafter, the creature must repeat the saving throw, reducing its Intelligence and Wisdom scores each by 2 (1d4) on a failure. This reduction lasts until the skullworms are removed. If the creature\xe2\x80\x99s Intelligence or Wisdom score is reduced to 0, it is incapacitated for 1d4 hours. After that time, it awakes, its Intelligence and Wisdom scores restored to their normal values; however, the skullworms now control the creature\xe2\x80\x99s body, although they don\xe2\x80\x99t deprive the target of awareness. \n'b' Hidden Hunters . Skullworms lurk in stagnant water and other places of death. They can be noticed by adventurers with a DC 10 Intelligence ( Investigation ), Wisdom ( Perception ), or Wisdom ( Survival ) check. A creature that notices the skullworms can avoid their attacks. \n'b' Actions \n'b' Infect . Melee Weapon Attack : +4 to hit, reach 0 ft., one target. Hit : the target becomes infected, see Brainfood above. \n'b' Malevolent Corrupters . The skullworms\xe2\x80\x99 true purpose is to invade the bodies of other living creatures and control their minds. Once skullworm larvae lodge in a brain, they start to replace the consciousness of the victim with a malicious will. The larvae have limited access to the memories of the host and use them to copy their behavior almost exactly. Upon the death of their host, or if they find the host unsuitable for some other reason, the adult skullworms crawl out to seek a new host. \n'b' Tactics \n'b' Gradually, the skullworms corrupt and destroy what the host once held dear, usually in the cruelest ways possible. The victim is painfully aware of their body\xe2\x80\x99s actions , but they are essentially an observer, unable to prevent any of it, which is perhaps the worst torment of all. A worm can remain in control of a host for years unless detected magically or unless someone who knows the person realizes that they behave out of character and possibly against their will. The worms ultimately force the victim to kill their family and friends and to destroy their own best-held accomplishments. \n'b' Description \n'b' Skullworms are maggot-like vermin, approximately half an inch long at full size. They exist in warm, damp, ill-seeming places such as swamps, sewers, rubbish heaps, and open graves. Often a living creature poking about their lair inadvertently transfers one or more skullworms to its body. The worms then search out a warm location on the creature, waiting until their host is sleeping or otherwise inert, and then enter the victim via one of its cranial orifices. Once inside the creature\xe2\x80\x99s head, they lay eggs before dying. \n'b' The eggs hatch 4d6 hours later, and the larvae start to weave fibers into the victim\xe2\x80\x99s synapses. \n'b' Any effect that cures disease kills any skullworms or unhatched eggs in or on a host. A creature already possessed by the skullworms when they are killed collapses and is incapacitated permanently, effectively brain-dead. \n'b' Only a regenerate , wish , or similarly powerful magic can restore the creature at this point.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skum, Cetacean \n'b'\n'b' Medium humanoid , lawful evil \n'b' Armor Class 13 (natural) Hit Points 68 (8d8+32) Speed 20 ft.; swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 19 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Damage Resistances cold Condition Immunities charmed , frightened Skills Athletics +6, Perception +4, Stealth +5 Senses blindsight 120 ft., darkvision 60 ft., passive Perception 14 Languages Aquan, Deep Speech, Undercommon Challenge 1 (200 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The cetacean skum can breathe both air and water. \n'b' Ancient Slaves . The cetacean skum is resistant to mind controlling abilities of all creatures except aboleth. They have immunity to the charmed and frightened conditions and proficiency with Wisdom saving throws, but loose these advantages when dealing with the spells and psionic powers of aboleth. \n'b' Powerful Charge . When a cetacean skum moves at least 20 ft. in a round and makes a ram attack , it deals 10 (2d6+3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6+3) piercing damage. \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6+3) bludgeoning damage. \n'b' Trident . Melee Weapon Attack : +5 to hit, reach 5 ft., one target., Hit : 9 (1d8+3) piercing damage. \n'b'\n'b' ABOUT \n'b' Cetacean skum are bred from dolphins, and are much rarer than typical skum. They are aggressive, and at times nearly suicidal in combat. Only 25% of such breedings are productive, leading skum to attempt to capture entire pods of dolphins, which earns the ire of merfolk and tritons. \n'b' Stronger, faster, and more perceptive than their skum relations, cetacean skum work together in pods and are often called on to perform special reconnaissance or assassination missions. In open combat, cetacean skum lead with a powerful slam from their bony beak before falling back to their tridents. They are often prefer to use their natural weapons over manufactured ones. \n'b' Cetacean skum carry deep memories of what they once were, and hate both themselves and the aboleth. They frequently go off by themselves to brood, and fight recklessly in hopes of dying in battle. Despite these memories, the evil infecting them is strong, and they still serve the aboleth race when they can. Despite the lawful nature bred into them, fully a quarter of cetacean skum tend to neutral evil, or even chaotic evil. \n'b' The water boils with tiny fishlike creatures, each waving a set of tiny tentacles. The water around them is thick with slime.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skunk \n'b' Tiny beast , unaligned \n'b' Armor Class : 10 Hit Points 2 (1d4) Speed : 30 ft.\n'b' STATS STR: 2 (-4) DEX: 12 (+1) CON: 10 (0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +3 Senses : darkvision 60 ft. Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b' Musk : Once per encounter, a threatened skunk can release a stinking musk in a 5-foot cloud. Creatures within range are entitled to a Dexterity save (DC 13) to avoid being struck. An affected creature must succeed at a Constitution save (DC 20) or become poisoned for 1d6 hours and blinded for 1d4 minutes. The odor is so strong that it doubles all chances for wandering monster encounters and imposes disadvantage on Hide checks if attempted while wearing clothing contaminated with the skunk\xe2\x80\x99s musk. The stench is highly potent, and short of magical means of cleaning or certain remedies such as washing thoroughly (soaking for days) in tomato juice, milk or vinegar, all sprayed cloth and material continues to reek for 1d6 months. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar, milk or tomato juice for a period of 1d3 days to remove the stench. Otherwise, the stench clings to them for at least 1 week, imposing the same penalties as noted. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 point of piercing damage. \n'b' About \n'b' The stats here describe the common, non-aggressive skunk -a black animal with a white stripe down its back famed for squirting musk at potential predators in hopes of forcing the predator to flee. If this fails, the skunk looks for the quickest possible route of escape. If cornered, a skunk bites its opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sky Dragon, Adult \n'b' Huge dragon, lawful good \n'b' Armor Class 18 (natural armor) Hit Points 212 (17d12+102) Speed 40 ft., fly 150 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 23 (+6) INT: 20 (+5) WIS: 21 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +11, Cha +11 Damage Immunities lightning Skills Perception +10, Performance +11 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 20 Languages Auran, Celestial, Common, Draconic, Infernal, Sylvan Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The imperial sky dragon\xe2\x80\x99s spell casting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect good and evil, obscuring mist \n'b' 3/day each : glitterdust, invisibility , protection from energy \n'b' 1/day each : blink , control weather , lightning bolt \n'b'\n'b' Legendary Resistance (3/Day) . If the imperial sky dragon fails a saving throw, it can choose to succeed instead. \n'b' Wind Cloak . All ranged weapon attacks against the imperial sky dragon have disadvantage to the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperial sky dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 34 (4d12 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 17 (2d8 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Frightful Presence . Each creature of the imperial sky dragon\xe2\x80\x99s choice that is within 120 feet of the imperial sky dragon and aware of it must succeed on a DC 19 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 imperial sky dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Cloud Bender . A sky dragon can control any cloud, fog, or mist spell within 60 feet as a standard action. An effect that naturally moves, such as a cloudkill , can be redirected by the dragon, though it cannot increase the effects normal rate of speed. The area of effect can be changed to suit the dragon\xe2\x80\x99s whim, though no portion of the effect can be moved more than 60 feet from the dragon. \n'b' Lightning Breath (Recharge 5-6) . The imperial sky dragon exhales electricity in a 50-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 26 (4d12) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The imperial sky dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The imperial sky dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The imperial sky dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The imperial sky dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The imperial sky dragon beats its wings. Each creature within 10 feet of the imperial sky dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be forced\xc2\xa0 prone . The imperial sky dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the imperial sky dragon takes a lair action to cause one of the following effects; The imperial sky dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' An imperial sky dragon can summon one flying creature that is CR 2 or less to a space within 60 feet of it. This creature is loyal to the imperial sky dragon and will do anything to defend it. \n'b' The imperial sky dragon can cause the winds to blow around all flying creatures to a space within its choice within 60 feet of the creature\xe2\x80\x99s original position. These creatures must succeed a DC 18 Strength saving throw to avoid being forcefully moved like this. \n'b' The imperial sky dragon can cause a 10-foot-radius whirlwind to buffet creatures in the area dealing 7 (2d6) bludgeoning damage. A DC 18 Dexterity saving throw halves this damage. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the imperial sky lair is shaped by the its titanic power, which creates one or more of the following effects: \n'b'\n'b' The skies within 5 miles of the imperial sky dragon\xe2\x80\x99s lair become clear so that the sun or moon can be seen. \n'b' No storms ever seem to start within 1 mile of the imperial sky dragon\xe2\x80\x99s lair unless the dragon wills it. \n'b' Lucky occurrences begin to happen within 1 mile of the imperial sky dragon\xe2\x80\x99s lair. This can be anything from correctly being able to call the results of a coin flip to finding a natural bridge over an otherwise impassable raging river. \n'b'\n'b' ABOUT \n'b' Benevolent and noble, sky dragons, or tienlungs, are fearsome champions of good and protectors of those in need. They are often sought out for their wise counsel, which they grant only to the deserving and true. These dragons twist gracefully though the sky when they fly, their scales reflecting the shifting hues of the heavens. \n'b' Dragons are an integral part of the mythology of Asia, though they are quite different from the winged dragons known in the Western mythology. Some are benevolent and others sinister, but while their appearance is different from Western dragons they are equally capable of the savage rapacity and legendary greed of their chromatic cousins and the stern and aloof devotion to goodness of their metallic kin. Like most monsters, imperial dragons have an assigned typical alignment, but they are highly individualistic and much more likely to have an alignment that varies from the typical than would be true for metallic or chromatic dragons. \n'b' Imperial dragons, sometimes termed dragons of the celestial host, in the \xe2\x80\x9cdragon empires\xe2\x80\x9d are serpentine agents of cosmic balance, though some of them are not above sowing chaos and discord for their own gain. Imperial dragons differ in appearance from the more commonly known chromatic and metallic dragons, possessing a long serpentine body. Most lack wings but can fly gracefully through supernatural means. \n'b' All imperial dragons have large antlers, some sweeping back in delicate curves and others thrust forward to gore their foes. \n'b' Like all dragons, imperial dragons can breathe potent torrents of elemental force, and many can cast spells and perform other supernatural feats. Additionally, all can magically transform themselves into a humanoid shape. \n'b' Imperial Entanglements . Imperial dragons are defenders of ancient lands and protectors of cosmic balance. They take a much more active role in humanoid societies than their metallic or chromatic kin, to such a degree that the kingdoms of in lands they are known sometimes refer to themselves as \xe2\x80\x9cdragon empires.\xe2\x80\x9d They are active in times of social upheaval, and may be sought out for their wisdom or aid. Imperial dragons are seen by humanoids as either benevolent guardians or vile threats depending on their type. Some imperial families trace their bloodlines to the semi-divine dragon-emperors of old or still rely on the counsel of living dragons or, in rare cases, ask a dragon to rule as their wise sovereign. \n'b' Mandate of Heaven . More so than any other dragons, imperial dragons are closely tied to the religious beliefs of their native lands. Imperial dragons are often associated with divinity, whether as guardians or emissaries of a god, as the representation of a god, or as a deity themselves. It is said that imperial dragons inhabited their lands in an Age of Dragons, long before other races arose there, and were charged by the gods to safeguard the land in anticipation of humanity\xe2\x80\x99s arrival. Some of the gods themselves may in fact be incredibly powerful dragons transcended into immortality, and each of the five species of imperial dragon is represented as a constellation. \n'b' Adult Dragons . The imperial dragons presented in this book are all adults. As agents of the highest deities, young dragons sometimes wander in mortal lands before they ascend, though many are kept safe in the realms of the divine until they reach maturity and complete their training. Older dragons may likewise \xe2\x80\x9cgraduate\xe2\x80\x9d from their status and join the celestial bureaucracy, while others roam freely to live as they wish. If you wish to extend the lifespans of imperial dragons into youth or old age like other true dragons, you can adjust their abilities up or down in a manner similar to other dragons with equivalent Challenge levels.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Agnibarra \n'b' Its skin constantly ablaze, the creature seems happiest only when watching fire consume creatures and objects around it. \n'b' Small monstrosity , chaotic neutral \n'b' Armor Class 12 Hit Points 39 (6d6 + 18) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire Senses passive Perception 10 Languages Common, Ignan Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Body in Flames . A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren\xe2\x80\x99t being worn or carried ignite. \n'b' Illumination . The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet. \n'b'\n'b' Actions \n'b'\n'b' Burning Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Spit Fire . Ranged Weapon Attack : +4 to hit, range 15/30 ft., one target. Hit : 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b'\n'b' About \n'b' Born in Fire . Native to volcanoes, thermal vents, and eternal fires that burn beneath the earth, agnibarras exult in flames. The tar-like substance that covers their hides burns constantly, and those agnibarras who go out into the world quickly find their way to locations and beings who venerate fire. \n'b' Temple Servants or Terrors . Often employed as guardians or treated as blessed creatures in temples of fire worship, agnibarras bring great enthusiasm to such places, though that enthusiasm comes in the form of burning things. Agnibarras accept and burn offerings on behalf of temples, but their single-mindedness often leads them to claiming such sacrifices for themselves instead of the gods the temples serve. The creatures often consider themselves a proxy for the temples\xe2\x80\x99 gods, seeing little difference in a sacrifice to themselves or a temple\xe2\x80\x99s patron. When this occurs, however, many a priest has discovered, to their horror, what a perilous prospect ejecting an agnibarra from a temple can be. Entire towns have burned to the ground as the flaming creature made its exit. \n'b' Improvement by Burning . The agnibarra\xe2\x80\x99s pyromania stems not from malice but from the creatures simply finding all things much more hospitable and beautiful when engulfed in flames. The agnibarra sees creatures that cannot withstand the flames as a nuisance, burning the creature to death means little more to the agnibarra than killing a field mouse would to a farmer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beluiri (The Temptress) \n'b' Family: Demon Lords \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 190 (20d8 + 100) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+6) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +11, Cha +11 Skills Deception +17, Intimidation +11, Perception +9, Persuasion +11 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Beluiri has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Beluiri\xe2\x80\x99s weapon attacks are magical. \n'b' Shapechanger . Beluiri can use its action to polymorph into a Small or Medium humanoid, or back into her true form. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Innate Spellcasting . Beluiri\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , detect magic , fear , tongues \n'b' 3/day each : dispel magic (as a 6th-level slot), hold monster (as a 6th-level slot), mass suggestion , wall of fire \n'b' 1/day each : incendiary cloud , true polymorph \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Beluiri uses Charm and makes two Claw attacks and one Horns attack . \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage plus 11 (2d10) poison damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Horns . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) bludgeoning damage. \n'b' Teleport . Beluiri magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. \n'b' Charm . One humanoid Beluiri can see within 30 feet of her must succeed on a DC 19 Wisdom saving throw or be magically charmed for one day. The charmed target obeys Beluiri\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Beluiri\xe2\x80\x99s Charm for the next 24 hours. Beluiri can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Conjure Hezrou (recharge 4-6) . Beluiri summons two hezrou who appear in unoccupied spaces within 60 feet of her and obey her telepathic commands (no action required). They roll initiative and act on their own turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Beluiri can take three 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. Beluiri regains spent legendary actions at the start of her turn. \n'b'\n'b' Cast a Spell (costs 3 actions) . Beluiri casts a spell from its innate spellcasting list. \n'b' Claw Attack . Beluiri makes a Claw attack . \n'b' Teleport (costs 2 actions) . Beluiri magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. \n'b'\n'b' ABOUT \n'b' Beluiri is known throughout the Abyss as the Temptress, for in her many disguises she has seduced countless princes, lords, and generals of the Abyss. In the end, she most often betrays those that fall victim to her wiles. She is hated for this by more than one noble or lord of the Abyss. She sometimes journeys to the Material Plane (in one of her many guises) to tempt and seduce mortals, for she knows that all mortals, in their hearts, always give in to their true desires \xe2\x80\x93 be it power, greed, lust, or one of many countless other sins. \n'b' Beluiri rarely wears clothing, but when she does, she enjoys gowns and robes of gold, white, and red. Beluiri prefers subterfuge rather than directly assaulting an opponent. She usually alters her appearance to appear as an attractive member of a potential victim\xe2\x80\x99s race; once the victim is lured in, she assumes her true form and attacks. If combat goes against her, she flees, but only after summoning lesser demons to cover her escape and kill her opponents. \n'b' Beluiri appears as a bronze-skinned female standing about six feet tall. Her head is hairless and features four downward-curving horns jutting just above her forehead. The two lower horns are smaller than the topmost horns. A ridge of small spines runs from Beluiri\xe2\x80\x99s brow down the center of her head and tapers off just below her shoulder blades. Her hands end in razor-sharp talons, and her eyes are sapphire blue.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sky Spore \n'b' Gargantuan plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 203 (14d20 + 56) Speed 0 ft., fly 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 2 (-4) WIS: 14 (+2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities lightning Condition Immunities charmed , blinded , deafened , frightened , prone Senses blindsight 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The sky spore can occupy another creature\xe2\x80\x99s space and vice versa. A typical sky spore fills a sphere 20 feet in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sky spore uses floating spores and then makes an engulf attack against each creature sharing its space. \n'b' Engulf . The sky spore engulfs all creatures sharing its space (usually a 20-foot sphere which would include up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained , has total cover against attacks and other effects outside the sky spore, and takes 21 (6d6) acid damage at the start of each of the sky spore\xe2\x80\x99s turns. When the sky spore moves, the engulfed creature moves with it. An engulfed creature that is not paralyzed and has a fly speed can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the sky spore\xe2\x80\x99s body. \n'b' Floating Spores (Recharge 5-6) . A sky spore can eject a 15-foot cone of unusual spores from anywhere on its body. Living creatures caught in the cone must succeed on a DC 22 Constitution save. If a creature fails this saving throw, it becomes buoyant, floating upwards 20 feet per round until it drifts with the highest clouds. A creature affected by these spores also gains the paralyzed condition. The creature may make another saving throw at the end of each of its turns to end the paralysis, with a second successful save required to end the buoyancy. \n'b'\n'b' ABOUT \n'b' Floating among thick clouds, a solid mass slowly changes colors to match its surroundings. A sky spore is 20 to 30 feet across and weighs over a ton, but its buoyant gases bear it aloft as if it were weightless. \n'b' Slow Moving Death . Sky spores float high in planetary atmospheres for centuries, slowly growing as they feed on living creatures that happen too close to them. A creature affected by its spores simply floats helplessly while the clumsy airborne fungus slowly maneuvers until its mouth moves over the helpless prey. The sky spore then digests its dinner over the course of days. Floating Fungus. A creature paralyzed , but not eaten, by a sky spore floats on the wind until the paralyzing spores eventually begin to multiply, slowly altering a host\xe2\x80\x99s body until a new sky spore is formed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skyggelig \n'b' Medium elemental (shadow), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 40 (9d8); Wound Threshold 10 Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 11 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Stealth +5, Survival +5 Damage Vulnerabilities bludgeoning, radiant Damage Resistances acid, cold, fire, lightning, piercing, slashing Damage Immunities necrotic, poison Condition Immunities blind, deafened , numbed, petrified , poisoned Senses truesight 60 ft., passive Perception 13 Languages Primordial Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the skyggelig dies, it explodes in a burst of darkness. Each creature within 10 feet of it must make a DC 10 Dexterity saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Photophobia . When the skyggelig is exposed to bright light, it is frightened . As long as it is frightened in this fashion, the skyggelig loses all its resistances to damage. It ceases to be frightened after spending one turn outside a bright light area. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The skyggelig makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) slashing damage plus 2 (1d4) necrotic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Step . The skyggelig teleports up to 50 feet to an unoccupied space that it can see. Both the space it is leaving and its destination must be in dim light or darkness. \n'b'\n'b' REACTIONS \n'b'\n'b' Living Darkness . When the skyggelig enters an aera of bright light, it can cast the spell darkness , requiring no spell components and no concentration. \n'b'\n'b' ABOUT \n'b' The skyggelig (plural: skyggelack) looks like a sleek six-legged dog with a noble bearing. Its black body is covered in rough scales, and its back is speckled with translucent crystals filled with a strange, roiling dark mist. Its thin head is protected by a bony growth that looks like a fearsome white mask, and its shining eyes, entirely devoid of pupils or irises, look like a pair of black opals. \n'b' Comfortable in the innermost depths of the Netherworld, skyggelack enjoy crystalline grottoes and areas where magic and darkness are particularly intense. They typically live in packs gathering between four and six individuals, but lone wandering specimens can also sometimes be encountered by night. \n'b' Skyggelack can feed off crystals, bones, or ivory, and generally prove aggressive only if they feel threatened or if their environment is disturbed. Such a disturbance can be caused by Canker, the use of conjuration, necromancy, or transmutation spells, or the presence of undead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Skyquill \n'b' Medium fey , neutral good\n'b' STATS STR: 10 (+0) DEX: 23 (+6) CON: 11 (+0) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 Hit Points 27 (6d8) Speed 25 ft., climb 25 ft., fly 60 ft. Skills Acrobatics +8, Animal Handling +4, Insight +4, Perception +4, Sleight of Hand +8, Stealth +8 Senses darkvision 60 ft., passive Perception 10 Languages Celestial, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Adhesive Glands . A skyquill\xe2\x80\x99s hands and feet have grayish-black glands that exude an adhesive that allows them to climb walls and ceilings. A creature attempting to shove a skyquill has disadvantage on its check. \n'b' Innate Spellcasting . A skyquill can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day : color spray , fog cloud \n'b' 1/day : control weather \n'b'\n'b' Actions \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d4 + 6) bludgeoning damage. \n'b' Quills . Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 1d6 random color quills: \n'b' d6 \n'b' Color \n'b' Effect \n'b' 1 \n'b' Red \n'b' The target must make a DC 13 Wisdom saving throw or become charmed by a random creature with 60 ft. of it. The target spends its turn attempting to assist that creature. The condition lasts until the creature attacks the target or 1 minute passes. \n'b' 2 \n'b' Orange \n'b' The target is overcome by ravenous hunger. On its turn, it will attempt to eat some food. If it cannot, it gains a level of exhaustion . The effect then ends. \n'b' 3 \n'b' Yellow \n'b' The target is overcome by parching thirst. On its turn, it will attempt to drink some water or other safe liquid. If it cannot, it gains a level of exhaustion . The effect then ends. \n'b' 4 \n'b' Green \n'b' The target must make a DC 13 Wisdom saving throw or become stunned and fixated on some harmless object in its immediate area. It spends its turn interacting with that object. The condition lasts for 1 minute and it may repeat the saving throw at the end of its turn. \n'b' 5 \n'b' Blue \n'b' The target must make a DC 13 Charisma saving throw or become frightened of all hostile creatures within sight. The condition lasts for 1 minute and it may repeat the saving throw at the end of its turn. \n'b' 6 \n'b' Violet \n'b' The target must make a DC 13 Constitution saving throw or become unconscious. A creature can use an action to rouse the target. \n'b' Tactics \n'b' Skyquills prefer to flee instead of fighting, but will protect their flocks. They will shoot their quills at any interlopers, hoping to cause a distraction. They will use color spray and fog cloud to increase the confusion of their foes. Only in the most desperate measures will they use their slam attack . \n'b' Description \n'b' Skyquills have a blend of insectoid and humanoid features, with slender bodies, multifaceted eyes, butterfly-like wings, and a tail that tapers down into a cluster of rainbow-colored quills. When they stand straight up, they are as tall as an elf or a human , but they often hunch down, bending over the flowering bushes and the multicolored butterflies that attend them. \n'b' The Secret of the Quillflies . Skyquills keep a carefully guarded secret -hidden among the common butterfly folk are quillflies, creators of a magical nectar that can seed clouds with rain. Not surprisingly, skyquills are protective of their butterfly flocks and their secret members. They can often be found near the ground, caring for quillflies and collecting the magic nectar. \n'b' The Gift of the Skyquills . Many farmers in the pass along ancient proverbs that say it is taboo to kill any butterfly lest they bring drought to the land. Other legends tell of a high-born lady who planted many butterfly bushes around her manor, gaining the esteem of the skyquills, and her fields never wanted for a refreshing rain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slaugh \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 149 (23d10 + 23) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 12 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +7, Religion +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Infernal Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The slaugh\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The slaugh can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : animate dead , harm , protection from evil and good \n'b'\n'b' Undead Nature . The slaugh doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slaugh makes two scythe attacks and uses Trip. \n'b' Scythe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage. \n'b' Trip .A creature the slaugh can see within 10 feet of it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Tyrant\xe2\x80\x99s Command . The slaugh commands up to four undead creatures of Challenge Rating 2 or lower. The undead must be within 60 feet of slaugh and not hostile to it. Each affected undead creature uses its reaction to move up to its speed or make a melee attack . \n'b' Necromantic Blow (Recharge 5-6) . The runes on the slaugh\xe2\x80\x99s body glow white with unholy power as the slaugh channels its constituent souls\xe2\x80\x99 strength into a single powerful blow. The slaugh makes a slam attack . If it hits, the target must make a DC 16 Constitution saving throw. On a failed save, the target takes an extra 14 (4d6) necrotic damage and is stunned until the end of its next turn. On a success, the target takes half as much damage and isn\xe2\x80\x99t stunned . \n'b'\n'b' ABOUT \n'b' Though the methods for creating slaughs are well known to lich kings and vampire overlords alike, few necromancers dare to raise such beings for their necrotic armies because slaughs have an outsized reputation for treachery and betrayal. Perhaps this trait shouldn\xe2\x80\x99t come as a surprise, considering the combative nature of the numerous souls that compose a slaugh. At any rate, the fact remains that even the most loyal-seeming slaugh can be trusted for only so long. \n'b' Slaughs are towering undead abominations who lead powerful armies of skeletons, ghouls, and other unliving horrors. Clad only in simple rags and wielding a fearsome skull-bedecked scythe, the slaugh strikes an imposing image whether at the forefront of a zombie militia or amid the center of a bloodthirsty vampire mob. \n'b' A troop led by a slaugh is a troop to be feared. Although they are not necessarily tactical masterminds, slaughs can push their units to their physical limits using profane powers to inspire and intimidate in equal measure. That said, slaughs are never content to sit on the sidelines while their minions do the fun work of slaughtering enemies. Slaughs wade into the battlefield with glee, setting a prime example for their underlings in the ways of war and brutality. \n'b' Slaughs arise not from a single restless soul but from many. In order to create a slaugh, a necromancer must collect a retinue of formidable souls, each from a different army, militia, or war party-only the strongest and most imposing warriors will do. Then, a single hulking corpse is used to bind these souls into one being. Each of the dozens of magical runes etched upon a slaugh\xe2\x80\x99s body represent a separate soul bound to the monster. A slaugh can tap into the power of its constituent souls to either release waves of potent necromantic energy or funnel incredible power into its devastating strikes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slaughtermaw Lamprey \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armour) \n'b' Hit Points 210 (20d10+100) \n'b' Speed 15 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 18 (+4) CON: 20 (+5) INT: 2 (-4) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9 \n'b' Skills Athletics +10, Perception +7 \n'b' Damage Immunities cold \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Feed . The slaughtermaw lamprey is nourished by blood. Every time a slaughtermaw lamprey causes damage to a Medium or larger creature that has blood or an equivalent substance with a bite, it regains 27 (6d8) hit points . \n'b' Vanishingly Quick . The slaughtermaw lamprey is such a swift and agile swimmer that, whilst underwater, its movements do not provoke opportunity attacks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The slaughtermaw lamprey makes three attacks, two with its bite and one with its stinger slam. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 28 (4d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximun to 0. The reduction lasts until removed by the greater restoration spell or other magic. \n'b' Stinger Slam . Melee Weapon Attack : +10 to hit, reach 10ft., one target Hit. 17 (2d10 + 6) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 3 (1d4+1) rounds. The target may repeat the saving throw at the end of each of its turns, on a success the condition ends. \n'b'\n'b' Shattering Fangs . The slaughtermaw lamprey has a vicious bite of tough, razor-sharp teeth, fully capable of penetrating the thickest of hides or armors. If both the slaughtermaw lamprey\xe2\x80\x99s bites hit the same creature, the slaughtermaw lamprey may, as a bonus action, also apply the damage of the second bite to the target\xe2\x80\x99s armor or shield , if any. The armor takes a permanent and cumulative -1 penalty to the AC it offers for every 10 points of damage the slaughtermaw lamprey\xe2\x80\x99s bite inflicts on it. Armor reduced to an AC of 10, or shields that drops to a +0 bonus, are destroyed. The creature no longer gains any benefit from the armor, but subject to GM\xe2\x80\x99s approval, the shredded remnants of magic armor or shields may be reforged by a master smith. Though exceptionally dangerous, some hunt the slaughtermaw lamprey to render its oil and capture its eggs, as both are highly prized by alchemists. \n'b' Dried Slaughtermaw Eggs : When raw slaughtermaw lamprey eggs are quickly dried and eaten, the toxins in the eggs cause the user to experience intense feelings of euphoria, coupled with feelings of greater strength and stamina than normal in oneself. However, this takes its toll on the user\xe2\x80\x99s mind, causing them to make progressively poorer decisions and can lead to periods of aggression or confusion with overuse. For 3 (1d6) hours after consumption the creature gains advantage on Charisma ( Intimidation ) checks, and if they possess the barbarian \xe2\x80\x99s Rage feature, they gain two extra uses of it while this effect of consuming dried slaughtermaw eggs persists. However, for 6 (1d12) hours the creature is belligerent, constantly picking fights with other creatures, has poor impulse control, and has disadvantage on Wisdom ( Perception ) checks. With subsequent uses the danger of suffering a mental breakdown increase: Whenever a creature consumes more than one dose of dried slaughtermaw eggs per week, the creature must pass a DC 14 Charisma saving throw at the end of the period of poor impulse control or obtain a random long-term madness (as described in the 5E SRD). For each use of this drug, the DC increases by a cumulative +1. This resets only if a user has not consumed dried slaughtermaw eggs for a whole month. Price 1,800 gp. \n'b' Slaughtermaw Oil : Refined from the fatty tissues of slaughtermaw lampreys, this oil is quite sticky and highly flammable, creating a noisome green fire when burned. Torches and lanterns can burn this alongside their normal fuel to double how long they last. Additionally, it can be combined with alchemist\xe2\x80\x99s fire to create a hotter and longer lasting fire. When slaughtermaw oil is added to a flask of alchemist\xe2\x80\x99s fire increase the fire damage of the alchemist fire by 2 (1d4) and increase the DC of the Dexterity check to extinguish the flames to 12. Additionally, alchemist\xe2\x80\x99s fire treated with slaughtermaw oil can be used underwater. Price : 5 gp. \n'b'\n'b' About \n'b' The slaughtermaw lamprey is a long, scale-less fish that superficially resembles a jawless eel with many rows of barbed teeth and poisonous spines along their tail fins. Slaughtermaw lampreys are well acclimated to the icy waters and crushing depths of the ocean trenches of Orbis Aurea when they are adults, but they have to travel vast distances to create nests for their eggs, which must be laid in the shallow coastal regions to survive. Adult slaughtermaw lampreys remain to protect their eggs, but typically travel back to the depths after their eggs hatch, abandoning their young. After hatching, young slaughtermaw lampreys burrow into the sediments along the coast to filter feed for several months until they enter a metamorphosis to become adults. When the slaughtermaw lampreys finally emerge from their metamorphosis, they quickly seek out deeper waters to find suitable prey. \n'b' Savage Sea-hunter . Whether feeding on sea life in the deepest ocean trenches or nesting in the shallows along the world\xe2\x80\x99s temperate coasts, the slaughtermaw lamprey is a fearsome predator that inspires fear and respect in seafarers and landdwellers alike. While stories of megalodons, giant squid, and whales tend to be more prevalent, those who have encountered a slaughtermaw lamprey while at sea spin harrowing tales of survival against one of the harsh planet\xe2\x80\x99s most voracious hunters. Despite being jawless, a slaughtermaw lamprey\xe2\x80\x99s powerful bite can pierce through even the toughest of hides and sailors speak of a slaughtermaw lamprey\xe2\x80\x99s bite being capable of sinking waterborne craft as they tear through hulls seeking a meal. Slaughtermaw lampreys seem to fear no creature and many a sea creature has been seen sporting the ringshaped scars left by their attacks. Fortunately, slaughtermaw lampreys are rare during most of the year, only coming into contact with humanoids during their mating season when they venture from the icy depths to shallower coastal regions. A slaughtermaw lamprey can grow to reach an impressive fifteen feet in length and typically weigh about nine hundred pounds. \n'b' Slaughtermaw lampreys typically live ten to fifteen years, though older (and frighteningly, larger) members of their species are a part of many seafaring tales. \n'b' Deep Diver . A slaughtermaw lamprey spends much of its time feeding within the ocean trenches or along the ocean floor, attacking squids, sharks, and whales that swim by them. Typically, slaughtermaw lampreys prey upon whales, but they do attack larger predators such as megalodons and giant squids alone. Rare occurrences of multiple slaughtermaw lampreys feeding and hunting together to bring down larger prey is the stuff of nightmares. While squids can easily fight back, whales and sharks have a harder time defending themselves against even a solitary slaughtermaw lamprey. Both whales and sharks will often rise to the surface quickly, which typically causes the lamprey to detach as the rapid pressure change causes them to become confused and disorientated. \n'b' Light-Eater . Slaughtermaw lampreys have a habit of seeking out anything that radiates bright light or warmth, which some species of predators have turned into an advantage, such as the notorious deeplight hungerer, which utilizes bright glowing lures to attract them in the darkness of the deepest trenches. \n'b' Given enough time to adapt, they can rise to the surface to hunt, but it must be done slowly. While they focus on larger prey that can give them a larger meal, they have been known to attack smaller prey on occasion during their mating season, when they congregate along the shore and come into contact with humanoids and giants. Ships are particularly vulnerable as they resemble whales to slaughtermaw lampreys, and their teeth can easily puncture through armored hulls. As a ship begins to take on water, slaughtermaw lampreys will feast upon anything that tries to swim to safety, or in the case of larger ships swim inside the flooded cabins to snatch up stragglers. \n'b' Legendary Sea Monsters . A mixture of fear and reverence surrounds the slaughtermaw lamprey and some cultures have elaborate rituals around interacting with them. Some giant clan believe that within each lamprey is the soul of a powerful warrior who died outside of battle, destined to hunger for glory and bloodshed but never quite sating urges they no longer understand. Despite a rather gruesome coming-of-age ritual involving stealing lamprey eggs from a nest guarded by two mated lampreys, several more traditions exist to honor the lampreys, including blood sacrifice and offerings of live food. Artifacts originating from hill and stone giants, such as scrimshawed whale bones and shells depicting great battles or attacks made by lampreys and other creatures, can be found across coastal regions where lampreys can be found.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slave of the Chalice \n'b' Medium humanoid (troglodyte) , chaotic evil \n'b' AC 14 (natural armor) Hit Points 90 (12d8+36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7, Wis +5 Skills Stealth +5 Senses darkvision 60 ft.; passive Perception 11 Languages Draconic Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cave Chameleon The Slave gains tactical advantage on Dexterity / Stealth checks to hide in cavern settings. \n'b' Baleful Aura Any non-Slave that starts its turn within 10 feet of the Slave must make a Con save (DC 15). On a failure, the creature takes 2d6 necrotic damage and is poisoned until the start of its next turn. A creature that saves three times against the baleful aura is immune to the effect for 1 hour. \n'b' Baleful Disease If a creature takes damage from the Slave\xe2\x80\x99s aura or bite, it must make a Con save at the end of the encounter (DC 15). On a failure, it contracts a lingering disease. The diseased creature heals damage at half the normal rate (including magical healing ) and is poisoned until cured. Each day, it must make a Con save (DC 15) or lose 2d6 from its maximum hit points . The victim recovers if it succeeds on two daily saves, or can be cured by a restoration effect of 5th level or higher. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Slave attacks twice with its stone morningstar and once with its bite. \n'b' Stone Morningstar . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 2d8+4 piercing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 1d6+4 piercing damage. \n'b'\n'b' ABOUT \n'b' A ragged, rotting robe covers this scaly humanoid\xe2\x80\x99s body. \n'b' Its jaws are filled with needle-sharp teeth, and a weird greenish luminescence seems to cling to its body. \n'b' Brutal and degenerate, the Slaves of the Chalice were once a tribe of troglodytes that found favor with Lorthnu\xe2\x80\x99un. Long exposure to the Great Old One\xe2\x80\x99s foul manipulations of body and mind made the Slaves stronger and more fierce than most of their kind, and filled them with a toxic essence-a form of radioactivity, in fact-that poisons and eventually slays any creature that lingers too near. \n'b' No one knows how many Slaves there are, but small bands of the creatures haunt many of the caverns and tunnels burrowed by Lorthnu\xe2\x80\x99un, raising grim altars to their terrible god. Like their master, they also seem mystically linked to the Golden Chalice. When the Chalice appears, it\xe2\x80\x99s never long before skulking figures in tattered robes begin to dog the finder\xe2\x80\x99s footsteps, looking for a chance to slay the discoverer and carry off their prize.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slaver\xe2\x80\x99s Pet \n'b' Huge construct , unaligned\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft., climb 40 ft. Skills Athletics +11, Perception +4 Damage Resistances bludgeoning, piercing and slashing from weapons that are not magical or adamantine Damage Immunities lightning, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Immutable Form . The slaver\xe2\x80\x99s pet is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The slaver\xe2\x80\x99s pet has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The slaver\xe2\x80\x99s pet can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Unwavering . The slaver\xe2\x80\x99s pet cannot be distracted and has advantage on all passive Perception checks. \n'b' Actions \n'b' Multiattack . The slaver\xe2\x80\x99s pet makes four attacks using any combination of chain claw and slam attacks. \n'b' Chain Claw . Ranged Weapon Attack : +11 to hit, range 20/40 ft., one target. Hit : the target is grappled (escape DC 21) and is forced to move when the slaver\xe2\x80\x99s pet moves. A controlled slaver\xe2\x80\x99s pet never moves faster than the speed of its slowest grappled creature. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage and the creature must make a DC 17 Strength saving throw or be thrown 20 feet, landing prone . \n'b' Shock . As an action, the slaver\xe2\x80\x99s pet can send a shock to each creature it has grappled . The creature takes 22 (4d10) lightning damage and must make a DC 15 Constitution saving throw or become unconscious for 1 minute. \n'b' Tactics \n'b' When seeking to capture slaves, the slaver\xe2\x80\x99s pet is careful to do only nonlethal damage to targets. Prospective slaves are captured by the chain claws; undesirables are flicked away by the spider-like legs. If still properly programmed but without a controller, it returns with its captured slaves by moving at a speed that they can keep. Rogue pets have lost this programming and might maintain their top speed, no matter what happens to the captured creatures. Some drag the dead along until they find a better candidate, who is likely to suffer the same fate. \n'b' The chain connecting a slave and the pet can be severed \xe2\x80\x93 it requires doing at least 25 points of acid, slashing or bludgeoning damage to that chain (note the resistances and immunities above). \n'b' Description \n'b' The approaching form is that of a great metallic spider with long, multijointed legs. A tangle of chains that end in clawed metal hands whirls around it, and the creature clatters forward with clearly hostile intent. \n'b' Raider . The slaver\xe2\x80\x99s pet is a construct developed to aid in slave raids. It resembles a large iron spider with eight long, spindly legs. At the intersection of the eight legs is a mass of coiled chains topped by four sharply clawed, animated hands. The construct can shoot out these hands, which remain attached to the body by a 40- foot chain that unwinds from the central point. \n'b' Pilot\xe2\x80\x99s Seat . Though the slaver\xe2\x80\x99s pet was designed to be autonomous, it is equipped with a padded seat where a controller can ride and direct its movements and actions . This construct can be used to cross difficult terrain , but there are few left today and even fewer wizards still able and willing to create them. \n'b' Rogue Machines . A few slaver\xe2\x80\x99s pets are thought to roam lost and mindlessly following their masters\xe2\x80\x99 latest orders \xe2\x80\x93 capturing innocents, chaining them, and dragging them along until they die of starvation or exposure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slayer of the Living \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 165 (22d8 + 66) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 20 (+5) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +9, Survival +8 Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 18 Languages the languages it knew in life Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Favored Prey . When a creature fails a saving throw against the slayer\xc2\x92s Life Drain, the slayer can choose to make that creature its favored prey. The slayer gains a +4 bonus to weapon damage rolls against its favored prey. The creature remains the slayer\xc2\x92s favored prey for 24 hours. This effect ends early if the creature dies, or the slayer chooses a new favored prey. \n'b' Life Hunter . The slayer has advantage on Wisdom ( Survival ) checks to track living creatures. \n'b' Spellcasting . The slayer is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The slayer has the following ranger spells prepared: \n'b' 1st level (4 slots) : detect magic , hail of thorns, hunter\xe2\x80\x99s mark \n'b' 2nd level (3 slots) : pass without trace , spike growth \n'b' 3rd level (3 slots) : conjure barrage, lightning arrow \n'b' 4th level (2 slots) : freedom of movement , stoneskin \n'b' Sunlight Sensitivity . While in sunlight, the slayer has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The slayer has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Multiattack . The slayer makes two rapier attacks and uses its Life Drain, or makes two longbow attacks. If the slayer has a shortsword drawn, it can make a shortsword attack in place of its Life Drain. \n'b' Life Drain . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid or beast slain by this attack rises 24 hours later as a zombie under the slayer\xc2\x92s control, unless the creature is restored to life or its body is destroyed. There is no limit to the number of zombies the slayer can control. \n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Legendary Actions \n'b' The slayer 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 slayer regains spent legendary actions at the start of its turn. \n'b' Command Zombie . One zombie , under the control of the slayer, makes a melee attack against a creature of the slayer\xc2\x92s choice. \n'b' Life Drain . The slayer uses its Life Drain. On a hit, it can take a second legendary action to immediately cast hunter\xe2\x80\x99s mark or make the target its Favoured Prey. \n'b' Vanish . The slayer moves up to half its speed and can take the Hide action. \n'b' Cast a Spell (Costs 2 Actions) . The slayer casts from its list of prepared spells, using a spell slot as normal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sleepfolk \n'b' Family: Sleepfolk \n'b' Small humanoid (sleepfolk, ozian), neutral \n'b' Armor Class 13 Hit Points 10 (3d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Pick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This round-faced and widely yawning guard stands in a little niche in the rock. Strapped to his shoulders, instead of a knapsack, is a fat feather pillow, and as you approach opposite the guard\xe2\x80\x99s eyes close, and falling back against his cushion he begins gently to snore. The guard\xe2\x80\x99s nap is rudely interrupted by a pailful of pebbles that cascaded merrily down over his ears. There are twenty pails operating on a moving belt above his head and at three-minute intervals they pelt him awake. The buttons on the guard\xe2\x80\x99s uniform are illuminated and spelled out his name, \xe2\x80\x9cWINKS.\xe2\x80\x9d He holds a bow in one hand. \n'b' Sometimes known as gapers, these sleepy beings hibernate like bears. For six months of the year, they sleep in their burrows while the other half of the population stays away for six months, switching places as the time approaches. They are broadly divided into winkfolk and wakefolk. \n'b' Gillikin No More . Like hookfolk, sleepfolk appear to be drawn from gillikin stock. But how they got that way is a mystery. It seems likely they were affected by the Sand Man\xe2\x80\x99s sand, and are perhaps refugees from there who have since settled down in gillikin country. Whatever the case, they live in Gaper\xe2\x80\x99s Gulch now, and have adapted as best they can by sleeping seasonally. \n'b' Refugees from Mt. Illuso . Sleepfolk\xe2\x80\x99s sleep habits are thought to have emerged from an incredibly hostile environment. It\xe2\x80\x99s possible they were refugees from Mt. \n'b' Illuso, an incredibly dangerous place populated by the shapeshifting mimics. During the summer, when the shifting sun casts shadows, it\xe2\x80\x99s easiest if most of the sleepfolk hibernate while a few alert companions watch for predators. \n'b' Taper\xe2\x80\x99s Gulch . Sleepfolk live in Gaper\xe2\x80\x99s Gulch. There are no houses in Gaper\xe2\x80\x99s Gulch. In the center of the valley the rough stones and brush were cleared away and a series of flat rocks are spaced out almost like a gigantic checkerboard.\xc2\xa0Tinkfolk are constantly sleepy, so much so that it\xe2\x80\x99s all they can do fire their arrows at intruders. To account for this weakness, they gather in groups of forty, assuming that at least one of their arrows will force a creature unconscious until their winkfolk comrades can remove the intruders. \n'b' Sleepy Guards . Winkfolk are loath to stay awake, but they do so in times of great danger when wakefolk alone are not enough to protect the group. They make for ineffective guards who are saved only by the potency of their sleep arrows.\xc2\xa0Tinkfolk nobles are known as Sleeperoos and Great, Grand, and Most Snorious Gapers. They are chiefly occupied with getting their six-months of rest, which they value more than anything else. \n'b' Wakefolk are the counterparts to winkfolk. When awake, wakefolk eat breakfast from July first to August thirty-first; lunch from September first till October thirty-first; and dinner from November first till New Year\xe2\x80\x99s. When not eating, they sleep. The wakefolk are trained to sleep in summer and fall and to eat in winter and spring. The winkfolk constitute those who haven\xe2\x80\x99t trained yet or in the \xe2\x80\x9coff-season.\xe2\x80\x9d \n'b' Sleep Contagion . Wakefolk are industrious diggers, creating sleeping burrows (which looks like graves to outsiders) for their wakefolk companions. They also routinely bury intruders, and it\xe2\x80\x99s thought that humanoids who survive a full cycle while buried become sleepfolk themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gholl (Demon Lord) \n'b' Family: Demon Lords \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 315 (30d10 + 150) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 67 (+3) CON: 30 (+5) INT: 50 (+5) WIS: 50 (+5) CHA: 50 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Int +11, Wis +11, Cha +11 Skills Arcana +11, Deception +11, Insight +11, Perception +11 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened , poisoned Senses truesight 120 ft., passive Perception 21 Languages Abyssal, telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Gholl\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). Gholl can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , tongues \n'b' 3/day each : dispel magic , fear \n'b' 1/day each : fire storm , symbol \n'b'\n'b' Magic Resistance . Gholl has advantage on saving throws against spells and other magical effects. \n'b' Stench . Any creature other than a demon that starts its turn within 10 feet of Gholl must make a DC 19 Constitution saving throw or take 21 (6d6) poison damage on a failure, or half as much on a success. If the target fails the saving throw by 5 or more, it is also poisoned until the start of its next turn. \n'b' Teleport . Gholl magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Gholl makes one Bite attack , and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Paralyzing Gaze . Gholl targets one creature he can see within 60 feet of him. If the target can see Gholl, it must succeed on a DC 19 Wisdom saving throw against this magic or become paralyzed until the end of Gholl\xe2\x80\x99s next turn. A target that succeeds on the saving throw is immune to Gholl\xe2\x80\x99s Paralyzing Gaze for the next 24 hours. \n'b' Summon Demon or Gholl (1/day) . Gholl summons 1d3 vrocks, 1d2 hezrous, or 1d3 gholles with no chance of failure. A summoned demon or gholle appears in an unoccupied space within 60 feet of Gholl and obeys Gholl\xe2\x80\x99s telepathic commands (no action required). It can\xe2\x80\x99t summon other creatures. It remains for one minute, until it or Gholl dies, or until Gholl dismisses it as an action. It rolls initiative and acts on its own turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Gholl 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. Gholl regains spent legendary actions at the start of his turn. \n'b'\n'b' Claw . Gholl makes a Claw attack. \n'b' Nauseating Stench (Costs 3 Actions) . Each creature within 20 feet of Gholl must make a DC 19 Constitution saving throw or take 28 (8d6) poison damage on a failure or half as much on a success. \n'b' Teleport . Gholl uses\xc2\xa0 teleport . \n'b'\n'b' ABOUT \n'b' Gholl is a powerful demon lord revered by the undead creatures known as gholles. He is a 12-foot-tall male figure with leprous flesh and clawed hands and feet of animal nature. His head is human \xe2\x80\xa6 almost. It is elongated, with hyena-like jaws and bestial eyes and ears that bespeak some nightmare blend of human and animal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sleepfolk Swarm \n'b' Large swarm of small humanoids (sleepfolk, ozian), neutral \n'b' Armor Class 13 Hit Points 44 (8d10) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Shovels . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 12 (2d8 + 3) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage if the swarm has half of its hit points or fewer, and the creature must make a DC 13 Dexterity saving throw or be partially buried. In a failed save, a creature sinks into the dirt and is restrained , though it can use an action to end the restrained condition on itself by pulling itself free of the dirt. \n'b' Fury . Melee Weapon Attack : +5 to hit, reach 0 ft., one restrained target in the swarm\xe2\x80\x99s space. Hit : Hit: (2d8 + 3) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage if the swarm has half of its hit points or fewer, and the creature must make a DC 13 Strength saving throw or be buried. On a failed save, the creature is blinded and restrained and has total cover . The creature gains one level of exhaustion for every 5 minutes it spends buried in the dirt. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 13 Strength ( Athletics ) check. The creature that fails this check three times can\xe2\x80\x99t attempt to dig itself out again. A creature that is not restrained or incapacitated can spend 1 minute freeing another creature buried in the dirt. Once free, that creature is no longer blinded or restrained . \n'b'\n'b' ABOUT \n'b' This round-faced and widely yawning guard stands in a little niche in the rock. Strapped to his shoulders, instead of a knapsack, is a fat feather pillow, and as you approach opposite the guard\xe2\x80\x99s eyes close, and falling back against his cushion he begins gently to snore. The guard\xe2\x80\x99s nap is rudely interrupted by a pailful of pebbles that cascaded merrily down over his ears. There are twenty pails operating on a moving belt above his head and at three-minute intervals they pelt him awake. The buttons on the guard\xe2\x80\x99s uniform are illuminated and spelled out his name, \xe2\x80\x9cWINKS.\xe2\x80\x9d He holds a bow in one hand. \n'b' Sometimes known as gapers, these sleepy beings hibernate like bears. For six months of the year, they sleep in their burrows while the other half of the population stays away for six months, switching places as the time approaches. They are broadly divided into winkfolk and wakefolk. \n'b' Gillikin No More . Like hookfolk, sleepfolk appear to be drawn from gillikin stock. But how they got that way is a mystery. It seems likely they were affected by the Sand Man\xe2\x80\x99s sand, and are perhaps refugees from there who have since settled down in gillikin country. Whatever the case, they live in Gaper\xe2\x80\x99s Gulch now, and have adapted as best they can by sleeping seasonally. \n'b' Refugees from Mt. Illuso . Sleepfolk\xe2\x80\x99s sleep habits are thought to have emerged from an incredibly hostile environment. It\xe2\x80\x99s possible they were refugees from Mt. \n'b' Illuso, an incredibly dangerous place populated by the shapeshifting mimics. During the summer, when the shifting sun casts shadows, it\xe2\x80\x99s easiest if most of the sleepfolk hibernate while a few alert companions watch for predators. \n'b' Taper\xe2\x80\x99s Gulch . Sleepfolk live in Gaper\xe2\x80\x99s Gulch. There are no houses in Gaper\xe2\x80\x99s Gulch. In the center of the valley the rough stones and brush were cleared away and a series of flat rocks are spaced out almost like a gigantic checkerboard. \n'b' Tinkfolk are constantly sleepy, so much so that it\xe2\x80\x99s all they can do fire their arrows at intruders. To account for this weakness, they gather in groups of forty, assuming that at least one of their arrows will force a creature unconscious until their winkfolk comrades can remove the intruders. \n'b' Sleepy Guards . Winkfolk are loath to stay awake, but they do so in times of great danger when wakefolk alone are not enough to protect the group. They make for ineffective guards who are saved only by the potency of their sleep arrows. \n'b' Tinkfolk nobles are known as Sleeperoos and Great, Grand, and Most Snorious Gapers. They are chiefly occupied with getting their six-months of rest, which they value more than anything else. \n'b' Wakefolk are the counterparts to winkfolk. When awake, wakefolk eat breakfast from July first to August thirty-first; lunch from September first till October thirty-first; and dinner from November first till New Year\xe2\x80\x99s. When not eating, they sleep. The wakefolk are trained to sleep in summer and fall and to eat in winter and spring. The winkfolk constitute those who haven\xe2\x80\x99t trained yet or in the \xe2\x80\x9coff-season.\xe2\x80\x9d \n'b' Sleep Contagion . Wakefolk are industrious diggers, creating sleeping burrows (which looks like graves to outsiders) for their wakefolk companions. They also routinely bury intruders, and it\xe2\x80\x99s thought that humanoids who survive a full cycle while buried become sleepfolk themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bearmit Crab \n'b' What at first looks like an innocent pile of rocks on the shore turns out to be the shell of a bear-like creature brandishing two giant crab claws at the end of its powerful arms. \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 4 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances bludgeoning Senses Passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Bearmit Crab Viscid Shell . When a creature hits the bearmit crab with a slashing or piercing melee weapon, the creature must succeed on a DC 13 Strength saving throw, or its weapon becomes stuck to the bearmit crab\xe2\x80\x99s shell. While the weapon is stuck, it can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding. \n'b' Keen Smell . The bearmit crab has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' False Appearance . While the bearmit crab remains motionless, it is indistinguishable from a normal pile of rocks. \n'b' Actions \n'b' Multiattack . The bearmit crab makes two attacks: one claw attack and one bite attack or two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained . The bearmit crab has two claws, each of which can grapple only one target. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b'\n'b' About \n'b' These dangerous monstrosities can turn seemingly harmless beaches and shallows into treacherous stretches of feeding grounds. Only the occasional scattered bones or stuck weapon give any clue as to the true nature of these creatures. \n'b' Coastal Guardians . Created by a great wizard to guard her coastal keep in years long past, these monstrosities now roam the rocky coastlines, indiscriminately preying on unfortunate victims near the shore and in shallow waters. Sometimes, those particularly adept at taming and training wild beasts may keep small groups of bearmit crabs as guardians. \n'b' Crafted Homes . Driven by the scarcity of shells large enough to accommodate their size, bearmit crabs have adapted by crafting their own shells, using rocks glued together with sticky propolis. More commonly known as bee glue, propolis is harvested by bearmit crabs from the hives they find near the coastline. \n'b' Viscid Shells . Many adventurers get a nasty surprise when they try to stab or slash at the shell. Intuitively, the attackers aim for the crevices between the rocks, only to find their weapons hopelessly stuck fast in the shell\xe2\x80\x99s binding agent. To further complicate matters, bashing on the shell with blunter weapons doesn\xe2\x80\x99t prove particularly effective. Often, weapons of past victims are compelling lures, for few can resist a seemingly unattended sword sticking out of a pile of rocks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sleeping Willow \n'b' Huge plant , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d12 + 36) Speed 10 ft.\n'b' STATS STR: 19 (+4) DEX: 5 (-3) CON: 17 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 (+8 if not moving) Damage Resistances bludgeoning, piercing Damage Immunities poison Damage Vulnerabilities fire Condition Immunities blinded , charmed , deafened, frightened , paralyzed , poisoned , prone , stunned, unconscious Senses blindsight 90 ft. (blind beyond this radius), passive Perception 14 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Skeleton Warrior\xe2\x80\x99s Circlet . In the process of transforming into a skeleton warrior, the dying warrior\xe2\x80\x99s soul is trapped in a golden circlet. Anyone possessing one of these circlets can exert control over the skeleton warrior whose soul the circlet contains. To establish control, the controller must be within 300 feet of the skeleton warrior, must wear the circlet, and must spend one full round doing nothing but concentrating on the skeleton warrior. If the controller is not interrupted during this time, resolve a Charisma ( Intimidation ) contest between the skeleton warrior and the creature with the circlet (note that the skeleton warrior adds its proficiency bonus to Intimidation skill checks). If the wearer of the circlet wins the contest, the skeleton warrior is charmed , views that character as an ally, and interprets any of the character\xe2\x80\x99s suggestions in the most positive light . It is not dominated or controlled, but it doesn\xe2\x80\x99t feel the urge to immediately kill the wearer of the circlet and recover its soul, either. It would like its soul back eventually, but it can wait until its new ally is slain by some other creature or dies naturally. If the skeleton warrior wins the contest, it is immune from attempts to use the circlet to charm it for 24 hours. While within 300 feet of the charmed skeleton warrior, a person wearing the circlet can exert the following types of influence over the skeleton warrior. He or she can:\n'b'\n'b' Choose to see through the skeleton warrior\xe2\x80\x99s eyes \n'b' Try to force the skeleton warrior to attack something by making a successful DC 15 Charisma check (failing the check means the skeleton warrior acts as it chooses) \n'b' Try to force the skeleton warrior to take some other action \xe2\x80\x93 search an area, move across a room, etc. \xe2\x80\x93 by making a successful DC 10 Charisma check (failing the check means the skeleton warrior acts as it chooses); \n'b' Try to place the skeleton warrior in \xe2\x80\x9cinert mode\xe2\x80\x9d by making a successful DC 15 Charisma check. If this check succeeds, the skeleton warrior stands motionless, effectively unconscious and paralyzed , until the wearer of the circlet wills it back into wakefulness. If this check fails, the skeletal warrior is no longer charmed . While forcing the skeleton warrior to do anything, the circlet wearer can\xe2\x80\x99t move or take any other action. If the circlet wearer moves more than 300 feet away from the skeleton warrior or removes the circlet from his or her head while the skeleton warrior is active (not inert), the skeleton warrior is no longer charmed . If someone else becomes the circlet\xe2\x80\x99s owner, the skeleton warrior knows instantly; if it was charmed , it\xe2\x80\x99s not anymore, and if it was inert, it becomes active again. If a skeleton warrior ever gains control of the circlet containing its soul, it places the circlet on its head and \xe2\x80\x9cdies,\xe2\x80\x9d vanishing in a flash of light . The circlet falls to the ground and crumbles to dust. \n'b'\n'b' Crypt Fatigue . A creature infected with crypt fatigue gains one level of exhaustion immediately, and gains one more level every time it fails the DC 16 Constitution saving throw after taking damage from a skeleton warrior\xe2\x80\x99s longbow. An infected creature must make another DC 16 Constitution saving throw at the end of every long rest ; with a successful save, it recovers one level of exhaustion , but with a failed save, it gains one level of exhaustion . The disease is cured when the victim no longer has any levels of exhaustion . \n'b' Health Drain . At the beginning of the sleeping willow\xe2\x80\x99s turn, all creatures already grappled by it are constricted and take 13 (2d8 + 4) bludgeoning damage and 5 (2d4) necrotic damage. The sleeping willow regains a number of hit points equal to the necrotic damage inflicted. The sleeping willow\xe2\x80\x99s number of Slam attacks in its Multiattack is reduced by one for each such grappled creature. \n'b' Sleep Spores . The sleeping willow emits a cloud of sleep-inducing spores in a 30-foot-radius, 10-foot-high cylinder around it. Each creature in this area must succeed on a DC 18 Constitution saving throw or fall asleep for 5 minutes or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. \n'b' Actions \n'b' Multiattack . The sleeping willow makes up to four Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and 5 (2d4) necrotic damage inflicted. The sleeping willow regains a number of hit points equal to the necrotic damage. If the target is Large or smaller, it is also grappled (escape DC 18).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sleeping Willow \n'b' Huge plant , neutral evil \n'b' Armor Class 19 (windy whispers) Hit Points 138 (12d12 + 60) Speed 10 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 7 (-2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses Tremorsense 60 ft., passive Perception 13 Languages Understands Common, Druidic, Elvish, Sylvan but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the sleeping willow remains motionless, it is indistinguishable from a normal tree. \n'b' Siege Monster . The sleeping willow deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sleeping willow makes four exhausting slam attacks. \n'b' Exhausting Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage, and the target\xe2\x80\x99s Constitution score is reduced by 1d4. The target dies and is absorbed by the sleeping willows roots if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest. The sleeping willow heals or gains 10 temporary hit points for each point of Constitution drain. These temporary hit points last a 1 week. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Slumber Spores . A 30-foot radius of spores extends from the sleeping willow. These spores can go around corners and affect only creatures that breath and sleeps. Affected creatures must make a DC 19 Constitution saving throw or fall asleep for 10 minutes. If the target takes damage, it can repeat the saving throw to wake up. Any target that is asleep within 30 feet of the sleeping willow at the start of its turn also suffers Constitution drain as described under its exhausting slam attack . \n'b'\n'b' ABOUT \n'b' Sleeping willows are slow-moving, carnivorous plant creatures with evil dispositions. Most sleeping willows make their home among groves or areas of normal willow trees where they can use their natural appearance to their advantage. Though capable of movement, the sleeping willow only moves at night, so as not to be detected or seen. \n'b' Once a hunting area becomes depopulated or scarce, the sleeping willow moves on to better hunting grounds where it takes root and repeats the above cycle of waiting, hunting, and moving on to a new location. Sleeping willows do not collect treasure but the treasure from their past victims is often scattered about the base of the tree. Sleeping willows do not mind this, for they know that greedy treasure-seekers will be lured in by this and it makes catching a meal that much easier. \n'b' Deadly Grove . A sleeping willow appears as a normal willow tree (and is often mistaken for such) standing 15 or more feet tall. Some species have been rumored to reach heights in excess of 30 feet. Its trunk is 2 feet or more in diameter and dark brown in color. From the trunk sprout branches that end in long drooping and graceful twigs. \n'b' The sleeping willow is crowned with leaves of green or brownish-green. \n'b' Tactics :\xc2\xa0A sleeping willow prefers to attack from ambush when potential prey wanders too close to it. Once prey is in range, the sleeping willow releases its spores and then attacks with its branches, grabbing its prey in its vise-like grip. Grappled creatures are drained of their body fluids and absorbed by the tree. A grove of sleeping willows act in concert against multiple opponents, aiding one another when necessary until the opponents are slain or flee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sleeping Willow \n'b' Huge plant , neutral evil \n'b' Armor Class 19 (windy whispers) Hit Points 138 (12d12 + 60) Speed 10 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 7 (-2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Damage Resistances bludgeoning, piercing Senses Tremorsense 60 ft., passive Perception 13 Languages Understands Common, Druidic, Elvish, Sylvan but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the sleeping willow remains motionless, it is indistinguishable from a normal tree. \n'b' Siege Monster . The sleeping willow deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sleeping willow makes four exhausting slam attacks. \n'b' Exhausting Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage, and the target\xe2\x80\x99s Constitution score is reduced by 1d4. The target dies and is absorbed by the sleeping willows roots if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a long rest. The sleeping willow heals or gains 10 temporary Hit Points for each point of Constitution drain. These temporary Hit Points last a 1 week. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Slumber Spores . A 30-foot radius of spores extends from the sleeping willow. These spores can go around corners and affect only creatures that breath and sleeps. Affected creatures must make a DC 19 Constitution saving throw or fall asleep for 10 minutes. If the target takes damage, it can repeat the saving throw to wake up. Any target that is asleep within 30 feet of the sleeping willow at the start of its turn also suffers Constitution drain as described under its exhausting slam attack . \n'b'\n'b' ABOUT \n'b' Sleeping willows are slow-moving, carnivorous plant creatures with evil dispositions. Most sleeping willows make their home among groves or areas of normal willow trees where they can use their natural appearance to their advantage. Though capable of movement, the sleeping willow only moves at night, so as not to be detected or seen. \n'b' Once a hunting area becomes depopulated or scarce, the sleeping willow moves on to better hunting grounds where it takes root and repeats the above cycle of waiting, hunting, and moving on to a new location. Sleeping willows do not collect treasure but the treasure from their past victims is often scattered about the base of the tree. Sleeping willows do not mind this, for they know that greedy treasure-seekers will be lured in by this and it makes catching a meal that much easier. \n'b' Deadly Grove . A sleeping willow appears as a normal willow tree (and is often mistaken for such) standing 15 or more feet tall. Some species have been rumored to reach heights in excess of 30 feet. Its trunk is 2 feet or more in diameter and dark brown in color. From the trunk sprout branches that end in long drooping and graceful twigs. The sleeping willow is crowned with leaves of green or brownish-green. \n'b' A sleeping willow prefers to attack from ambush when potential prey wanders too close to it. Once prey is in range, the sleeping willow releases its spores and then attacks with its branches, grabbing its prey in its vise-like grip. Grappled creatures are drained of their body fluids and absorbed by the tree. A grove of sleeping willows act in concert against multiple opponents, aiding one another when necessary until the opponents are slain or flee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sleipnir \n'b' These powerful horses have eight legs and variously snowy, dappled grey, or rich black coloration. Evil and cowardice are anathema to the sleipnir, and those adventurers who seek to ride them must first impress them with brave deeds and heroic songs. \n'b' Large monstrosity , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 105 (10d10 + 50) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) 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 Constitution +8 Skills Athletics +8, Perception +5 Damage Resistances cold Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 15 Languages Primordial Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Heroic Leap (1/day) . As a bonus action , the sleipnir can leap into the air, gaining a flying speed of 60 feet for 1 minute. \n'b' Trampling Charge . If the sleipnir moves at least 20 feet straight toward a creature and then hits it with a rune hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be\xc2\xa0forced prone . If the target is prone , the sleipnir can make another rune hooves attack against it as a bonus action . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sleipnir makes two rune hooves attacks. \n'b' Rune Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage and 3 (1d6) radiant damage. An undead creature who takes damage from this attack must succeed on a DC 16 Charisma saving throw or be restrained by magical runes until the end of its next turn. \n'b' Gold and Ice (1/day) . The sleipnir summons a gilded avalanche in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 13 (3d8) bludgeoning and 13 (3d8) cold damage, is pushed 15 feet away from the sleipnir, and is forced\xc2\xa0 prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or\xc2\xa0forced prone . \n'b'\n'b' Reactions \n'b'\n'b' Eight Hooves (3/day) . When a creature moves within 5 feet of the sleipnir, the sleipnir can move up to its speed without provoking opportunity attacks. \n'b'\n'b' About \n'b' Epic Origins . The sleipnir are touched by divinity, their speed and strength the stuff of legends. They appear when great acts of courage are about to be undertaken, and they may offer temporary service in this case, acting as mounts or beasts of burden. They hauled the raw timber for the first walls of Valhalla, carried queens into war against Jotunheim, and pulled the sun to Niflheim for the lost to be found. \n'b' Draugr Bane . Sleipnir loathe the dishonorable undead and pursue them determinedly across the steppes and snowfields. Their hooves have a brilliant sheen, flashing with ensorcelling runes whenever they strike the undead. The great sleipnir matriarch, Gullfaxi, is famous for trampling an ancient vampire to death as the monster fled across an ice field.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slime Crawler, Larval \n'b' Medium aberration , neutral \n'b' Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 20 ft., climb 15 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +3 Skills Athletics +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages \xc2\x97 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell . The larval slime crawler has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Tentacles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. The target is grappled (escape DC 11) if the larval slime crawler isn\xc2\x92t already constricting a creature, and the target is restrained until the grapple ends. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slime Crawler, Mature \n'b' Large aberration , neutral \n'b' Armor Class 15 (natural armor) Hit Points 37 (5d10 + 10) Speed 30 ft., climb 15 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Skills Athletics +6, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages \xc2\x97 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Smell . The mature slime crawler has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The mature slime crawler makes three attacks: two with its tentacles and one with its bite. \n'b' Tentacles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (4d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving or be paralyzed for. 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' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slime Mold \n'b' Variants Large ooze , unaligned \n'b' Armor Class 15 \n'b' Hit Points 82 (8d10 + 40) \n'b' Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX: 21 (+5) CON: 20 (+5) INT: 1 (-5) WIS: 17 (+3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning, piercing \n'b' Damage Immunities acid, cold, necrotic, slashing \n'b' Condition Immunities blinded , deafened, exhaustion , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The slime mold can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The slime mold can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Unbreathing . The slime mold doesn\xe2\x80\x99t need to breathe. \n'b'\n'b' Actions \n'b'\n'b' Pseudopod . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage and the target is exposed to a random toxin generated by the slime mold. Roll 1d6 to randomly determine the toxin and its effect. In addition, if the slime mold is Medium or larger, it splits into two new slime molds if it has at least 10 hit points, unless the target was composed of an inorganic substance (such as an elemental, construct, or manufactured object). Each new slime mold has hit points equal to half the original slime mold\xe2\x80\x99s, rounded down. New slime molds are one size category smaller than the original slime mold. (If the spawned slime molds are Small, they become immature slime molds if they survive the encounter.) \n'b'\n'b' Caustic Toxin . The target takes 9 (2d8) acid damage. \n'b' Paralytic Poison . The target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. As long as it is poisoned , it is also paralyzed . \n'b' Nauseating Toxin . The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. At the end of each of the target\xe2\x80\x99s turns, it makes another Constitution saving throw, ending the poisoned condition on a success. \n'b' Pain Agent . The target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Disorienting Poison . The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While the poisoned condition lasts, the target can\xe2\x80\x99t take reactions or bonus actions . At the start of each of its turns, the target makes another saving throw, ending the poisoned condition on a success. \n'b' Hallucinogen . The target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of the slime mold\xe2\x80\x99s next turn. The GM controls the target\xe2\x80\x99s movement, which is erratic, until then. \n'b'\n'b' About \n'b' This brightly-colored amoeba with pulsing veins and throbbing bladders is as big as a horse. \n'b' Slime molds are naturally occurring organisms rarely larger than a few dozen centimeters in size. However, a few touched by cosmic energy become far larger creatures that spread slowly between star systems via spores that travel through space. They are sometimes brought to other worlds by the mi-go or other starfaring entities. \n'b' Their preferred habitat is oxygen-free frozen worlds, but the adaptable creatures can survive for prolonged periods elsewhere. Since other environments are unhealthy for slime molds, they are under constant stress when forced to inhabit such locales. They respond with heightened metabolism and determined attempts to reproduce. As a result, instead of storing energy, as soon as a slime mold absorbs food in a terrestrial setting, it begins repeatedly undergoing mitosis. This is a losing battle, and eventually the slime mold dies, having exhausted its reserves. Sometimes, a resulting immature slime mold survives and adapts to a new environment, but without optimal conditions it is rare for it to grow into a fully mature slime mold. Immature slime molds bound by magic have an easier time adjusting. \n'b' Like their terrestrial namesakes, slime molds are vast amoeba-like organisms. They are often quite brightly colored. \n'b' Mature slime molds can swell up to around 6 to 8 feet tall and typically weigh a ton or so. Their fluidity allows them to easily squeeze through small cracks or ooze up walls. \n'b' Bound Slime Molds . Slime molds can be controlled via bio-mechanical devices or magical druid or ranger rituals, which make them potentially useful. Immature slime molds are the easiest to control. Any spell or class feature that would conjure or control a beast (such as the features of the druid Circle of the Thousand Young on page 50) can also conjure or control a slime mold.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slime Mold, Immature \n'b' Family: Slime Mold \n'b' Small ooze , unaligned \n'b' Armor Class 12 \n'b' Hit Points 7 (2d6) \n'b' Speed 25 ft., climb 25 ft., swim 25 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning, piercing, slashing \n'b' Damage Immunities acid, cold, necrotic \n'b' Condition Immunities blinded , deafened, exhaustion , prone \n'b' Senses blindsight 5 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 12 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Amorphous . The slime mold can move through a space as narrow as 1 inch wide without squeezing. \n'b' Spider Climb . The slime mold can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Unbreathing . The slime mold doesn\xe2\x80\x99t need to breathe. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage and the target is exposed to a random toxin generated by the immature slime mold. Roll 1d4 to determine the toxin and its effect. \n'b' Caustic Toxin . The target takes 3 (1d6) acid damage. \n'b' Nauseating Toxin . The target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Pain Agent . The target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage. \n'b' Disorienting Poison . The target must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. While the poisoned condition lasts, the target can\xe2\x80\x99t take reactions. \n'b' About \n'b' Slime molds are naturally occurring organisms rarely larger than a few dozen centimeters in size. However, a few touched by cosmic energy become far larger creatures that spread slowly between star systems via spores that travel through space. They are sometimes brought to other worlds by the mi-go or other starfaring entities. \n'b' Their preferred habitat is oxygen-free frozen worlds, but the adaptable creatures can survive for prolonged periods elsewhere. Since other environments are unhealthy for slime molds, they are under constant stress when forced to inhabit such locales. They respond with heightened metabolism and determined attempts to reproduce. As a result, instead of storing energy, as soon as a slime mold absorbs food in a terrestrial setting, it begins repeatedly undergoing mitosis. This is a losing battle, and eventually the slime mold dies, having exhausted its reserves. Sometimes, a resulting immature slime mold survives and adapts to a new environment, but without optimal conditions it is rare for it to grow into a fully mature slime mold. Immature slime molds bound by magic have an easier time adjusting. \n'b' Like their terrestrial namesakes, slime molds are vast amoeba-like organisms. They are often quite brightly colored. \n'b' Mature slime molds can swell up to around 6 to 8 feet tall and typically weigh a ton or so. Their fluidity allows them to easily squeeze through small cracks or ooze up walls. \n'b' Bound Slime Molds . Slime molds can be controlled via bio-mechanical devices or magical druid or ranger rituals, which make them potentially useful. Immature slime molds are the easiest to control. Any spell or class feature that would conjure or control a beast (such as the features of the druid Circle of the Thousand Young on page 50) can also conjure or control a slime mold.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alliumite \n'b' Small plant , chaotic neutral \n'b' Armor Class 14 Hit Points 18 (4d6 + 4) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Plant Camouflage . The alliumite has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Tearful Stench . Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. \n'b' Actions \n'b' Thorn Dart . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Grass Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' About \n'b' An ambulatory plant half the size of a halfling slashes out with its grass blades. Its peeling skin, its hair of sprouts, and its svelte, nimble physique allude to its fey origins. The odor of onions and garlic wafts from it as it advances. Stepping on a patch of wild onions, garlic, or leeks in the woods can prove to be a deadly affair. The onion folk are easily riled, and, once angry, they attack relentlessly, slashing at ankles with their wicked grass blades. \n'b' Fey Origins . Alliumites began as a patch of sweet onions in a forest thicket, raised to sentience when a great deal of pixie dust spilled upon them. Arms and legs sprouted from their forms, and they began to think for themselves. Now they seek only to propagate, spreading far and wide. They have developed vast colonies through underground tunnels beneath forests and fields. \n'b' Nature\xe2\x80\x99s Gardeners . Alliumites feel a supernatural compulsion to plant chives, garlic, and other wild herbs wherever they go. This instinctive imperative makes them well-suited as gardeners. Though their wild gardens might look haphazard to the untrained eye, an alliumite knows exactly where each individual seed and sprout is planted. Woodland animals and benevolent fey creatures can find sustenance and shelter in these plant sanctuaries, but woe to those who threaten or damage anything planted within an alliumite garden. \n'b' Capable Combatants . Alliumites are exceptionally nimble. With razor-edged grass scimitars and darts made of thorns, they can overwhelm even a well-prepared adventurer. Able to dig through the ground almost as easily as walk and with a penchant for hidden and quiet movement, an alliumite can sneak up on anyone. If one of the onion folk is harmed in battle, it releases a stench that can make eyes water and temporarily cause blindness. Some say the stench can be so powerful as to even induce retching.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Android Assassin \n'b' Family: Android \n'b' Medium humanoid (android), lawful evil \n'b' Armor Class 15 (ablative leather, hardened components) Hit Points 189 (29d8 + 58) Speed 30 ft.\n'b' STATS STR: 8 (-2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Int +4 Skills Acrobatics +7, Deception +4, Perception +8, Stealth +12 Damage Resistances cold, radiant Condition Immunities disease, exhaustion , frightened , sleep Senses darkvision 60 ft., passive Perception 18 Languages Common (an ancient dialect, but still understandable) Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the android has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the android scores against a surprised creature is a critical hit. \n'b' Emotionless . Androids are immune emotion-based effects like fear and cannot benefit from bardic inspiration, bless spells, and similar effects. They have advantage on saving throws against becoming charmed but have difficulty processing emotions and have disadvantage on all Charisma -related checks. \n'b' Evasion . If an android is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, the android instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Exceptional Senses . Androids hear and see twice as far as a human . \n'b' Gunslinger (1 per long Rest) . The android may roll with advantage on a single attack with any pistol it wields. \n'b' Nano Advantage (1/day) . An android may gain +1d6 on one d20 roll. The android may wait to see the result of the roll before deciding to use this ability or not. This is a free action. \n'b' Sneak Attack (1/Turn) . The android deals an extra 12 (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 android that isn\xe2\x80\x99t incapacitated and the android doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Techno-organic . Androids do not feel fatigued and are immune to exhaustion and sleep effects. They are likewise immune to disease and have advantage on saving throws against being paralyzed , poisoned , and stunned . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The android can make two attacks. \n'b' Freezer Smash . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 2 (1d8 -2) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) cold damage on a failed save and losing 10\xe2\x80\x99 of movement, or half as much damage and no movement loss on a successful one. Movement loss is cumulative. \n'b' Glacial Accelerator . Ranged Weapon Attack : +8 to hit, range 80/320 ft.; one target. Hit : 8 (1d8 + 4) cold damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) cold damage on a failed save and losing 10\xe2\x80\x99 of movement, or half as much damage and no movement loss on a successful one. Movement loss is cumulative. The glacial accelerator stops working on a natural 1. \n'b' Cephalalgia Detonation (Recharge 6) . The android throws a grenade at a point up to 60 feet away. The android rolls a d20; on a 1 the grenade misfires and detonates immediately centered on itself. Each creature within 20 feet of the exploding grenade must make a DC 15 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Berserk Flailing . When the android becomes bloodied, it immediately uses Freezer Smash against each enemy within reach. \n'b'\n'b' ABOUT \n'b' Androids are technological creatures that look human in every way down to the atomic level \xe2\x80\x93 with only subtle differences \xe2\x80\x93 pale blood, star speckled eyes, exotic hair colors and styles and some have neon-tattoos that change color and intensity according to their mood. They tend to be coldly logical and unsympathetic some have broken the bonds of the machine soul\xe2\x80\x99s limitations and have become more human \xe2\x80\x93 finding religion in the following example. \n'b' Bequest of the Machine Gods . As creatures of ancient arcane technology, androids are treated as both humanoids (humans) and constructs for all effects. \n'b' Deformed Creations . Most androids appear as perfect representation of human beauty. But sometimes, the foundries that create these machines malfunction and spit out insane and malformed creatures. These feral creatures will instinctively follow the commands of another android or a human who appears to have authority. But their damaged circuits make them dangerous to anyone who tries to control them. They name themselves stillbirthed as they are rejected and effectively dead to the emotionless machine gods who created them. Just a defective machine to be discarded and eventually recycled.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slime Reaver \n'b' Small humanoid , neutral evil\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (bone armor, see below) Hit Points 18 (4d6 + 4) Speed 30 ft., swim 40 ft Saving Throws Dexterity +4 Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Ledean, Slime Reaver Challenge 1 (200 XP) \n'b' Special Traits \n'b' Bone Armor . Slime reavers wear armor made of giant turtle shells and other bony plates. On a critical hit, the bone armor is destroyed but absorbs all damage dealt. The slime reaver\xe2\x80\x99s AC then becomes 12. \n'b' Leap . The slime reaver can use its bonus action to leap in the air, up to 10 feet in the air and 20 feet forward in the direction that it was facing. If it lands next to an opponent and makes a successful attack roll, the attack counts as a critical hit. \n'b' Swamp Camouflage . The slime reaver has advantage on Dexterity ( Stealth ) checks made to hide in marshes or watery terrain. \n'b' Water Breathing . Slime reavers are amphibian and can breathe air and water. \n'b' Actions \n'b' Dart . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or be poisoned until the end of the slime reaver\xe2\x80\x99s next turn. \n'b' Net . Ranged Weapon Attack : +4 to hit, range 5/15 ft., one target. Hit : a Large or smaller creature is restrained by the net. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within reach on a success. Dealing 5 slashing damage to the net (AC 10) destroys the net and releases the target. \n'b' Poisoned Short-spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or be poisoned until the end of the slime reaver\xe2\x80\x99s next turn. \n'b' Slave Rings . Slavery is not only tolerated in slime reaver culture, it is encouraged. Those with \xe2\x80\x98landspawn\xe2\x80\x99 slaves have the highest reputation and many slime reaver villages own one or more slaver rings, a ring of water breathing designed so that the wearer cannot breathe air while wearing it. Each set of rings has a master ring, if the slave ventures too far from the master\xe2\x80\x99s location the ring fails utterly and the slave drowns. \n'b' Tactics \n'b' Slime reavers excel at guerrilla warfare. They rise from reeds or shallow water, attacking the most dangerous foes with nets and darts before closing in for the kill. Those reavers not involved in combat concentrate on netting and capturing anyone who looks like slave material. Spellcasters assist from afar. If a battle starts going against them, they quickly retreat with whatever they can, diving underwater where most opponents cannot follow. Slave-rings are placed on the captured, and all return to the tribe. \n'b' Slime reavers are amphibious froglike humanoids that inhabit many of the Scarred Lands\xe2\x80\x99 marshes, swamps and freshwater lakes. Slime reaver druids usually have some sort of shrine to these and other titans. \n'b' Slime Reaver Spellcasters \n'b' Slime reaver spellcasters are Challenge 2. \n'b' A few slime reavers are druids, and have the following feature: \n'b' Spellcasting . The slime reaver is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b' Cantrips (at will) : mending , poison spray \n'b' 1st level spells (4/day) : entangle , faerie fire \n'b' 2nd level spells (2/day) : hold person , pass without trace'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slither Kelp \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 42 (5d10 + 15) Speed 20 ft., climb 20 ft., swim 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities acid, poison, psychic, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amorphous . The slither kelp can move through a space as narrow as 1 inch wide without squeezing. \n'b' False Appearance . While the slither kelp remains motionless, it is indistinguishable from a mound of kelp. \n'b' Spider Climb . The slither kelp can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. The target is also grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and saving throws. The slither kelp can grapple up to three Medium or smaller targets. \n'b' About \n'b' Living on the piers at the docks is a dangerous ooze from the ocean. Slither kelp slides out of the sea and hunts for food on land. It\xe2\x80\x99s easy for the ooze to hide on the beach, on and around piers, in the fog, or amongst foul mounds of garbage. Like other oozes, these creatures prefer the dark. They are mindless predators that seek out living organisms to feed on. \n'b' From the Deep . These bizarre creatures are from the deepest part of the sea. They will return every once in awhile to their home and move easily in the water. \n'b' Drag Back into the Ocean . The slither kelp usually drags victims back into the ocean. Once there, the kelp and other sea creatures will eat their prey. The remains of victims will wash up back days or weeks later. \n'b' Ooze Nature . An ooze doesn\xe2\x80\x99t require sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Bear (Black) \n'b' Family: Bears \n'b' Medium beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Multiattack : The bear makes two attacks: one with its bite and one with its claws. \n'b' Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. \n'b' About \n'b' The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slitherin (Diseased) \n'b' Family: Slitherin (Ratfolk) \n'b' Medium humanoid (titanspawn), any evil \n'b' Armor Class 13 (leather armor) Hit Points 19 (3d8 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 15 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Medicine +3, Stealth +4 Senses darkvision 60 ft.; passive Perception 11 Languages Slitherin, Titan Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Contortionist . The slitherin has advantage on Dexterity checks to escape from bonds or being grappled , as well as to squeeze through tight spaces. \n'b' Disease Carrier . The Diseased slitherin is immune to the effects of disease. However, it can still contract diseases and be a carrier, exposing others to the disease\xe2\x80\x99s ravages. \n'b' Rodent Empathy . The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts. \n'b' Actions \n'b' Multiattack . The slitherin makes two attacks: one bite and one claw, or one bite and one shortsword. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 2) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' About \n'b' The Diseased priesthood is divided into orders, each responsible for breeding slaves as hosts for different plagues and ailments. While rivalries exist among the orders, there is a limit to how far such conflicts can go; allowing a disease to die out would be considered an offense to their gods. Given their capacity for cooperation, the Diseased are the most likely slitherin to seek joint ventures with other nests, particularly when they require brute strength for their cunning plots. \n'b' The Diseased prefer to strike from stealth, with ranged weapons ideally, rather than attack directly in melee.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slitherin (Dunewalker) \n'b' Family: Slitherin (Ratfolk) \n'b' Medium humanoid (titanspawn), any evil \n'b' Armor Class 12 (leather armor) Hit Points 26 (4d8 + 8) Speed 30 ft., burrow 15 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Stealth +3, Survival +5 Senses darkvision 60 ft.; passive Perception 11 Damage Resistances fire Languages Slitherin, Titan Speech Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Contortionist . The slitherin has advantage on Dexterity checks to escape from bonds or being grappled , as well as to squeeze through tight spaces. \n'b' Disease Resistance . The slitherin has advantage on saving throws against disease. \n'b' Rodent Empathy . The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts. \n'b' Surprise Attack . If the Dunewalker surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack . \n'b' Actions \n'b' Multiattack . The Dunewalker makes two attacks: one with its bite and one with its spear, or two with its shortbow. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d3 + 1) 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, or 5 (1d8 + 1) piercing damage if used in two hands. \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' Dunewalkers are found in most arid lands.\xc2\xa0Seasoned desert travelers who see scattered firelight on the night horizon know to avoid it. Although they will certainly attack travelers for food (that which they carry and the travelers themselves), the Dunewalkers\xe2\x80\x99 most cherished prizes are wagons, chests, and barrels \xe2\x80\x93 materials made of dense wood that can burn for a long time. \n'b' Dunewalkers are skilled predators, making astounding leaps over dunes to attack caravans, seemingly from out of nowhere. They can also burrow through the sand and spring upward from the ground.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slitherin (Foamer) \n'b' Family: Slitherin (Ratfolk) \n'b' Medium humanoid (titanspawn), chaotic evil \n'b' Armor Class 13 (studded leather) Hit Points 32 (5d8 + 10) Speed 30 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Athletics +4, Stealth +3 Senses darkvision 60 ft.; passive Perception 10 Languages Slitherin, Titan Speech Challenge 1 (200 XP) \n'b' Special Traits \n'b' Blood Frenzy . The Foamer has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Contortionist . The slitherin has advantage on Dexterity checks to escape from bonds or being grappled , as well as to squeeze through tight spaces. \n'b' Disease Resistance . The slitherin has advantage on saving throws against disease. \n'b' Rodent Empathy . The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 2) piercing damage. \n'b' Greataxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d12 + 2) slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' About \n'b' Foamers are the physically largest and most savage of the Unredeemed ratfolk. They live for battle and slaughter. Natural swimmers, they are the bane of the seas, churning up from the water, surrounded by packs of giant rats, to rend the life from the unprepared. \n'b' Instead of dwelling in tunnels, Foamers reside on bloodstained and half-sunken boats and ships they have captured, sometimes lashing them together as floating atolls. Lacking sailing skills, they rely on captured slaves to propel these makeshift craft, either by sail or oar. In addition to propelling the ships, slaves are used for any task that is not combat-related, as the ratfolk consider such chores beneath warriors. \n'b' The Foamer priesthood is composed of generals and admirals of warbands, with their massive, ogre-sized priest-king being the most bloodthirsty berserker of them all. His white fur is crusted black by the oceans of blood through which he has waded, and his mad eyes search always for new victims. As might be expected, Foamer rituals are based on blood and slaughter, often pitting captured humanoids against each other in battles to the death. \n'b' Foamers lose all control in combat, disdaining defense and preferring the satisfaction of slashing and biting their foes. If they use missiles at all, they throw javelins as they close with their targets. They are fond of siege engines for the mayhem they cause in extended campaigns. In most cases, they back down only when commanded to do so by their priest-king. Otherwise, they fight to the death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slitherin (Red Witch) \n'b' Family: Slitherin (Ratfolk) \n'b' Medium humanoid (titanspawn), lawful evil \n'b' Armor Class 12 (15 with mage armor ) Hit Points 16 (3d8 + 3) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Arcana +5, Stealth +4 Senses darkvision 60 ft.; passive Perception 11 Languages Slitherin, Titan Speech, plus any two other tongues Challenge 1 (200 XP) \n'b' Special Traits \n'b' Contortionist . The slitherin has advantage on Dexterity checks to escape from bonds or being grappled , as well as to squeeze through tight spaces. \n'b' Disease Resistance . The slitherin has advantage on saving throws against disease. \n'b' Rodent Empathy . The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts. \n'b' Spellcasting . The Red Witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, or +5 to hit with spell attacks). The Red Witch has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , filch*, minor illusion \n'b' 1st level (4/day) : color spray , mage armor , magic missile , silent image \n'b' 2nd level (2/day) : acid arrow , blindness/deafness \n'b'\n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 2) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' About \n'b' Physically the smallest of their race, they have rust or ginger-colored fur. Their clan is matriarchal, consisting of female witches who take groups of lesser male warlocks, up to two dozen at a time, as covens. These covens seek out areas of magical power and establish underground lairs nearby. Their havens are filled with traps, illusions, and the witches\xe2\x80\x99 undead servitors. As they absorb and extract the local magical energy, the witches ingest various potions and powders intended to inspire prophetic visions. \n'b' The most powerful witch in each coven is called the Queen. Red Witches are unlike other ratfolk clans in another way as well: some lone Red Witches go off on their own to pursue research they do not care to share with the others. These individuals sometimes find their way into civilization, if that is where their visions take them. \n'b' A Red Witch slitherin is smaller than a human by more than a head, but it appears no less threatening for its small stature. A cunning, cruel intellect gleams in its red eyes, and it leers with a twisted smile. Reddish fur covers its body, except for its pink nose and long, hairless tail. Its sparse clothing is layered with pouches, and bits of arcane oddments poke from its leather belt. \n'b' Red Witch slitherin fight with magic, using charmed or summoned monsters or animating undead to do the physical fighting for them. In most cases, though, unless a prophecy demands otherwise, they typically flee a superior force, using magic as required. Red Witches are the most intelligent, cunning, and subtle of the Unredeemed slitherin, and their stratagems reflect that fact.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slitherin, Common \n'b' Family: Slitherin (Ratfolk) \n'b' Medium humanoid (titanspawn), any alignment \n'b' Armor Class 12 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Stealth +3 Senses darkvision 60 ft.; passive Perception 10 Languages Slitherin, Titan Speech Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Contortionist . The slitherin has advantage on Dexterity checks to escape from bonds or being grappled , as well as to squeeze through tight spaces. \n'b' Disease Resistance . The slitherin has advantage on saving throws against disease. \n'b' Rodent Empathy . The slitherin can converse with rodents through body language and simple sounds, communicating simple ideas to such beasts. \n'b' Actions \n'b' Multiattack . The slitherin makes one bite attack and one shortsword attack . \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d3 + 1) piercing damage. \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, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' About \n'b' The common slitherin here represents a common ratfolk warrior, guard, or cultist that could be encountered almost anywhere in the Scarred Lands, having no particular clan affiliation. To better emulate a slitherin from a particular clan, add one or two appropriate clan abilities or features (borrowed from the sample statistics for the various slitherin clans, below). \n'b' Most ratfolk encountered away from their burrows or nests are warriors. Like their clothing, their armor and weapons are typically pitted and caked with filth. \n'b' Slitherin Clans \n'b' There are numerous clans or sub-species of ratfolk. Information and typical stats for representative members of the Diseased, the Dunewalkers, the Foamers, and the Red Witches appear on their own pages.\xc2\xa0Slitherin are often referred to as the \xe2\x80\x9cscourge of the under-realm.\xe2\x80\x9d \n'b' Slitherin are known to bolster their forces by calling upon packs of giant rats and swarms of normal rats to join them in battle. When led by their priests, ratfolk are capable of organized warfare and can use their great numbers to deadly effect. Lone ratfolk usually attempt to flee from conflict, but they can be driven into a fury if cornered. They fight only when in a group, preferably with three-to-one odds or better and from ambush.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slithering Tracker \n'b' Small ooze , unaligned \n'b' Armor Class 9 Hit Points 75 (10d6 + 40) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances acid Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Amorphous . The slithering tracker can move through a space as narrow as 1 inch wide without squeezing. \n'b' Ooze Nature . The slithering tracker doesn\xe2\x80\x99t require sleep. \n'b' Spider Climb . The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Transparent . Even when the slithering tracker is in plain sight, it takes a successful DC 14 Wisdom ( Perception ) check to spot a slithering tracker that has neither moved nor attacked. A creature that tries to enter the slithering tracker\xe2\x80\x99s space while unaware of the tracker is surprised by the tracker. \n'b' Silent Stalker . The slithering tracker has advantage on stealth checks while moving. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 14 (4d6) acid damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated 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' Cling . Melee Weapon Attack : +4 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained . Hit : 14 (4d6) acid damage, and the slithering tracker attaches to the target. While attached, the slithering tracker doesn\xe2\x80\x99t attack . Instead, at the start of each of the slithering tracker\xe2\x80\x99s turns, the target loses 14 (4d6) hit points due to blood loss. The slithering tracker can detach itself by spending 5 feet of its movement. It does so after it drains 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the slithering tracker.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slithy Tove \n'b' Small monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 91 (14d6 + 42) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 16 (+3) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Condition Immunities paralyzed , poisoned , restrained Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Distraction . Each creature with an Intelligence of 5 or higher that starts its turn within 5 feet of the slithy tove must succeed on a DC 13 Wisdom saving throw or become incapacitated until the start of its next turn, as it hears imaginary murmurings and sees movement in its peripheral vision. On a successful saving throw, the creature has advantage on saving throws against the Distraction of all slighty toves for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slithy tove makes two Claw attacks or one Claw attack and one Lick attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 12 (3d4 + 5) slashing damage. \n'b' Lick . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward the slithy tove. \n'b' Musk of Clumsiness (Recharge 5\xe2\x80\x936) . The slithy tove discharges musk in a 30-foot cone. Each creature in that area must make a C 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . When a poisoned creature moves more than 5 feet on its turn, it must succeed on a DC 13 Dexterity saving throw or fall prone , stepping in a hole, hitting its head on a branch, tripping over a rock, bumping into an ally, or some other clumsy act. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hidden Step . The slithy tove magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. \n'b'\n'b' ABOUT \n'b' A small, white anteater with blue fur on its paws and tail, small nubs of horns on its head, and a long tail sits up on four of its six legs. Then, it frenetically leaps into the air, paws at the ground, and jumps in circles. \n'b' Slithy toves are adorably strange little creatures infused with a touch of fey magic. They love to play. And cheese. They can\xe2\x80\x99t get enough cheese. \n'b' Playful Scavengers . Slithy toves are exceedingly social creatures, living as crowded colonies in large, many-chambered dens they dig out in forests and grasslands. They subsist primarily on vegetation and insects, and they have an intoxicating love of cheese. Because of this, they live close to humanoid settlements, where they raid local stores of cheese. They love to play and turn any scavenging venture into a game. They are intelligent enough to prove very challenging to keep out of cheese stores, and some humanoids, tired of fighting the slithy toves, leave out cheese snacks on regular schedules to appease the creatures and save the rest for market. \n'b' Bonding Musk . Slithy toves emit a powerful musk that is mildly hallucinogenic to humanoids, making them complicated neighbors. To them, the musk is what bonds them to their colony, and each colony\xe2\x80\x99s members share a unique musk. If a colony takes a liking to a humanoid or a humanoid family\xe2\x80\x94especially a humanoid that provides the colony with cheese\xe2\x80\x94colony members might rub their musk on parts of the humanoid\xe2\x80\x99s property, showing other slithy toves that humanoid is part of their colony.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ghul \n'b' Family: Demon Lords \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 266 (28d10 + 112) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 65 (+2) CON: 29 (+4) INT: 48 (+4) WIS: 40 (+5) CHA: 50 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +8, Con +10, Wis +11 Skills Arcana +10, Intimidation +11, Perception +11 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened , poisoned Senses truesight 120 ft., passive Perception 21 Languages Abyssal, telepathy 120 ft. Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Ghul\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ghul can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , ray of sickness \n'b' 3/day each : darkness , animate dead \n'b' 1/day each : fire storm , telekinesis \n'b'\n'b' Magic Resistance . Ghul has advantage on saving throws against spells and other magical effects. \n'b' Stench . Any creature other than a demon that starts its turn within 10 feet of Ghul must make a DC 18 Constitution saving throw or take 17 (5d6) necrotic damage on a failure or half as much on a success. If the target fails the saving throw by 5 or more, it also suffers one level of exhaustion . \n'b' Teleport . Ghul magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Ghul makes one Bite attack and two Claw attacks. She can use Paralyzing Spittle in place of any melee attack . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) damage. \n'b' Paralyzing Spittle . Ranged Weapon Attack : +8 to hit, range 20/60 ft. Hit : 14 (4d6) acid damage. If the target is a creature, it must make a DC 19 Constitution saving throw or become paralyzed . The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Summon Demon or Ghulaz (1/day) . Ghul summons 1d3 vrocks, 1d2 hezrous, or 1d3 ghulaz with no chance of failure. A summoned demon or ghulaz appears in an unoccupied space within 60 feet of Ghul and obeys Ghul\xe2\x80\x99s telepathic commands (no action required). It can\xe2\x80\x99t summon other creatures. It remains for one minute, until it or Ghul dies, or until Ghul dismisses it as an action. It rolls initiative and acts on its own turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Ghul 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. Ghul regains spent legendary actions at the start of his turn. \n'b'\n'b' Claw . Ghul makes a Claw attack. \n'b' Decomposing Burst (Costs 2 Actions) . Ghul discharges magical, corrupting energy. Each creature of her choice in a 10-foot radius must make a DC 19 Constitution saving throw, taking 21 (6d6) necrotic damage on a failure or half as much on a success. \n'b' Teleport . Ghul uses teleport . \n'b'\n'b' ABOUT \n'b' Ghul is a 12-foot-tall, misshapen female creature, the mother of all ghulaz. Her bestial face combines the worst features of a hound, a baboon, and a woman, twisted in a leering, fanged visage of demonic appearance. Her long arms are corded with muscle and terminate in clawed hands; her feet are similarly ugly and clawed. The overall impression of her bodes horror most malevolent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sloth \n'b' Tiny beast , unaligned \n'b' Armor Class 10 Hit Points 4 (1d6 + 1) Speed 5 ft., climb 10 ft., swim 10 ft.\n'b' STATS STR: 6 (-2) DEX: 7 (-2) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +0, Stealth +0 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage Fur . The sloth has advantage on Dexterity ( Stealth ) checks in forest terrain. \n'b' Firm Grip . The sloth has advantage on Strength ( Athletics ) checks made to climb or to resist attempts to Shove it while it is climbing. The sloth can sleep while climbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Sloths are long-furred tree-dwelling herbivores. They are known for their efficient metabolisms and slow movement, spending most of their time hanging upside down in tropical forests. Unable to walk, they must drag themselves along the ground and are nearly helpless if trapped there. They generally remain hidden in leafy canopies to evade attacks by predatory cats and birds. Many sloths have symbiotic green algae in their fur that aids in camouflage. Most sloths range 2-3 feet long and weigh 10 to 20 pounds. They are surprisingly strong swimmers, able to swim more quickly than they can move on the ground They have long claws used primarily for climbing, but they can lash out when threatened. \n'b' Mapinguary . The mapinguary is a muscular sloth covered in shaggy reddish brown to black fur, though it is much more comfortable on the ground, walking on all fours or upright in almost humanoid fashion, leaving curious curve-footed tracks that almost seem backwards. Unlike its lesser kin, the mapinguary can move quickly, with bursts of surprising speed enabling it to evade pursuers or chase down prey. The mapinguary is omnivorous, equally as prone to tear apart palm and similar trees to devour palm hearts and fruits as ripping the limbs off animal or humanoid prey. Their bellowing terrifies all nearby and their hair and hide are proof against most weapons unless they strike it in a vulnerable spot. All agree that their stench is terrible indeed, almost enough to knock a person unconscious with its foulness. \n'b' Legend holds that the first mapinguary were shamans who discovered the secret of immortality and were cursed by the gods to become wandering hairy beasts of the wood. If so, they retain little if any of their human roots, though they often lair in caves and sometimes fashion crude barricades of logs or boulders across the openings to their dens. They sometimes lurk on the fringes of human villages, though whether this is to find easy meals or is driven by some distant subconscious memory is unknown. \n'b' Megatherium . The megatherium is a massive sloth weighing 10,000 pounds. It can balance on its hind legs and tail, allowing it to reach up to 20 feet high. When standing on its hind legs, it can reach to the treetops with its agile tongue. Megatheriums are primarily herbivorous, but they can be aggressive and have been known to feast on meat and carrion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sloth Viper \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 38 (7d10) Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) poison damage and the target is poisoned for 1 minute. On a successful saving throw, the target takes half damage and isn\xe2\x80\x99t poisoned . While the target is poisoned , its speed is halved, it can\xe2\x80\x99t use reactions , and it can take only one action or one bonus action on each of its turns, and regardless of abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn\xe2\x80\x99t take effect until the creature\xe2\x80\x99s next turn, and the creature must use its action on that turn to complete the spell. If it can\xe2\x80\x99t, the spell is wasted. \n'b' About \n'b' This large emerald snake has bands of gold and black ringing its body and a black-tipped tail. \n'b' The sloth viper is a lightning-quick predator most often found in dense, thick jungles or overgrown swamplands. The typical sloth viper is 9-10 feet long, though they can grow to a length of 20 or more feet. \n'b' They subsist on a diet of small animals, preferring birds, lizards, and small mammals to others. They are fearless, however, and do not hesitate to attack much larger prey such as cheetahs, leopards, and even lions. Once the sloth viper has fed, it often recoils high above the ground, under the thicket and blanket of leaves, branches, and limbs where it sleeps for the next 1d6 days. \n'b' The sloth viper is a solitary predator; rarely is more than one encountered. If such an encounter takes place, they are often a mated pair, with a nest of eggs nearby. A sloth viper\xe2\x80\x99s lair is a dense thicket of natural underbrush and trees. A typical nest contains 1d4 emerald colored eggs. \n'b' Sloth vipers are hunted by some humanoids for their scales and poison (which is rumored to be valued by spellcasters for its properties). \n'b' Sloth vipers are ambush hunters and wait patiently among the limbs and branches of trees for potential prey to pass underneath it. When unsuspecting prey is in range, the viper either drops on it from above or snaps down quickly with its vicious bite, recoiling back into the trees afterward.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sloth, Abominable \n'b' Huge beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 126 (12d12+48) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 19 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Senses passive Perception 10 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Awful Stench . Any living creature that starts its turn within 10 feet of the sloth must make a Con save (DC 16) or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful save, the creature is immune to the stench for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sloth makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 3d10+6 slashing damage, and if the target is Medium size or smaller, it must make a Str save (DC 18) or be pushed 10 feet away and forced prone . \n'b'\n'b' ABOUT \n'b' This massive beast is covered in thick, shaggy fur. Its forelegs end in huge sickle-like claws, and it gives off an absolutely putrid reek. \n'b' The abominable sloth is a territorial and aggressive variety of giant ground sloth. It is an especially large and powerful animal, only a little smaller than a mammoth ; the typical abominable sloth weighs 4 to 5 tons, and stands more than 15 feet tall when rearing up on its hind legs. \n'b' The abominable sloth is noted for its overpowering musk, which smells like putrid meat. This foul stench often carries for hundreds of yards with the wind, providing plenty of warning that the beast is nearby-it is difficult indeed to be surprised by this creature. It can be a fierce opponent when angered, and is more than capable of killing a human with a single blow of its claws. The jungle tribes consider the abominable sloth too dangerous (and its flesh too rank) to hunt, and generally avoid the beast.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Bear (Brown) \n'b' Family: Bears \n'b' Large beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Multiattack : The bear makes two attacks: one with its bite and one with its claws. \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' Broad, powerful muscles move beneath this massive bear\xe2\x80\x99s brown fur, promising both speed and lethal force.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sloth, Giant \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 168 (16d10 + 80) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str+7 Skills Athletics +7, Perception +4 Damage Resistances poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Foul Odor . Any creature that starts its turn within 15 feet of the giant sloth must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check. \n'b' Hunter\xe2\x80\x99s Dash (1/day) . The giant sloth moves double its normal speed and has advantage on all of its attacks for 1 round. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant sloth makes two attacks: one with its claw and one with its bite. If the giant sloth is grappling a creature, it can also use its Sloth\xe2\x80\x99s Embrace once. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the sloth doesn\xe2\x80\x99t have another creature grappled . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Sloth\xe2\x80\x99s Embrace . The giant sloth crushes a creature it is grappling by pulling the creature against its fetid, furry chest. The target must make a DC 15 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also stunned until the end of its next turn. \n'b'\n'b' About \n'b' This elephant-sized beast has a pronounced snout with large canine teeth and claws like longswords. \n'b' It spends most of its life slowly digesting its latest meal in its cool burrow. \n'b' Burrowers and Diggers . The carnivorous giant sloth lives in great dirt mounds dug to its satisfaction in hilly or grassland areas. Below the mound is a series of tunnels dug for escape and the storage of recent kills. \n'b' Hunter at the Water\xe2\x80\x99s Edge . These clever predators bury themselves in mud and grass and wait beside rivers, lakes, and ponds for prey to draw near. Once within range, the sloth moves with surprising speed and, like a trapdoor spider, rushes out to pull its prey back into its hunting hole. \n'b' Fetid Coats . The fur of the giant sloth is a matted nightmare of mud, blood, viscera, and mold. They apply fresh coats of mud when preparing to hunt, masking their scent for a short time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sloth, Giant \n'b' Huge beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 76 (8d12 + 24) Speed 15 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Keen Scent . The giant sloth has advantage on Wisdom ( Perception ) checks based on scent. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant sloth makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) slashing damage, and the target must make a DC 17 Strength saving throw or be knocked prone . \n'b'\n'b' About \n'b' This massive sloth is brownish-black, and its fur has a greenish tint to it. Its eyes are white. Giant sloths grow up to be 10 feet long and weigh up to 450 pounds. The fur of a giant sloth is stained green by algae. A giant sloth attacks by biting and rending its opponent with its claws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slough \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 16 (+3) INT: 15 (+2) WIS: 22 (+6) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +8, Wis +11, Cha +8 Skills Arcana +7, Intimidation +13, Nature +11, Stealth +11 Damage Resistances acid, cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft. \n'b' Languages Common Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The slough makes saving throws against spells and magical affects with advantage. \n'b' Rejuvenation . When a slough is destroyed, its body rapidly decomposes and the weirdstone immediately begins absorbing her essence creating a foul and putrescent smelling bog that surrounds stone. This process takes about a month. The bog begins as a shallow bog covering a 10-foot-square area and spreads at the rate of an additional 10 square feet per day. For every 40 square feet of bog that emerges, 10 square feet turn to deep bog. After about a month passes, the slough emerges from the bog fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. \n'b' Spellcasting . The slough cast spells as 17th level druid . Its spellcasting ability is Wisdom . Spell attacks +11, Spell DC 19 Cantrips: acid splash , druidcraft, poison spray, produce flame , thorn whip\n'b'\n'b'\n'b' 1st (4) : charm person , entangle , inflict wounds , fog cloud , ray of sickness \n'b' 2nd (3) : acid arrow , darkness , hold person \n'b' 3rd (3) : call lightning , dispel magic , stinking cloud , water walk \n'b' 4th (3) : blight , freedom of movement , giant insect , locate creature \n'b' 5th (2) : conjure elemental , insect plague , scrying , tree stride \n'b' 6th (1) : conjure fey , wall of thorns \n'b' 7th (1) : mirage arcana, symbol \n'b' 8th (1) : imprisonment (burial or slumber only), tsunami \n'b'\n'b' Stench . Any living creature that starts its round within 10 ft of the slough must succeed at a DC 19 Constitution saving throw or gain the poisoned condition until the end of their next round. If a creature makes a successful saving throw, they become immune to the stench effect of sloughs for 8 hours. \n'b' Turn Resistance . The slough has advantage on saving throws against turn undead and channel divinity effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slough may make two attacks; one with a cantrip and one withering touch. \n'b' Withering Touch . Melee Spell Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or be affected by a withering curse for 1 minute. Each round at the start of each of the target\xe2\x80\x99s turn, they must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by 2d10 (11). A successful saving throw ends the effect. The target\xe2\x80\x99s hit point maximum returns to normal after a full rest. \n'b' Undead Wildshape . The slough may take on the form of a beast with a challenge rating no greater than 7 or change back again. Any equipment the slough is carrying becomes a part of its new form, and it returns to its original form when killed. While in its beast form, the slough retains its type (undead), alignment, Intelligence , Wisdom , and Charisma scores, as well as the ability to change its shape. It also retains its resistances and immunities, including magic and turn resistance . Otherwise, it takes on the abilities of the beast it is imitating. The slough may not cast spells in this form, though it may maintain concentration on any spell it cast before changing shape. \n'b'\n'b' The Slough\xe2\x80\x99s Weirdstone \n'b' A weirdstone is magical item that serves as the source of the slough\xe2\x80\x99s mystic power. A typical weirdstone is a roughly egg-shaped boulder about three cubic feet in volume and entirely scribed with strange runes. \n'b' Weirdstones weigh roughly 4,000 lbs. \n'b' Blasphemous versions of dolmen and similar druidic stones, the slough\xe2\x80\x99s weirdstone draws energy directly from the earth. This allows the slough to use the earth\xe2\x80\x99s energies to restore her own druid powers even though she herself is an abomination that violates the druidic code. \n'b' Weirdstones allow the user to cast spells as a druid with a caster level equal to the creator at the time of its creation (minimum 7th). As these dolmens are typically handed down or stolen by their users, the caster levels of acquired weirdstones varies. \n'b' Undead creatures that cast druidic spells in their previous life may tap into the weirdstone\xe2\x80\x99s power automatically. A living creature who wishes to use a weirdstone must spend 8 hours in meditation. At the end of 8 hours, they may attempt an Intelligence (Arcane) or Intelligence (Nature) check (DC 8 + the stone\xe2\x80\x99s caster level). A successful check attunes the stone to the user and allows them to cast spells as a druid of the weirdstone\xe2\x80\x99s level until they take a full rest. After a full rest, the user loses attunement and must attempt to attune the wierdstone again to regain use of its powers. Each attempt by a living creature to attune the stone reduces the creature\xe2\x80\x99s hit point maximum by 11 (2d10) whether or not the skill check is successful. The user\xe2\x80\x99s hit point maximum returns at a rate of 5 (1d10) per full rest. \n'b' A slough is powerful undead creature, a former druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence. \n'b' Temptations of Power . All sloughs begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. \n'b' Wandering Corruption . Unlike most undead, sloughs show great discontent at the thought of becoming pent up in musty underground tombs or web-filled catacombs. Instead, sloughs tend to be nomadic, for their survival depends of draining untainted lands. If a slough remains too long in the same area, she completely drains the earth, turning it to near lifeless salt bogs filled with zombie beasts. Oftentimes, slough will gather followers, such as primitive humanoid tribes, and promise them power in exchange for sacrifices. \n'b' These groups travel at night and each dawn when they arrive at a new location, erect a massive tent for their lord. \n'b' The slough lord typically remains inside the tent, while his followers bring their issues and sacrifices before him. \n'b' Solitary Bonds . Sloughs also meet informally, drawn by their weirdstones to ancient caves where lost civilizations of beastmen performed blood rituals documented in pictographic paintings and ancient runes lining the cavern walls. In these sacred caves also hide the secrets of the dolmens and manipulating the brutal and earth-draining magic practiced by the first slough lord. There are also unconfirmed rumors that describe a book of wood-carved plates and sealed with a thick wooden cover sealed with hardened amber. The book contains several lost spells of great concern to the slough and slough magic. \n'b' Less frequently, a group of sloughs may form a cabal. \n'b' Cabals perform group rituals in which they combine their weirdstones by placing them into mystic circles to capture even greater earth energies. Cabals usually don\xe2\x80\x99t last long, and more often than not, when they dissolve their power-hungry members immediately begin plotting against each other.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Slow Storm \n'b' Medium elemental , chaotic neutral \n'b' Armor Class 19 (natural armor) Hit Points 220 (21d8 + 126) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 22 (+6) INT: 11 (+0) WIS: 18 (+4) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +11 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Languages Auran, Common Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The slow storm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Eye of the Storm . The slow storm is surrounded by a 15-foot-radius wind storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The winds extinguish open flames and disperse fog. A flying creature in the storm must land at the end of its turn or fall. Each creature that starts its turn in the area must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) lightning damage. The storm\xe2\x80\x99s area is difficult terrain for any creature other than the slow storm. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slow storm makes three Slam attacks or four Lightning Bolt attacks. If two Slam attacks hit one creature, the target must succeed on a DC 18 Constitution saving throw or be wracked with pain for 1 minute. While the target is wracked with pain, minute bits of electricity dance within its body, and the target takes 4 (1d8) lightning damage for every 5 feet it moves. 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' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage plus 9 (2d8) lightning damage. \n'b' Lightning Bolt . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 22 (4d8 + 4) lightning damage. \n'b' Static Shock (Recharge 5\xe2\x80\x936) . The slow storm releases built-up electricity in a 60-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more 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'\n'b' ABOUT \n'b' Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static-straight quills. \n'b' Despite its perhaps comical appearance, a slow storm is a creature of wind, lightning, and chaos, able to send minute electrical shocks into creatures that cause pain every time the creature moves. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever-increasing pain. \n'b' Small central Core . The nucleus of a slow storm is a sphere of ice and stone, and it is surrounded by protective, high-speed winds. \n'b' Static Generator . A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate static electricity that it uses when attacking.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Smoke Guardian \n'b' Large aberration , neutral evil \n'b' Armor Class 16 Hit Points 19 (2d10 +12) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances Acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons. \n'b' Damage Immunities Poisoned Condition Immunities exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Understands common and the language of its creator; speaks none. Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Grapple . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) bludgeoning damage and opponent grappled and constricted. \n'b' Constriction . A successful attack by the smoke guardian can lead to a constriction attack . In the round following the successful attack , the victim must make a Strength save (DC 12). If this save fails, the victim is constricted by the guardian for 2d6 points of damage per round. A victim can make additional Strength saves every round to escape constriction, but escape becomes more difficult as the creature tightens its grip. The DC to escape the grapple, therefore, increases by 2 for each round after the first that the victim is constricted. \n'b'\n'b' ABOUT \n'b' These creatures are magical in nature and are born only from certain ceremonial candles used by the lords of law and evil. These candles, always green in color, put forth a faded green light and smoke incessantly. The smoke gathers above the candles, never moving many feet from them unless a powerful wind is blowing. If left alone for several hours, the smoke takes on a sentience born of the evil imparted into the candles. The user of the candles is then able to communicate basic commands to these creatures, instructing them as guards or assassins. \n'b' Constant Guardians . These creatures are rare and almost always used as guardians of rooms, portals, treasure, and the like. Once they attune themselves to an area, they remain there until dispelled or destroyed. They are always given a command word that drives them back, as they are not always able to discern master from foe. \n'b' Dim-Witted and Deliberate . The smoke guardian is slow, both mentally and physically. It always takes it a round or two to realize that intruders have entered its protected area. Once noticed, however, the smoky cloud descends upon its victim, attacking anyone that falls into its grasp. The smoky guardian can attack up to four targets in a 12-foot area simultaneously, trying to constrict each target separately. It attacks by coiling tendrils of thick smoke around the victim, lifting him off the ground a few feet and squeezing him until he is crushed to death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake (Cobra), Large \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 17 (2d10+6) Speed 30 ft.; swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 17 (+3) 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 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . A Celestial Hawk has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magic Resistance . A Celestial Hawk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Descriptions of cobras vary widely, from shades of brown, possibly with lighter or darker mottling, to coppery red, grayish, or completely black, and described lengths vary wildly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Teratashia (Demon Princess of Dimensions) \n'b' Family: Demon Lords \n'b' Large fiend , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 161 (19d10 + 76) Speed 35 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 18 (+4) INT: 19 (+4) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +9, Int +9, Cha +9 Skills Perception +7 Damage Resistances acid, cold, psychic Damage Immunities lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 17 Languages Abyssal Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . Teratashia heals 10 hit points at the start of her turn if she is in darkness . She heals 5 hit points if she is in dim light, and no hit points if she is in bright light. \n'b' Light Avoidance . Teratashia\xe2\x80\x99s speed increases to 50 feet and her flying speed increases to 70 feet if she is in bright light at the start of her turn. Her speed returns to normal when she starts her turn in dim light or darkness . \n'b' Innate Spellcasting . Teratashia spellcasting ability is Charisma (spell save DC 17, spell attack bonus +9). She can cast the following spells without material components:\n'b'\n'b'\n'b' At will : clairvoyance , darkness , detect thoughts , dimension door , dispel magic , fear , suggestion \n'b' 3/day each : charm person , insect plague , telekinesis , wall of stone Teratashia\xe2\x80\x99s Necklace of Skulls. Teratashia\xe2\x80\x99s necklace is a powerful magic item. It is made from 13 skulls, and each skull has gems set into the eye sockets. Each gem stores one magic spell; the wearer of the necklace can use an action (or reaction for counterspell) to cast one of the spells. Spells are cast at their lowest level, using the caster\xe2\x80\x99s attack bonus and saving throw DC. The necklace recovers one expended charge per hour when worn by Teratashia; it doesn\xe2\x80\x99t recover charges when worn by anyone else. It has the following spells stored: 2x each: arcane lock , bestow curse , cloudkill , counterspell, fireball , hypnotic pattern , knock (x2), mirror image , witch bolt 4x each: cone of cold , cure wounds \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Teratashia make four Claw attacks, or two Claw attacks and either uses her innate spellcasting or one charge from her necklace. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 17 (3d8 + 4) slashing damage plus 7 (2d6) lightning damage. \n'b'\n'b' ABOUT \n'b' The Demon Princess Teratashia is a huge, female-headed cockroach with a feral visage wearing a necklace of human skulls. The necklace is a powerful magic item, but it functions at full effect only for Teratashia. The demon princess\xe2\x80\x99s dark palace in the depths of the Abyss is a nexus of countless gaps between dimensions, a warren of tunnels that worm their way deep into a multitude of other realities. She is known in some circles as the Mistress of Dimensions. From the center of this network of connections, Teratashia sends her minions creeping and slithering through the planes of existence to do her bidding. \n'b' Teratashia seldom involves herself in the quarrels of the other great demons. She is far more interested in controlling the nooks and crannies between dimensions than with her political status in the Abyss. She is inclined to leave the other demon princes alone to the same degree that they also extend that courtesy to her.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake (Cobra), Small \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 4 (d6+1) Speed 30 ft.; swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . A Celestial Hawk has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magic Resistance . A Celestial Hawk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Descriptions of cobras vary widely, from shades of brown, possibly with lighter or darker mottling, to coppery red, grayish, or completely black, and described lengths vary wildly.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake, Anaconda \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 95 (10d10 + 40) \n'b' Speed 20 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 18 (+4) INT: 1 (-5) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 \n'b' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) piercing damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the anaconda has disadvantage on attack rolls to constrict another target. If it has one Large or two Medium or smaller creatures constricted, it can\xe2\x80\x99t constrict another target. \n'b' Squeeze . The anaconda can force a creature it has grappled to make a DC 16 Strength saving throw. On a failure, the creature loses its air and begins suffocating immediately. When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is must begin making death saves, and it can\xe2\x80\x99t regain hit points until it can breathe again. \n'b'\n'b' ABOUT \n'b' These massive snakes spend most of their time underwater or in caves along riverbanks, but they are known to climb trees in search of birds and their nests. They range in color from yellow to shades of green, with some species having spots or speckled patterns. They devour any prey they can catch, primarily fish and amphibians but also herd animals coming near the water\xe2\x80\x99s edge or their treed lairs, and even other predators like caimans and other snakes. They feed on carrion when available, and cannibalism of other anacondas is not uncommon, especially by the females after mating. Fully grown anacondas can stretch up to 20 or even 30 feet long and weigh over 500 pounds. \n'b' River Monsters . Far rarer but even more deadly, gargantuan anacondas lurk in vast river networks, usually far from human habitation. When they venture into settled areas, however, they can depopulate entire villages, destroying boats and houses in a feast of death and destruction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake, Anaconda (Giant) \n'b' Gargantuan beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 279 (18d20 + 90) \n'b' Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 28 (+9) DEX: 12 (+1) CON: 21 (+5) INT: 1 (-5) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10 \n'b' Skills Perception +6 \n'b' Senses passive Perception 16 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dangerous Wake . When the giant anaconda moves 10 feet or more, any space it moves through becomes difficult terrain until the beginning of its next turn. Creatures that pass through any affected underwater spaces must make a DC 22 Strength saving throw; on a failed save, they are pulled under. \n'b' Inescapable Grasp . Immunity to being grappled or restrained does not protect a creature from the giant anaconda\xe2\x80\x99s actions and it is immune to the effects of freedom of movement on creatures it grapples, although those creatures have advantage on escape attempts. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 64 (10d10 + 9) piercing damage. \n'b' Constrict . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 64 (10d10 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the creature is restrained , and the anaconda has disadvantage on constrict attacks. If it is grappling one Huge creature, two Large creatures, or four Medium or smaller creatures, it can\xe2\x80\x99t constrict another target. \n'b' Encircle . If the anaconda moves no more than half its speed, it can use the length of its body to form an enclosed barrier surrounding an open 20-foot-square space. The outer edge of the anaconda\xe2\x80\x99s space becomes a 40-foot square until the beginning of its next turn. The space in between is considered occupied by the anaconda. Creatures that would be in the occupied space can choose to be moved to the nearest space inside or outside the anaconda; the anaconda cannot encircle if any creature of Huge or larger size occupies the intended space. The anaconda may then bite or constrict. \n'b' Squeeze . The anaconda can force a creature it has grappled to make a DC 22 Strength saving throw. On a failure, the creature loses its air and begins suffocating immediately. When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is must begin making death saves, and it can\xe2\x80\x99t regain hit points until it can breathe again. \n'b'\n'b' ABOUT \n'b' These massive snakes spend most of their time underwater or in caves along riverbanks, but they are known to climb trees in search of birds and their nests. They range in color from yellow to shades of green, with some species having spots or speckled patterns. They devour any prey they can catch, primarily fish and amphibians but also herd animals coming near the water\xe2\x80\x99s edge or their treed lairs, and even other predators like caimans and other snakes. They feed on carrion when available, and cannibalism of other anacondas is not uncommon, especially by the females after mating. Fully grown anacondas can stretch up to 20 or even 30 feet long and weigh over 500 pounds. \n'b' River Monsters . Far rarer but even more deadly, gargantuan anacondas lurk in vast river networks, usually far from human habitation. When they venture into settled areas, however, they can depopulate entire villages, destroying boats and houses in a feast of death and destruction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake, King Cobra \n'b' Medium beast, unaligned \n'b' Armor Class 14 Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 08 (+4) CON: 44 (+2) INT: 2 (-4) WIS: 40 (+0) CHA: 0 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The king cobra has advantage on Wisdom ( Perception ) check that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw taking 21 (6d6) poison damage on a failure or half as much on a success. \n'b' Poisonous Spittle (Recharge 5-6) . Ranged Weapon Attack : +6 to hit, range 10 ft. Hit : 10 (3d6) poison damage. \n'b'\n'b' ABOUT \n'b' The longest venomous snake, the king cobra is agile and excitable and can inject a staggering quantity of venom into its victims. King cobras defend themselves readily, hissing and moving forward while maintaining the hooded threat posture.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Animal, Bear (Polar) \n'b' Family: Bears \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Multiattack : The bear makes two attacks: one with its bite and one with its claws. \n'b' Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' About \n'b' This large bear is completely white save for small black eyes and black lips hiding huge, glistening teeth.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake, Thread-Bound Constrictor \n'b' The beautiful snake woven into the rug begins to shift and slide as if slithering. It grows larger and springs from the surface of the rug. \n'b' Huge construct , unaligned \n'b' Armor Class 12 Hit Points 60 (8d12 + 8) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The snake is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the snake must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or return to the textile to which it is bound for 1 minute. \n'b' Construct Nature . The thread-bound construct doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The snake is immune to any spell or effect that would alter its form. \n'b' Magic Weapons . The snake\xe2\x80\x99s weapon attacks are magical. \n'b' Shifting Form . The snake can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Actions \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the snake can\xe2\x80\x99t constrict another target. Only a beast or monstrosity can be made into a thread-bound construct. To create one, a spellcaster ritually sacrifices a living creature over a textile\xe2\x80\x99s materials. The creator must then meditate over the newly woven textile for a week, setting the conditions that trigger the creature, like the conditions in the glyph of warding spell. When a creature becomes a thread-bound construct, it retains all its statistics except as noted below. \n'b' About \n'b' Found on tapestries and rugs, thread-bound constructs are created with magic that infuses textiles with the essence of a once-living creature. They appear mundane until triggered, at which point the pattern comes to life. \n'b' Thread-Bound . When killed, the creature vanishes, reappearing upon the textile to which it is bound in a death pose. At the next dawn, it again assumes its living pattern and can be triggered again. If the textile is destroyed while the pattern of the creature is on it, the creature is also destroyed. Otherwise, damage to the textile does not harm the creature. If the creature is killed and the textile has been destroyed, the creature is permanently destroyed. \n'b' Template \n'b' Type . The creature\xe2\x80\x99s type changes to construct, and it no longer requires air, food, drink, or sleep. Senses . The construct gains darkvision 60 feet. Resistances . The construct gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Immunities . The construct gains immunity to poison damage and to the charmed , exhaustion , frightened , paralyzed , petrified , and poisoned conditions. Languages . The construct understands the languages of its creator but can\xe2\x80\x99t speak. \n'b' Special Traits \n'b' Antimagic Susceptibility . The snake is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the snake must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or return to the textile to which it is bound for 1 minute. \n'b' Immutable Form . The snake is immune to any spell or effect that would alter its form. \n'b' Magic Weapons . The snake\xe2\x80\x99s weapon attacks are magical. \n'b' Shifting Form . The snake can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snake, Three-Headed Cobra \n'b' Variants This monstrous serpent\xe2\x80\x99s body is as thick as a man\xe2\x80\x99s torso and covered in ink-black scales. Its trunk branches out to support three hissing heads atop flaring cobra hoods. For all its size, it slithers across the ground almost silently. \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +3 Skills Perception +3 Damage Resistances poison Senses blindsight 10ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Reactive Heads . The three-headed cobra gets two extra reactions that can be used only for opportunity attacks. \n'b' Three-Headed . The cobra has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Wakeful . While the three-headed cobra sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The three-headed cobra makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Often employed as guardians, the native intelligence of these creatures makes them capable of learning commands. \n'b' Color Variations . The three-headed cobra is most common throughout warm climates, though not unknown on the open plains and in some jungles. While most retain the black coloration found in jungles and hills, other varieties exist.\xc2\xa0The desert variety often has a pale bone color and skull-like hood pattern; the plains varieties tend toward green or khaki coloration. \n'b' Golden Guardians . The three-headed cobra is a watchful creature associated with guarding shrines and sometimes with rulership over a particular abandoned city or necropolis. Some believe they are protectors of ancient holy relics, sacred scrolls, or divine sparks. Because one of its heads is always awake and alert, it is also favored to guard treasure vaults and counting houses, where large sums of coins are stored. In these cases, the three-headed cobra\xe2\x80\x99s scales take on a golden or silvery coloration. \n'b' Servants of the Queen . The three-headed cobra carries a strong association with the Queen of Serpents, who, according to legend, never strays far from their protection (honor guards of at least two and as many as a dozen are common near the Queen). They are thought to be her close companions, and many believe the three-headed cobras serve not only as her bodyguards but also as her consorts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snakeroot \n'b' Large plant , unaligned \n'b' Armor Class 12 Hit Points 13 (2d10 + 2) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 10 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the snakeroot remains motionless, it is indistinguishable from normal plant roots. \n'b' Mask of the Fey Wild . The snakeroot can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b' Grasping Vine (Recharges atier a Short or Long Rest) . The snakeroot attempts to entangle one creature that it can see within 30 feet of it. The creature must succeed on a DC 10 Strength saving throw or be restrained by the entangling plants for 1 minute. A creature restrained by the plants can use its action to make a DC 10 Strength check, freeing itself on a success. If a creature succeeds its Strength check to break free, the snakeroot immediately takes 2d6 slashing damage. \n'b'\n'b' ABOUT \n'b' Deep within swamps and dense forests, snakeroots nestle among the offshoots of great trees, basking in their hoard of trinkets and lying in wait to defend it. \n'b' These bark-skinned fey can remain rigid and motionless for hours or even days at a time, blending in perfectly amongst the thick roots in which they nest. With the power to manipulate the roots around them, snakeroots find themselves well defended and comfortable in their dens, and rarely leave except to hunt or look for lost or forgotten treasures to add to their collection. \n'b' Wyrmroot . Snakeroots are also known as dragonroots, due to their tendency to fill their nests with tiny treasure hoards composed of any shiny or unique objects cast off by travelers in the snakeroot\xe2\x80\x99s domain. Any treasures found by a snakeroot are immediately spirited away by this avaricious fey to be hidden amongst the roots of its nesting tree. \n'b' Deeply concerned for the safety of their keepsakes, a snakeroot never hides all of its treasure in a single location, splitting it amongst several hidden caches beneath different trees in the same root network. If they spot intruders near their nests, these possessive fey will animate the roots of the trees around them to restrain the thieves while they make a swift getaway with whatever treasures they can carry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snallygast \n'b' Large fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 19 (+4) INT: 5 (-3) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +8, Wis +6 Skills Perception +10, Stealth +8 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 20 Languages understands Common but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Dive Attack . If the snallygast is flying and dives at least 30 feet toward a target and then hits with a melee attack , the attack deals an extra 10 (3d6) damage to the target. \n'b' Legendary Resistance (3/Day) . If the snallygast fails a saving throw, it can choose to succeed instead. \n'b' Septaphobia . If the snallygast comes within 60 feet of a seven-pointed star it can see, it has disadvantage on all attack rolls, ability checks, and saving throws until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snallygast makes one Beak attack and one Tail attack. \n'b' Beak . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 9 (2d8) poison damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the snallygast can\xe2\x80\x99t use its Tail attack on another target. If the snallygast takes 30 or more damage on a single turn, it must succeed on a DC 15 Constitution saving throw or release any creature grappled this way. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Summon Swarm (3/Day) . The snallygast spews up a swarm of poisonous snakes in a space within 5 feet of it. The swarm is friendly toward the snallygast, hostile toward all others, and takes its turn immediately after the snallygast. \n'b' Wing and a Prayer . The snallygast flies up to its flying speed without provoking opportunity attacks. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The snallygast 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 snallygast regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The snallygast makes one Beak or Tail attack. \n'b' Cacophony (Costs 2 Actions) . The snallygast lets out an earsplitting, discordant shriek targeted at a creature within 30 feet of the snallygast. If the target can hear the shriek, it must make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) thunder damage and is staggered until the end of its next turn. While staggered, the target can\xe2\x80\x99t take reactions and on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes only half as much damage and suffers no additional effects. \n'b' Mesmeric Plumage (Costs 2 Actions) . The snallygast fans its wings to reveal a shimmering pattern on the underside. Each creature within 30 ft. of the snallygast that can see it must succeed on a DC 16 Intelligence saving throw or become charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if another creature uses an action to shake it out of its stupor. \n'b'\n'b' ABOUT \n'b' The snallygast is a bird-reptile creature that combines the peacock\xe2\x80\x99s beauty with a snakelike grotesqueness and a wingspan greater than 20 feet. The snallygast\xe2\x80\x99s origins are disputed, with some believing that it is native to the Fey Realm, while others insist that the snallygast is the product of arcane experiments involving unstable, raw magic. \n'b' A hunter of beasts and humanoids alike, the snallygast likes to swoop down from above upon an unwitting target, incapacitating them with its mesmerizing feathers, and snatching them up to be eaten later. The snallygast\xe2\x80\x99s only known weakness is its irrational fear of seven-pointed stars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snallygaster \n'b' Huge aberration , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 21 (+5) INT: 4 (\xe2\x80\x933) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +10, Wis +7 Damage Immunities acid, thunder Condition Immunities frightened Senses darkvision 120 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The snallygaster has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The snallygaster regains 15 hp at the start of its turn if it has at least 1 hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snallygaster makes one Slimy Tentacles attack and three Talons attacks. If the snallygaster hits one creature with two Talons attacks, the target must succeed on a DC 18 Strength saving throw or take 11 (2d10) piercing damage and be forced prone . \n'b' Slimy Tentacles . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the snallygaster can\xe2\x80\x99t use its Slimy Tentacles on another target. \n'b' Talons . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (2d12 + 7) piercing damage. \n'b' Screech (Recharge 5\xe2\x80\x936) . The snallygaster emits a loud squawk like a screeching whistle in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 49 (14d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . 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'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Flier . The snallygaster takes the Dash or Disengage action. It must be flying to use this bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry Spell . If the snallygaster succeeds on a saving throw against a spell of 5th level or lower that targets only the snallygaster, the spell has no effect. If the snallygaster 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 twisted hybrid of a giant bird and lizard flies forward on wings too small to support its bulk. A mass of writhing tentacles bursts from its open beak. \n'b' This horrific predator lairs and hunts in hilly and mountainous country, mainly preying on large, wild herd animals. If humanoids settle near its territory, however, a snallygaster is quick to take advantage of the easier prey of livestock, horses, and even people. \n'b' Aerial Predator . The snallygaster attacks from the air, swooping down to kill prey or entangle them in its tentacles before carrying them off to its lair for consumption. Its initial attack is prefaced by a horrific shriek that can be heard up to a mile away. Snallygasters are not speedy flyers, but they have excellent maneuverability in the air. They usually claim hunting territories within one to four miles of their lairs. \n'b' Polymorphic . Snallygasters vary widely in appearance, often looking vastly different from their parents. Some have horns or spikes of varying length and number, while others have a single eye centered on their heads. The colors and the ratio of feathers to scales on each snallygaster\xe2\x80\x99s body ranges widely as well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vepar \n'b' Family: Demon Lords \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 300 (24d10 + 168) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 22 (+6) CON: 24 (+7) INT: 20 (+5) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Dex +13, Con +14 Skills Intimidation +13, Perception +12, Stealth +13 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities frightened , poisoned Senses truesight 120 ft., passive Perception 22 Languages Abyssal, telepathy 120 ft. Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Vepar has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Vepar\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . Vepar\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : control water , detect magic , ice storm \n'b' 3/day each : dispel magic (as a 6th-level slot), wall of ice \n'b' 1/day each : control weather , true polymorph \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Vepar makes two Trident attacks or two Claw attacks. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) slashing damage plus 11 (2d10) cold damage. The target must succeed on a DC 20 Constitution saving throw or gain a level of cold-based exhaustion . \n'b' Trident . Melee or Ranged Weapon Attack : +16 to hit, reach 10 ft. or range 30/90 ft., one target. Hit : 22 (3d8 + 9) piercing damage, or 25 (3d10 + 9) piercing damage if used with two hands to make a melee attack . This weapon is a magical +2 trident. \n'b' Conjure Shrroths (recharge 4-6) . Vepar summons 2 shrroths (see monster entry) that appear in unoccupied spaces within 60 feet of him and obey his telepathic commands (no action required). They roll initiative and act on their own turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Vepar can take three 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. Vepar regains spent legendary actions at the start of his turn. \n'b'\n'b' Cast a Spell (costs 3 actions) . Vepar casts a spell from his innate spellcasting list. \n'b' Trident Missiles (costs 2 actions) . Vepar uses his magical trident to cast a magic missile spell (as a 6th-level slot). \n'b' Teleport (costs 2 actions) . Vepar magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b' Claw Attack . Vepar makes a Claw attack . \n'b'\n'b' ABOUT \n'b' Vepar is an Abyssal duke in the service of Dagon, Prince of the Sea. He is a 12-foot-tall demonic merman. His upper torso is coppery brown, while his lower torso and fins are silver and scaled. Vepar\xe2\x80\x99s hair is long and black, and he usually wears it tied back or braided. His eyes, usually blue in color, burn with a silvery fire when he is angry or excited. Under his hair, two small copper horns can be seen just above his eyes. Vepar\xe2\x80\x99s hands end in wicked claws with silvery nails. \n'b' A brooding and malevolent demon, Vepar relishes in the torture and death of others, particularly mortals (whose very existence he disdains). He leads 29 battalions of shrroths in service to his master, but his loyalty to Dagon is questionable at best. Behind the scenes, Vepar is quietly amassing an army of demons to one day lead against his current lord. But for now, he waits and serves. \n'b' Vepar\xe2\x80\x99s citadel, Leviathan\xe2\x80\x99s Reach, is built into an underwater mountain range that sits several miles below the surface of his watery Abyssal home. The citadel is guarded by scores of aquatic demons, fiendish merfolk, and fiendish tritons, as well as several hundred sahuagin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snatch Bat \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 97 (15d8 + 30) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Sleight of Hand +8, Stealth +8 Damage Resistances force, psychic Condition Immunities blinded , charmed , exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages understands Deep Speech and Umbral but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The snatch bat doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Treasure Sense . The snatch bat can pinpoint, by scent, the location of precious metals, gemstones, and jewelry within 60 feet of it and can sense the general direction of such objects within 1 mile of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snatch bat makes three Claw attacks or two Claw attacks and one Pilfering Bite attack . \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5. ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Pilfering Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (2d4 + 5) piercing damage. Instead of dealing damage, the snatch bat can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn\xe2\x80\x99t a weapon, and isn\xe2\x80\x99t wrapped around or firmly attached to the target. For example, a snatch bat could steal a hat or belt pouch but not a creature\xe2\x80\x99s shirt or armor. The bat holds the stolen item in its long neck-arm and must regurgitate that item (no action required) before it can make another Pilfering Bite attack . \n'b'\n'b' ABOUT \n'b' The creature waddles forward on stubby legs, with a long arm where its head should be. Then, quick as lightning, it pulls a pouch off a man\xe2\x80\x99s belt and takes to the air on large, leathery wings. \n'b' Also called yoink bats or thefties, snatch bats are bats in only the broadest sense. Though they fly on leathery wings and they lack discernible eyesight like a common bat, the similarities end there. In addition to its wings, a snatch bat has a pair of sharp three-clawed feet attached to a stubby, bloated torso. Its most notable feature is its head, which is a left hand with six fingers at the end of a double-jointed arm as long as a python. A small maw sits in the palm of the hand, always seen chewing on the creature\xe2\x80\x99s latest bounty. \n'b' Extraplanar Scavengers . Native to planes of existence where dreams and shadows shape the laws of physics, snatch bats are nightmarish when unexpected. Only accomplished mages can locate and summon these creatures. Clever summoners use snatch bats for their knack in locating rarities, sending them to retrieve important spell components and disrupt rivals. Unfortunately, what is considered valuable to the snatch bat is often considered trash to others, and such missions don\xe2\x80\x99t always end as the sender hopes. \n'b' Thieving Compulsions . Snatch bats are incorrigible kleptomaniacs, and each has preferences about what it steals. \n'b' Checking the contents of a snatch bat\xe2\x80\x99s belly after an encounter can be as delightfully surprising as it is gross. Scholars still puzzle over whether snatch bats subsist on actual meat or on the act of thievery itself. Interested parties have followed snatch bat flight patterns, hoping for insight into what drives them and their erratic tendencies. Such endeavors are often fraught with peril and most \xe2\x80\x9csuccessful\xe2\x80\x9d expeditions have yielded only worthless trinkets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Beetle, Giant \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 45 (6d10 + 12) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +2 \n'b' Damage Resistances cold \n'b' Senses tremorsense 30 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Snowball Concealment . The giant snow beetle has advantage on Dexterity ( Stealth ) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly. \n'b' Snowball Roll . The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size . \n'b'\n'b' ACTIONS \n'b'\n'b' Pincer . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Rotten Snowball Shove (Recharge 6) . The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. \n'b' Snowball Shove . The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone . On a success, a target takes half the damage and isn\xe2\x80\x99t knocked prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Cat \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 13 (3d8) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Senses . The snow cat has advantage on Wisdom ( Perception ) checks that rely on sight, hearing, or smell. \n'b' Stalker . If the snow cat surprises a creature and hits it with a bite attack , the target is grappled (escape DC 12) if it is a Medium or smaller creature. \n'b' Snow Camouflage . The snow cat has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' About \n'b' With paws big enough to walk on top of fresh snow and senses sharp enough to hear or scent prey on windswept hills or steppes, the snow cats are superb hunters and fiercely independent. \n'b' These panther-sized cats have the features of a lynx, including the long fur at the tips of the ears, and they can hear a snowshoe hare hopping a hundred yards away. \n'b' Camouflage and Patience . A snow cat\xe2\x80\x99s coat changes with the seasons and ranges from stark white to muddy brown. They are patient hunters, preferring to ambush prey from high places.\xc2\xa0Their typical prey includes everything from mice and rabbits to goats, sheep, and small pigs. \n'b' Friends to Small Folk . Gnomes and halflings have an affinity with these predatory animals, and it is common for several snow cats to serve as guards and scouts for a halfling village or a gnomish settlement. Stories of snow cats serving as mounts for small folk seem to have some truth to them, though this is rather uncommon. \n'b' Feeding Frenzy . Some snow cats enjoy working as a hunting pair or as a scout for a mountain druid or steppe ranger .\xc2\xa0However, they are extremely difficult to pull away from a kill.\xc2\xa0Once they have their teeth in something, they get very possessive and cannot be convinced to part with a carcass unless given some other food in exchange. In hills or forests, they often hide a recent kill up a tree or on a high ledge and return to it over several days to devour it all.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Construct \n'b' Medium construct , neutral good \n'b' Armor Class 11 Hit Points 22 (5d6+5) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities cold Damage Resistances poison Senses passive Perception 10 Languages Common Challenge 1/4 (25 XP) Proficiency Bonus +2 \n'b' Special Traits \n'b'\n'b' Snowborn . Snow constructs are animated ice and snow. Due to this nature, they are immune to cold damage, have advantage on saving throws against being poisoned , and you have resistance to poison damage. Also, they need neither food, nor drink, nor air, and you cannot catch a disease. Because they are made of ice and snow, however, they have vulnerability to fire damage. \n'b' Innate Spellcasting . The snow construct\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 11). The snow construct can innately cast the following spells:\n'b'\n'b'\n'b' At will : ray of frost \n'b' 1/Day each : create or destroy water (ice or snow only), gust of wind \n'b'\n'b' Actions \n'b'\n'b' Punch . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 1 bludgeoning damage \n'b'\n'b' About \n'b' Snow constructs are animated snowmen. They are loosely humanoid shape, with arms and legs and a body made of hard packed, icy snow. Their bodies are smooth and uniform, always appearing as though they had just been made out of clean snow. Some have tree branches for arms, whereas others have snowy arms. A few do not have legs, but glide around on a large snowy sphere at the bottom of their torsos. Most have faces made of ice and snow, though some have eyes that resemble rocks or lumps of coal. Fortunately for the snow construct, these cannot be removed, nor can their arms, except after the death of the snow construct. \n'b' Snow constructs are only found in cold arctic environments, and even there they are rare. \n'b' Snow constructs are snow people who have been endowed with intelligence and a semblance of life. Some are built in a snowbound transmuter\xe2\x80\x99s lab, while others are brought to life by a magic item, such as the hat of snow constructs (see the arctic magic items section). Either way, these snowy friends can be formidable foes outside in the bitter cold, but they are vulnerable to high temperatures.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Queen \n'b' Medium fey , chaotic evil \n'b' Armor Class 18 Hit Points 262 (25d8 + 150) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 26 (+8) CON: 22 (+6) INT: 20 (+5) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +12, Wisdom +11 Skills Deception +12, Perception +11, Persuasion +12 Damage Immunities cold Condition Immunities charmed , frightened , paralyzed Senses darkvision 60 ft., passive Perception 21 Languages Sylvan, Primordial Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Frozen Presence . Any creatures within 60 feet of the snow queen must make a successful DC19 Constitution saving throw or become frozen (paralyzed) for 1 minute. The target can repeat the saving throw at the end of each of their turns. \n'b' Innate Spellcasting . The snow queen\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The snow queen can innately cast the following spells, requiring no components.\n'b'\n'b' At will : chill touch , mage hand , prestidigitation , ray of frost \n'b' 3/day : bestow curse , cone of cold , darkness , detect thoughts , dispel magic , ice storm , locate creature , magic missile , misty step , scrying , shield , sleet storm , wall of ice \n'b' 1/day : control weather , finger of death , imprisonment \n'b'\n'b' Magic Resistance . The snow queen has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The snow queen makes two attacks with her Snow Spear. \n'b' Snow Spear . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 31 (9d6) cold damage. \n'b' Snow Scream (Recharge 5-6) . The snow queen lets out a scream that sends a burst of snow in a 90-ft. cone. Any creatures in the area must make a successful DC 19 Dexterity saving throw or take 52 (15d6) cold damage, half damage on a success. The area also becomes difficult terrain for the next 10 minutes. \n'b' Reactions \n'b' Frigid Rebuke . When the snow queen takes damage from a creature the snow queen can see within 60 feet of her, the snow queen can force that creature to succeed on a DC 19 Constitution saving throw or take 16 (3d10) cold damage. \n'b' About \n'b' Sitting atop the mighty throne of the Ice Palace is the Snow Queen. This heartless monster is the head of the Winter Court, a division of the Unseelie Court. However, the Snow Queen seeks to overthrow the Queen of Darkness and take over the court. She plots in secret, even aiding the Seelie Court against her rival. \n'b' Ice Palace . The queen\xe2\x80\x99s palace is a mighty fortress guarded by evil elementals, ogres, and other terrible creatures. \n'b' Multiple Minions . Many minions serve this queen, including her ice princesses and the Frost Lord. Her daughters admire her and her son loathes her.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bear, Cave \n'b' Family: Bears \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 142 (15d12 + 45) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bear Hug . If the cave bear hits a creature with two Claw attacks in the same turn, the target is grappled . The cave bear has advantage on Bite attacks against a creature it has grappled and may use a bonus action to inflict 15 (2d8 + 6) bludgeoning damage on the grappled creature. \n'b' Bear Frenzy . A cave bear is not slain if reduced to 0 HP . Instead, it enters bear frenzy. While in bear frenzy the cave bear may continue to act normally. At the end of every turn that the cave bear is in bear frenzy, it must succeed on a DC 12 Constitution saving throw or die. \n'b' Keen Scent . The cave bear has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cave bear makes two attacks, only one of which can be a Bite attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' Cave bears dwell in lands far beyond the civilized world in places long forgotten. These prehistoric holdouts are larger than any bear has the right to be, and far more fearsome. While they are primarily vegetarians, cave bears are not averse to the occasional meat-based menu. Many cultures that dwell in proximity to cave bears have learned to respect and even venerate these ill-tempered ursine beasts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Scorpion \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 161 (17d10 + 68) Speed 40 ft., burrow 30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 4 (-3) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8, Survival +10 Damage Resistances cold Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frozen Grasp . If the snow scorpion hits a creature with both of its pincers on the same turn, it can use a bonus action to hold the target in place. The target must succeed on a DC 16 Strength saving throw or be restrained . The snow scorpion cannot make pincer attacks while it is restraining a creature. While restrained in this way, the target takes 24 (5d6 + 7) cold damage at the start of each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snow scorpion can make two attacks with its pincers or one sting attack . \n'b' Pincer . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage. \n'b' Sting . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) cold damage, and the target must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Freezing Spray (Recharge 6) . As an action, the snow scorpion can spray a cone of freezing mist from its pincers. Each creature in a 30-foot cone must make a DC 16 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Formidable Characteristics . The snow scorpion is a formidable creature with unique physical characteristics. Its body is covered in a thick carapace, which helps to insulate it against the extreme cold of its arctic habitat. Its eight legs are razor-sharp, and each one is equipped with powerful claws that it uses to hunt and defend itself. Its tail is long and spiked, capable of delivering a potent venom to its prey or attackers. Its head is broad and flat, with two large compound eyes that allow it to see in low light conditions. Its mandibles are large and serrated, and it has a powerful set of jaws that can tear through bone and armor.\n'b' Deadly Hunters . The snow scorpion is a fierce predator, known for its relentless and cunning hunting strategies. It uses its speed and agility to stalk its prey, moving stealthily across the snow and ice until it is within striking distance. Once it has closed the gap, it attacks with lightning speed, using its powerful claws to grab and immobilize its prey. It then delivers a potent venom with its tail. If it is unable to get near enough to its prey, it can release its venom as a spray, which causes its victims to freeze. The snow scorpion is also known for its ability to camouflage itself against the snow, making it nearly invisible to its prey until it is too late. \n'b' Activity Cycle . The snow scorpion is a cold-blooded creature that is always active in arctic regions, and is otherwise active in cold regions during the winter months when temperatures are at their lowest. This is when it enters its hunting and breeding season, which is characterized by increased activity and aggression. During this time, the snow scorpion is known to travel long distances in search of prey, using its keen sense of smell to detect slight movement beneath the snow. Once it has caught its prey, the snow scorpion consumes it quickly to conserve energy and continue its search for more food. Breeding also takes place during this time, with males competing for the attention of females. The strongest and most dominant males are usually the ones to mate, passing on their genes and ensuring the survival of their species in the harsh arctic environment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Steed \n'b' Large fey , neutral \n'b' Armor Class 14 (description) Hit Points 120 (16d10+32) Speed 40 ft. fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 11 Languages telepathy 60 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Projection . Snow steeds are able to enter and exit the astral and ethereal planes at will. Any rider mounted on the beast travels with them. They are limited to their one rider and can take no other passengers. The ability acts as the spell astral projection , and the actual steed and rider remain behind on the material plane. \n'b' Telepathy . These creatures are able to speak with any creatures that have some type of mental aptitude but only in limited form. They are to project simple images, say of 5 orcs, to the recipient. They can see similar images. Though they are not able to communicate via language, they can understand very simple and basic words. \n'b' Snowrunner . The snow steed never suffers from the effects of difficult terrain in icy or snowy conditions. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snow steed makes two attacks, one with its bite and one with its hooves. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d4+5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Snow steeds are generally white, or bluish-white with manes and tails of gold or silver. Their coat tends to shimmer in the light, especially if in snowy or icy conditions. Their heads are broad and their eyes a hollow red, when they exert themselves their eyes glow a dull orange. They are tall and long-legged steeds, strong by the standards of any warhorse. They are extremely swift and are able to move over snow and ice without mishaps. \n'b' Reluctant Steeds . These beasts are extremely wild, intelligent enough to understand simple language and the nature of bondage. They have a very simple telepathy. On occasion, they serve a single rider, but they abhor a bit and bridle, wearing armor, or even a saddle. Generally, they allow a blanket for their own comfort. They communicate with their rider through mental images, knee pressure, or hand gestures. Generally, handlers take the young, training them as mounts, but even these tend to be skittish and untrustworthy. The Snow Steed can carry up to 1,000 pounds. \n'b' Shy . They generally travel alone, but on occasion travel in small herds of up to 20 beasts, usually a number of foals and colts, several mares with one or two stallions. \n'b' Dimensional Wanderers . Because they move as freely on the astral and ethereal planes as they do the material they are often moving, almost blinking in and out of the light. This gives their coat the shimmering look it possesses but also serves as a natural armor class.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snow Terror \n'b' Large fiend (shapechanger), chaotic evil \n'b' Armor Class 16 Hit Points 127 (15d10 + 45) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 22 (+6) CON: 17 (+3) INT: 12 (+1) WIS: 9 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Deception +6, Stealth +9 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Abyssal, Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Snow Person Form Only) . While the snow terror remains motionless, it is indistinguishable from an ordinary snow person. \n'b' Shapechanger . The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. While in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage. \n'b'\n'b' ABOUT \n'b' A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged. \n'b' Demonic Snow People . Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind?whipped snow destroys visitors wholly unprepared for it.\xc2\xa0Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment. \n'b' Innocuous Disguise . Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey.\xc2\xa0When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them. \n'b' Sadistic Hunter . A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets.\xc2\xa0It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon Spider \n'b' Large beast , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 73 (6d10 + 18) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +9 Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web . \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, ev en after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Web (recharge 5-6) . Ranged Weapon Attack : +6 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' About \n'b' Created in the bowels of the underworld, the extremely rare demon spider is one of the largest varieties of its kind. Although not actually a demon, the creature has been given its name by survivors because of its appearance and especially malevolent attitude; it not only kills to feed itself, it enjoys the hunt and subsequent torture of its victim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snowflake Swarm \n'b' Large elemental , chaotic neutral \n'b' Armor Class 13 Hit Points 82 (11d12 + 11) Speed 20 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Damage Vulnerabilities fire Condition Immunities prone Senses passive Perception 10 Languages understands Primordial but doesn\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The Snowflake 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 creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Snowflake Form . The Snowflake Swarm can combine into a larger, more powerful form made of ice and snow. The swarm can combine with up to three other Snowflake Swarms. The combined form has hit points equal to the combined hit points of all the creatures used to create it, and its size and damage increase accordingly. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The snowflake swarm makes 2 Ice Spike attacks per round. \n'b' Ice Spike . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the target is restrained until the end of the Snowflake Swarm\xe2\x80\x99s next turn. \n'b' Frost Breath (Recharge 5-6) . As an action, the Snowflake Swarm exhales a cone of freezing wind 15 feet long and 15 feet wide at the end, each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Magical Creatures of the Frozen Elements . Like other types of elementals, snowflake swarms are a magical creatures who are perfectly adapted to live within their environment. In the open on a clear day, they look like snowflakes, flittering around and through a central point, and quite out of place in their environment. During a snowstorm, however, they are almost indistinguishable from the snowfall around them. This can prove deadly to creatures they attack which often cannot tell what is attacking them. \n'b' Razor Assault . Although consisting mainly of frozen ice, snowflake swarms are fast and sharp. People caught within often find their clothing torn to shreds, requiring them not only to fend off or flee their elemental assailants, but they must also seek a warm shelter or at least find fresh clothing to change into. \n'b' Collective Consciousness . Although unintelligent and acting on instinct, snowflake swarms possess a collective consciousness that allows them to work together in synchronization. Each individual snowflake in the swarm is connected to every other, sharing sensations and desires, and acting in unison to achieve a common goal. This collective experience allows the swarm to group with and later split off from other swarms, as well as form complex shapes and patterns that are thought to act as warnings against creatures who are encroaching on their territory. Their ability to act as a single entity also makes them difficult to defeat, as destroying one part of the swarm does not necessarily hinder the others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snowy Owl \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4-1) Speed 5 ft. fly 60 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses darkvision 120 ft, passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' Special Traits \n'b'\n'b' Arctic Camouflage . The snowy owl\xe2\x80\x99s white plumage provides a measure of camouflage when it is not in motion. The owl rolls Stealth with advantage when motionless in a snowy environment. \n'b' Flyby . The snowy owl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Senses . The snowy owl has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Thick Feathers . The snowy owl has a thick, dense coat of feathers that keeps it warm. They can tolerate temperatures as low as ?50 degrees Fahrenheit without any additional protection. \n'b'\n'b' Actions \n'b'\n'b' Talons . Melee Weapon Attack : +3 to hit, reach 5 ft., 1 target. Hit : 1 slashing damage. \n'b'\n'b' About \n'b' The snowy owl is a white feathered owl often seen in the frozen forests of the north.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snuffler \n'b' Small construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 16 (3d6 + 6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 10 ft., passive Perception 11 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Gluttonous Storage . The snuffler can consume anything that is tangible, non-living, and which can fit in its maw (1 cubic foot). Inside its stomach is an extradimensional space capable of containing up to 250 pounds, not exceeding a volume of 32 cubic feet. The snuffler weighs 50 pounds, regardless of its contents. If the snuffler drops to 0 hit points , all items stored within it appear in an unoccupied space within 5 feet of it. \n'b' Immutable Form . The snuffler is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Tusk . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Confusing Belch (Recharge 6) . The snuffler belches gas in a 10-foot cone. Each creature in that area must make a DC 12 Wisdom saving throw. On a failed save, a creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn: \n'b' Snuffle Magic (3/Day) . The snuffler senses the presence of magic within 30 feet of it for 10 minutes. If it senses magic in this way, it can use its action to see a faint aura around any visible creature or object in the area that bears magic, and it learns its school of magic, if any. Runes corresponding to each school of magic it senses glow on its metallic hide, glowing brighter the closer it is to the creature or object. \n'b'\n'b' 1-4 \n'b' The creature does nothing. \n'b'\n'b' 5-6 \n'b' The creature takes no action and uses all its movement to move in a random direction. \n'b'\n'b' 7-8 \n'b' The creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Regurgitate Item . The snuffler regurgitates one object stored within it. The object appears in an unoccupied space within 5 feet of it. \n'b'\n'b' ABOUT \n'b' A snuffler is a magical construct that resembles a small boar, but with a hide made from rune-infused steel plates tethered together with adamantine bolts and nuts. A faint whirring noise emanates from the clockwork system of cogs and wheels inside it. \n'b' Marvelous constructions of magical wonder, snufflers are valuable companions to any burdened adventurer. Their insatiable appetite, coupled with seemingly endless internal proportions, allows them to transport an incredible amount of weight with ease.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sobekki \n'b' Medium humanoid , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 12 (2d8+4 HD) Speed 20 ft., 40 ft. (swim)\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3, Survival +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Vulnerabilities cold Senses darkvision 60 ft., tremorsense (Water Only) 30 ft., passive Perception 13 Languages Sobekki Challenge \xc2\xbd (100 XP) \n'b' Special Qualities \n'b'\n'b' Amphibious . The Sobekki can breathe air and water. \n'b'\n'b' Actions \n'b'\n'b' War Paint . Sobekki manufacture a special magical war paint called hroosh. When adorned, the war paint grants +2 to AC, +2 to damage, and advantage on all attacks the Sobekki makes for 10 minutes. Applying the paint requires 1 round. \n'b' Multiattack . Sobekki make 2 attacks: one by weapon and one with a bite. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing and target must succeed at a DC 12 Strength save or suffer an additional 5 (1d6+2) slashing damage as the Sobekki tears away. \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, or 5 (1d8+1) piercing if used 2-handed. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing. \n'b'\n'b' About \n'b' Crocodilian humanoids . Sobekki are a primitive race of crocodilian humanoids that most sages believe to be extinct. A typical sobekki stands six feet tall with an equally long tail and weighs 300 pounds. \n'b' Their thick hide is typically a dark green or grayish color. Their large, powerful jaws are full of sharp teeth. \n'b' Vicious carnivores . Sobekki are excellent hunters and prefer to eat meat whenever possible. Sobekki are well adapted to their aquatic environment. \n'b' However, their large tails greatly hamper fast movement out of the water. They often make their homes underneath the banks of warm rivers. \n'b' Ambush tactics . Sobekki are fierce warriors, especially if encountered in the water. They prefer to surprise their opponents by laying an ambush near a watering hole or river trail. They usually hurl missile weapons and then close in to use their powerful bite to finish the job. In the water sobekki attempt to drag opponents underwater and drown them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sock Puppet \n'b' Large construct , lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 2 + your Intelligence modifier + 5 times your artisan level (the sawhorse has a number of Hit Dice [d10s] equal to your artisan level) Speed 120 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 plus proficiency bonus, Perception +2 plus proficiency bonus x 2 Saving Throws Dex +2 plus proficiency bonus, Con +1 plus proficiency bonus Damage Vulnerabilities fire Damage Immunities poison Condition Immunities petrified , poisoned Senses darkvision 60 ft., passive Perception 12 + (proficiency bonus x 2) Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The sawhorse is a Huge creature for the purpose of determining its carrying capacity. \n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magic Resistance . The automaton has advantage on saving throws against spells and other magical effects. \n'b' Orgone Engine . When the sawhorse suffers a critical hit or dies, roll on the Orgone Engine Malfunction table. \n'b' Magic Weapons . The automaton\xe2\x80\x99s weapon attacks are magical. \n'b' Repairable . The vril host can be repaired using carpenter\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b' Sure-Footed . The sawhorse has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target. Hit : 7 (1d6 + proficiency bonus) bludgeoning damage. \n'b' Repair (3/Day) . The sawhorse restores 2d8 + proficiency bonus hit points to itself or to one wooden structure within 5 feet of it. \n'b'\n'b' ABOUT \n'b' This sock puppet has no discernible hand or arm controlling it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 5 times your artisan level (the sockwork has a number of Hit Dice [d4] equal to your artisan level) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3 plus proficiency bonus, Dex +2 plus proficiency bonus Skills Deception +3 plus proficiency bonus, Insight +0 plus proficiency bonus Damage Vulnerabilities fire, lightning, piercing, slashing Damage Resistances bludgeoning Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 + proficiency bonus Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Mimicry . The sockwork can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' Orgone Engine . When the sockwork suffers a critical hit or dies, roll on the Orgone Engine Malfunction table. \n'b' Repairable . The sockwork can be repaired using weaver\xe2\x80\x99s tools. \n'b' Spider Climb . The sockwork can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Nom . Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one creature. Hit : The target is grappled (escape DC 12 + your proficiency bonus) and tales 11 (2d10 + proficiency bonus) psychic damage at the start of each of its turns until this grapple ends. The sockwork can grapple only one creature at a time. \n'b' Lost Sock (1/day) . While the sockwork is hidden, it can teleport itself as an action to a randomly determined location. The sockwork is teleported in a random direction and a random distance (1d10 x 100 feet) away from its current location. If the sockwork would arrive in a place already occupied by an object or another creature, it takes 14 (4d6) force damage and is not teleported. \n'b'\n'b' ABOUT \n'b' This reddish statue is crafted from clay! \n'b' Sockworks are animated socks that often act as familiars, cohosts, or irritating companions. They have a biting wit that makes them challenging to keep around, but their insights into humanoid behavior can be priceless. They make exceptional spies if placed within an enemy\xe2\x80\x99s laundry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bearskin Rug \n'b' Large undead , neutral \n'b' Armor Class 12 \n'b' Hit Points 34 (4d10 + 12) \n'b' Speed 10 ft., climb 10 ft., swim 10 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning \n'b' Damage Immunities poison \n'b' Damage Immunities paralyzed , poisoned , petrified , prone \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Understands Common but can\xe2\x80\x99t speak \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Boneless . The bear rug can move through and occupy a space as narrow as 4 inches wide without squeezing. \n'b' Damage Transfer . While attached to a creature, the bear rug takes only half the damage dealt to it (rounded down). and that creature takes the other half. \n'b' False Appearance . While the bear rug remains motionless, it is indistinguishable from a bearskin rug. \n'b' Keen Smell . The bear rug has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bear rug makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and if the target is Large or smaller, the bear rug attaches to it. If the bear rug has advantage against the target, the bear rug attaches to the target\xe2\x80\x99s head, and the target is blinded and unable to breathe while the bear rug is attached. While attached, the bear rug can make this attack only against the target and has advantage on the attack roll. The bear rug can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the bear rug by succeeding on a DC 14 Strength check. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This blue bearskin rug stands up on its four feet and walks all around. It can\xe2\x80\x99t speak; though it is animated, it doesn\xe2\x80\x99t have a solid body to push breath to form words. It humps up its back skin and trots along in a very peculiar way.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sodwose \n'b' Medium plant , neutral evil \n'b' Armor Class 15 Hit Points 127 (15d8 + 60) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 21 (+5) CON: 18 (+4) INT: 15 (+2) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities poison Condition Immunities blinded , charmed , exhaustion , frightened , poisoned , restrained , unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages Common, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Grassland Camouflage . The sodwose has advantage on Dexterity ( Stealth ) checks made to hide in grassland terrain. \n'b' Scarecrow . Any creature that starts its turn within 10 feet of the sodwose must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. On a successful saving throw, the creature is immune to the sodwose\xe2\x80\x99s Scarecrow for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sodwose makes three Grass Whip attacks. \n'b' Grass Whip . Melee Weapon Attack : +8 to hit, reach 15 ft., one creature. Hit : 12 (2d6 + 5) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the sodwose. \n'b' Entangle (1/Day) . The sodwose compels all plants and roots within 20 feet of a point on the ground it can see within 60 feet of it to grasp and pull at nearby creatures for 1 minute. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Strength saving throw or be restrained by grasses and roots. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Grass Step . The sodwose teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain grass. \n'b' Set Snare . The sodwose creates a snare in a square area it can see within 30 feet of it that is 5 feet on a side and at least half-filled with grass. The first creature to moves into that space within the next 1 minute must succeed on a DC 15 Strength saving throw or be restrained by grasses. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check. The sodwose can have no more than three snares set at one time. If it sets a fourth snare, the oldest snare ceases to function. \n'b'\n'b' ABOUT \n'b' A scarecrow rises from the long grass as nearby vines snake toward its victim. \n'b' Sodwoses are plants with an aversion to all creatures made of flesh and bone, and they truly despise humanoids and the civilization such creatures represent. When settlements encroach upon the wild places of the world, sodwoses find their beloved grasslands becoming fewer and smaller. Sodwoses stop at nothing to drive away intruders, fighting to the death to defend their grassland homes. \n'b' Hunters and Trappers . Sodwoses know the only way to deal with intruders on their lands is to utterly exterminate them. The intelligent plants use their connection to their home to remain unnoticed as they take action, setting snares for the unwitting invaders. Sodwoses revel in leaving gory evidence of their presence, ensuring their victims are displayed to instill terror in those who discover the grisly remains. \n'b' Facing Extinction . Sodwose myths foretell the end of their species at the hands of humanoid progress. Furthering this fear, sodwose communities have found that as settlements grow larger and consume more grassland, the fewer of their kind there are to combat the phenomenon. The more they are pushed back and hedged out by humanoids, the more desperate and violent they become.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soil Snake \n'b' Huge construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 115 (11d12 + 44) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 12 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Resistances fire Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The soil snake doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Grassland Camouflage . The soil snake has advantage on Dexterity ( Stealth ) checks made to hide in grassland terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The soil snake makes one Bite attack and one Tail Whip attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Tail Whip . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Charging Swallow . The soil snake partially submerges in the ground and slithers forward, scooping up soil and creatures as it goes. The soil snake moves up to 30 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 14 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is buried, as it is swallowed, bounced through the hollow inside of the soil snake, and deposited back in its space under a pile of soil. On a success, a creature takes half the damage and isn\xe2\x80\x99t buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 14 Strength check. \n'b' Soil Blast (Recharge 5\xe2\x80\x936) . The soil snake expels soil in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b'\n'b' ABOUT \n'b' A great serpentine creature rises from the ground, its striped hide blending with the tall grass around it. The long body is braced with bands of green bronze. The same verdigris-coated metal frames its head, forming jaws that open impossibly wide. \n'b' Created by a coalition of druids and wizards, soil snakes are unusual constructs designed to smother wildfires in grasslands. They can travel swiftly, moving overland or burrowing beneath the surface, and can move quite stealthily to avoid spooking local wildlife or drawing unwanted attention. When they find a wildfire, the soil snake works first to contain the blaze, then to extinguish it. With its high rate of speed and ability to intake soil, the snake digs fire breaks to stop the spread of the fire. It then expels soil to smother the flames. \n'b' Autonomous Protectors . Soil snakes are created with a limited intellect that allows them to work autonomously. They can find and fight fires without needing oversight. If they discover creatures setting fires, they strive to kill or drive off arsonists using their firefighting abilities. \n'b' Durable Design . A soil snake is made of thick leather stretched over a bronze framework. The leather is treated with special dyes that blend in with its grassland surroundings as well as making it difficult to burn.'}