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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solar Dragon, Ancient \n'b' Gargantuan dragon , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 332 (19d20 + 133) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 24 (+7) INT: 23 (+6) WIS: 20 (+5) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +12, Persuasion +21 Saving Throws Dex +6, Con +13, Wis +11, Cha +15 Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Auran, Celestial, Common, Draconic, Elven, Gnome, Ignan, Sylvan, Terran Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Channel Radiation . When the dragon uses its action to Channel Life, it can instead release a wave of radiation. Creatures other than the dragon within the corona must succeed on a DC 19 Constitution save, taking 27 (6d8) radiant damage and 27 (6d8) poison damage. Constructs are immune to this ability. \n'b' Intergalactic . As a wyrmling solar dragon. Primal Fire. As a young solar dragon. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Alien Presence . As a young solar dragon but affecting creatures within 120 feet and with a save DC of 23. \n'b' Solar Breath (Recharge 5\xe2\x80\x936) . As a young solar dragon but affecting a 120-foot line and dealing 35 (10d6) radiant damage and 35 (10d6) fire damage, with a save DC of 21. Channel Life (3/Day). As a young solar dragon but affecting a 90-foot radius and healing 36 (8d8) hit points for living creatures or damaging undead the same amount. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The 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), a solar dragon takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is blinded until the end of its next turn. \n'b' A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind\xe2\x80\x99s area must succeed a DC 15 Strength saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn\xe2\x80\x99t pushed on a successful one. The solar wind disperses gas or vapors. \n'b' The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must succeed on a DC 15 Constitution saving throw, suffering a level of exhaustion on a failed save. Constructs and creatures immune to fire damage are immune to this ability. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing an ancient lunar dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s nature, which creates one or more of the following effects: \n'b'\n'b' Plants within 6 miles of the dragon\xe2\x80\x99s lair have fed off the dragon\xe2\x80\x99s ambient radiance, becoming supernaturally large and taking on unnatural colorations. \n'b' Areas directly exposed to the sun (or suns) within 1 mile of the dragon\xe2\x80\x99s lair are subjected to sweltering heat and intense sunlight. \n'b' Undead that venture within 1 mile of the dragon\xe2\x80\x99s lair experience sporadic, but nonlethal, muscle tremors. If the dragon dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures with a kind of detached paternalism, regal creators deigning to involve themselves with their creations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon Turtle \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 95 (10d12 + 30) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The demon can breathe air and water. \n'b' Swamp Camouflage . The demon has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demon makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage and 7 (2d6) poison damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and 7 (2d6) poison damage. \n'b' Stunning Call (3/day) . The demon calls out loudly and any creatures in a 90-foot cone must make a DC 15 Constitution saving throw or take 10 (3d6) force damage and be deafened for 1 minute. \n'b'\n'b' ABOUT \n'b' Swimming through the swamp is an extremely large creature. Although most of it is below the surface, its large, domed patterned shell is still visible. \n'b' The demon turtle blends in especially well in murky swamps. Sometimes these fiends are mistaken for large mounds of earth. \n'b' Shell Shocked . Their distinctive shell patterns can warn of danger but are often covered by dirt. The shell is extremely strong and provides the monster with ample protection. \n'b' Toxic Turtle . Most demon turtles have been found in warm swamps, but they have been discovered in other regions as well. They are survivors and use violence to get what they want. \n'b' Swamp Snacks . Demon turtles feed on whatever they can find in the gloomy region. They usually take over an entire swamp and live at its center.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Champion (of The Frog) \n'b' Family: Soldier of the Frog \n'b' Medium humanoid , neutral \n'b' Armor Class 13 (shield) Hit Points 55 (10d8+10) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Senses passive Perception 11 Languages Frog Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The champions have an amazing ability to hold their breath. They can last up to 5 minutes underwater before suffering any ill effects. If the soldier is exposed to an effect caused by gas or that is otherwise breathed in, the champion has advantage on the save, and if the save is for half damage and they succeed they instead suffer no damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Creatures born of the wild musings of the gods the soldiers of the frog are tall, 4-5 feet high, gangly creatures with long legs jointed much like a frog\xe2\x80\x99s, limbs like a man\xe2\x80\x99s, but with a clam-shaped head somewhat resembling that of a frog. They have webbed toes that end in long, flexible claw-like toes and hands to match giving the creature a great deal of speed in the water. They have small eyes and take on the raiment of men as they see fit, usually for battle purposes, taking up stone spears, axes, clubs, shields of animal hide, and the like. \n'b' Created Army . Soldiers of the frog have no natural habitat but are generally transformed from frogs that live upon the river banks, lakes, ponds, swamps, marshes, bogs, or other locales that frogs are indigenous to. They rise from the muck and arm themselves as they can, with what they can. They have a language known only to them and those rare creatures who can speak with frogs or toads. They are not mindless once transformed but possessed of some keen intelligence. On some level, the soldiers are aware that they were transformed from something driven almost purely by instinct, into something with some semblance of self-awareness. Occasionally this drives the soldiers to seek to remain as soldiers, serving their master or living life as they see fit. \n'b' Live for a Cause . The soldiers of the frog are single-minded creatures and filled with the purpose of the one who transformed them. This is usually to drive some interlopers from the area or captures some magical beast for some end or the other. They have little interest in treasure or worldly goods but are possessive of their weapons and armaments because, like all predators, they are aggressive and do not shy away from battle or the challenge of it and because they are vaguely aware of what they were, predators far down on the food chain, they are very aware of their present power. \n'b' Simple and Direct . Soldiers of the Frog have few natural weapons, as their long toes and fingers are designed for gripping in soft mud, on river banks, and up through other watery terrain. They usually fight single-minded, without recourse to tactics, but with whatever weapons they have acquired.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chief (of The Frog) \n'b' Family: Soldier of the Frog \n'b' Medium humanoid , neutral \n'b' Armor Class 13 (shield) Hit Points 104 (16d8+32) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Senses passive Perception 11 Languages Frog Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The chief has an amazing ability to hold their breath. They can last up to 5 minutes underwater before suffering any ill effects. If the chief is exposed to an effect caused by gas or that is otherwise breathed in, the chief has advantage on the save, and if the save is for half damage and they succeed they instead suffer no damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chief makes two attacks with its battleaxe. \n'b' Stone Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b'\n'b' ABOUT \n'b' Creatures born of the wild musings of the gods the soldiers of the frog are tall, 4-5 feet high, gangly creatures with long legs jointed much like a frog\xe2\x80\x99s, limbs like a man\xe2\x80\x99s, but with a clam-shaped head somewhat resembling that of a frog. They have webbed toes that end in long, flexible claw-like toes and hands to match giving the creature a great deal of speed in the water. They have small eyes and take on the raiment of men as they see fit, usually for battle purposes, taking up stone spears, axes, clubs, shields of animal hide, and the like. \n'b' Created Army . Soldiers of the frog have no natural habitat but are generally transformed from frogs that live upon the river banks, lakes, ponds, swamps, marshes, bogs, or other locales that frogs are indigenous to. They rise from the muck and arm themselves as they can, with what they can. They have a language known only to them and those rare creatures who can speak with frogs or toads. They are not mindless once transformed but possessed of some keen intelligence. On some level, the soldiers are aware that they were transformed from something driven almost purely by instinct, into something with some semblance of self-awareness. Occasionally this drives the soldiers to seek to remain as soldiers, serving their master or living life as they see fit. \n'b' Live for a Cause . The soldiers of the frog are single-minded creatures and filled with the purpose of the one who transformed them. This is usually to drive some interlopers from the area or captures some magical beast for some end or the other. They have little interest in treasure or worldly goods but are possessive of their weapons and armaments because, like all predators, they are aggressive and do not shy away from battle or the challenge of it and because they are vaguely aware of what they were, predators far down on the food chain, they are very aware of their present power. \n'b' Simple and Direct . Soldiers of the Frog have few natural weapons, as their long toes and fingers are designed for gripping in soft mud, on river banks, and up through other watery terrain. They usually fight single-minded, without recourse to tactics, but with whatever weapons they have acquired.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Foot Soldier (of The Frog) \n'b' Family: Soldier of the Frog \n'b' Medium humanoid , neutral \n'b' Armor Class 13 (shield) Hit Points 11 (2d8+2) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 9 (-1) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Senses passive Perception 10 Languages Frog Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The soldiers have an amazing ability to hold their breath. They can last up to 5 minutes underwater before suffering any ill effects. If the soldier is exposed to an effect caused by gas or that is otherwise breathed in, the soldier has advantage on the save, and if the save is for half damage and they succeed they instead suffer no damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Creatures born of the wild musings of the gods the soldiers of the frog are tall, 4-5 feet high, gangly creatures with long legs jointed much like a frog\xe2\x80\x99s, limbs like a man\xe2\x80\x99s, but with a clam-shaped head somewhat resembling that of a frog. They have webbed toes that end in long, flexible claw-like toes and hands to match giving the creature a great deal of speed in the water. They have small eyes and take on the raiment of men as they see fit, usually for battle purposes, taking up stone spears, axes, clubs, shields of animal hide, and the like. \n'b' Created Army . Soldiers of the frog have no natural habitat but are generally transformed from frogs that live upon the river banks, lakes, ponds, swamps, marshes, bogs, or other locales that frogs are indigenous to. They rise from the muck and arm themselves as they can, with what they can. They have a language known only to them and those rare creatures who can speak with frogs or toads. They are not mindless once transformed but possessed of some keen intelligence. On some level, the soldiers are aware that they were transformed from something driven almost purely by instinct, into something with some semblance of self-awareness. Occasionally this drives the soldiers to seek to remain as soldiers, serving their master or living life as they see fit. \n'b' Live for a Cause . The soldiers of the frog are single-minded creatures and filled with the purpose of the one who transformed them. This is usually to drive some interlopers from the area or captures some magical beast for some end or the other. They have little interest in treasure or worldly goods but are possessive of their weapons and armaments because, like all predators, they are aggressive and do not shy away from battle or the challenge of it and because they are vaguely aware of what they were, predators far down on the food chain, they are very aware of their present power. \n'b' Simple and Direct . Soldiers of the Frog have few natural weapons, as their long toes and fingers are designed for gripping in soft mud, on river banks, and up through other watery terrain. They usually fight single-minded, without recourse to tactics, but with whatever weapons they have acquired.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solovei \n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 Hit Points 97 (15d8 + 30) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 3 (-4) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Slight of Hand +7 Damage Immunities thunder Senses darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Sneak Attack (1/Turn) . The solovei deals an extra 7 (2d6) damage when it hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the solovei that isn\xe2\x80\x99t incapacitated and the solovei doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The solovei makes three attacks: two with its beak and one with its slam. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Dexterity saving throw. On a failure, the solovei can steal an item weighing 5 points or less from the target. The target can\xe2\x80\x99t be holding the item. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Thundering Tremolo (Recharge 5-6) . The solovei lets loose a terrible screech and sends a powerful shockwave reverberating through the air in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the target takes 24 (7d6) thunder damage and is deafened for 1 minute. On a success, the target takes half as much damage and isn\xe2\x80\x99t deafened . The solovei immediately recharges this ability when it steals an item worth at least 10 gp. Once per day when the solovei uses Thundering Tremolo, it can unleash the full devastating power of its voice. When it does so, Thundering Tremolo affects each creature within 30 feet of the solovei. Vegetation in the area warps and withers, becoming difficult terrain , and non-living organic matter in the area, such as foodstuffs, decomposes into rotting sludge. \n'b'\n'b' ABOUT \n'b' Soloveis carry their stolen valuables back to their nests in order to decorate their lair and attract mates. Particularly successful soloveis can amass veritable hoards of looted trinkets, and these proud individuals often celebrate especially exciting additions to their collections with rapturous cries that can be heard from miles away. \n'b' Soloveis are bizarre, flightless scavenger birds with powerful legs and beaked humanoid heads. They are best known for their morbid fascination with valuables; like magpies, soloveis are drawn to shiny trinkets and intricate baubles, and so these birds frequently menace adventurers and other humanoids who cross through their territory. A solovei subdues its prey with its supernaturally shrill screeching, which stuns nearby creatures, allowing the solovei to tear its helpless victims apart before absconding with their jewelry and coins. In this way, the aftermath of a solovei attack often resembles a fatal highway robbery, causing no shortage of confusion and panic in nearby villages. \n'b' Soloveis usually make their nests in the lower branches of large or intertwined trees, preferring to settle near roads where they can spot approaching prey while staying hidden. Their vestigial wings are all but useless, and so soloveis rely on their muscular legs and hand-like feet to scrabble up and down trees as needed. \n'b' The vibrations induced by a solovei\xe2\x80\x99s warbling are so powerful that they disrupt organic matter. This includes the very trees that soloveis call home. \n'b' Thus, savvy travelers might notice and avoid a solovei\xe2\x80\x99s nest if they\xe2\x80\x99re able to recognize ahead of time the distinct patches of warped and decaying vegetation in the tree canopy above.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Somberweave \n'b' Medium fey , neutral evil \n'b' Armor Class 14 Hit Points 78 (12d8 + 24) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Immunities poison Condition Immunities charmed , poisoned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 14 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Webs . The somberweave\xe2\x80\x99s webs are anchored in the Material Plane and the Shadow Realm, existing in both simultaneously. Except for effects and attacks from the somberweave, a creature in contact with or restrained by a somberweave\xe2\x80\x99s webs has half cover and is immune to any spell or effect that would move it to a different plane, such as the banishment and plane shift spells. \n'b' Shadow Sight . The somberweave can see 60 feet into the Shadow Realm when it is on the Material Plane, and vice versa. \n'b' Spider Climb . The somberweave 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 somberweave knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The somberweave ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The somberweave makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +7 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 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to radiant damage; immunity to bludgeoning, piercing, poison, and psychic damage). \n'b' Shadow Shift . The somberweave touches a creature restrained by its webbing and transports itself and the creature into the Shadow Realm or the Material Plane, the somberweave\xe2\x80\x99s choice. The somberweave and the target appear within 5 feet of each other in unoccupied spaces in the chosen plane. The destination location must be within 10 feet of the somberweave\xe2\x80\x99s anchored web. If the target is unwilling, it can make a DC 14 Charisma saving throw. On a success, the somberweave is transported but the target isn\xe2\x80\x99t. \n'b'\n'b' ABOUT \n'b' A gray-skinned human steps from the shadows. Dripping mandibles emerge from its too-wide mouth, and six lithe and long arms unfold from beneath its robes to grasp its prey in vicious claws. \n'b' Bridging the Veil . The somberweave is a spider-like fey creature that relies on the fragile threads separating the Material Plane from the Shadow Realm. Spanning the gap between the two planes, it weaves a web anchored in both worlds. It hides in the section of its web anchored in the Shadow Realm and waits for victims on the Material Plane. If plied with treasure or food, the somberweave can be convinced to offer travelers in one realm access to the other, but it is just as likely to capture and eat such travelers. \n'b' Tenebrous Skein . The web of the somberweave is made of pure darkness, the essence of the Shadow Realm. Clever travelers who defeat a somberweave can follow the remnants of its web to find passage into or out of the Shadow Realm. Shadow fey who travel frequently between the Shadow Realm and the Material Plane prize somberweave webs as the primary material for creating items that allow for easier travel between the planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sombreron \n'b' Small fey , neutral evil \n'b' Armor Class 14 Hit Points 90 (20d6+20) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perform +8, Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Longing . The sombreron may play a song that captures the heart. After 1 minute of performing, the sombreron may use an action and select a creature within 60 feet who heard its playing. The target must make a DC 14 Charisma saving throw. On a failed save, the target is charmed for 24 hours; on a success, the target is immune to this feature for 24 hours. While the target is charmed , when it attempts to take a long rest, it must make a new saving throw; on a success, the effect ends, while on a failure, the target gets no benefit from the long rest and is charmed an additional 24 hours. Remove curse ends this effect. The effect ends if the sombreron uses this ability on a new target. \n'b' Legendary Resistance (2/Day) . If the sombreron fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sombreron makes two rapier attacks. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Hypnotic Melody . The sombreron plays a beguiling melody, affecting creatures within 60 feet of its choosing. Each creature in the area who hears the tune make a DC 14 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effects ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. \n'b' Shadows of Despair (Recharge 5-6) . The sombreron summons magical flickers of shadow and moonlight. Creatures of its choosing within 60 feet that it can see must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage. If this reduces a creatures to 0 hit points , the creature is stable and unconscious . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sombreron can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. the sombreron regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The sombreron makes a Wisdom ( Perception ) check. \n'b' Move . The sombreron moves up to its half its speed without provoking opportunity attacks. \n'b' Rapier Attack . The sombreron makes a rapier attack. \n'b'\n'b' ABOUT \n'b' A sombreron looks like a short person, clad all in black, with a large black hat obscuring its features. It travels from place to place, taking the role of the wandering musician, leaving longing and despair in its wake. The sombreron is more often heard than seen, working its fey charms before its peculiar appearance can be noted. \n'b' Dark Admirer . Dressed in finery, the sombreron typically travels on a black riding horse, or driving a wagon with four mules. It is said to love black hair, beguiling horses and attractive young people and braiding their hair in their sleep. \n'b' Lost Hearts . While initially appearing charming, the sombreron eventually chooses a target and finds opportunities to approach them alone and enthrall them with beautiful guitar-playing. A victim who has been enchanted gets no benefit from sleep and finds food tasteless and unsatisfying. The unfortunate victim may waste away unless the curse is broken.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Son of Fenris \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 175 (14d12 + 84) Speed 60 ft., burrow 30 ft.\n'b' STATS STR: 26 (+8) DEX: 16 (+3) CON: 23 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +8 Skills Arcana +7, Intimidation +6, Religion +11 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 60 ft., tremorsense 120 ft., passive Perception 14 Languages Common, Celestial, Giant, telepathy 60 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Divine Weapons . The son of Fenris\xe2\x80\x99s weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra 3d6 necrotic damage or radiant damage (included in the attack ), the son\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage or radiant damage (the son\xe2\x80\x99s choice). If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the son, and it takes 21 (6d6) acid damage at the start of each of the son\xe2\x80\x99s turns. The son can have only one creature swallowed at a time. If the son takes 30 damage or more on a single turn from a creature inside it, the son must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the son. If the son dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (1d10 + 8) bludgeoning damage plus 10 (3d6) necrotic damage or radiant damage (the son\xe2\x80\x99s choice). \n'b' Divine Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 18 (4d6 + 4) necrotic damage or radiant damage (the son\xe2\x80\x99s choice). \n'b' Snake Breath (Recharge 5\xe2\x80\x936) . The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a DC 18 Dexterity saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line. \n'b'\n'b' ABOUT \n'b' The massive wolf lumbers forward, malice gleaming in its black eyes. Two snake-like tongues slither in its jaws, and green scales peek from beneath its black fur. \n'b' Demonic Wolves . Demonic black eyes, two snakelike tongues, and green-black scales beneath their black fur betray the sons of Fenris\xe2\x80\x99s unnatural origins. \n'b' Hibernate Until Ravenous . Sons of Fenris slumber beneath the snow for months, waking when they grow ravenous or when prey approaches. When hunting, they revel in wanton savagery and destruction, killing entire herds to delight in blood. \n'b' Desperate Worshipers . Despite their fierce nature, all the sons of Fenris are divine offspring and wise in divine lore, attracting desperate souls who offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and they provide protection and wisdom to their followers. Sometimes, they gather enormous war bands and go reaving.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beast Blight, Faith Finch \n'b' Family: Beast Blight \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 16 (+3) CON: 8 (\xe2\x80\x931) INT: 2 (\xe2\x80\x934) WIS: 14 (+2) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Faith Cough . A humanoid who touches a faith finch must succeed on a DC 13 Constitution saving throw or become infected with Faith Cough. If a humanoid succeeds on the saving throw, they\xe2\x80\x99re immune to the disease for 24 hours. Those infected with Faith Cough have disadvantage on Dexterity ( Stealth ) checks and Constitution checks. The infected can repeat the saving throw once every 24 hours. The disease ends for the infected when they have succeeded on seven saving throws. \n'b' Keen Sight . The faith finch has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Inspired Presence . A creature that succeeds on a DC 15 Wisdom ( Animal Handling ) check can coax a faith finch to land on them. A person a faith finch lands on gains inspiration. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 slashing damage and Faith Cough. \n'b'\n'b' ABOUT \n'b' Weeping Pox has devastated towns and families. It can be carried by animals, breaking their normal method of transmission. A twist of nature or foul magic has created carriers, some intentionally and some aggressively, that spread sickness quickly. \n'b' Seeing a silver faith finch is considered a sign of good luck. If one of these friendly birds lands on a shoulder or hand, it can be thought of as a blessing from the Divine Arch Seraphs. But some of these birds carry and spread the Faith Cough.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Songster \n'b' Medium celestial , neutral good \n'b' Armor Class 15 (leather) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +8, Persuasion +6, Stealth +6 Senses passive Perception 10 Condition Immunities charmed , frightened Languages Celestial, Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The songster\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : calm mind*, detect evil and good , pass without trace \n'b' 3/day each : charm person , light at the end of the tunnel*, mirror image , suggestion \n'b' 1/day each : calm emotions , dispel evil and good , illusionary divine choir* \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The songster makes three weapon attacks. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Calming Song . The songster sings a magical melody. Every creature within 300 feet of it that can hear the song must succeed on a DC 14 Wisdom saving throw or be calmed until the song ends. Calmed creatures are no longer charmed or frightened , and the features that rely on emotions (such as Rage) end. Also, affected creatures have disadvantage on attack rolls until the end of the song. The songster must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the songster is incapacitated . Whenever an affected creature takes damage from a source other than the songster, it can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this song for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Songsters are bird-winged angels in the shape of humanoids. Their wings are made of the softest feathers of blue and violet, giving them a glorious appearance. \n'b' Songsters have mellow and soothing voices. Their songs and their singing voices sound like that of nightingales. They often choose to live in isolated places such as mountain tops, desolate islands, or deep in the woods. \n'b' Divine Creation . A songster is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Emissaries of Joy . A songster generally serves a deity of art, dance, joy, happiness, and freedom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sooze \n'b' Medium aberration (shoth), lawful neutral \n'b' Armor Class 12 (natural armor) Hit Points 49 (11d8) Speed 30 ft., climb 10 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances acid, cold, fire Senses blindsight 60 ft., passive Perception 14 Languages all, telepathy 100 ft. Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Amorphous . The sooze, including its equipment, can move through a space as narrow as 1 inch wide without squeezing. \n'b' Multiple Roles . Choose either the Laborer or Warrior trait. \n'b' Laborer . The sooze is strong and tireless. It gains immunity to exhaustion and can Dash as a bonus action 3 times each day. \n'b' Warrior . The sooze is trained and equipped as a warrior. Its Armor Class increases by 2. The sooze has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Oozing Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage and 2 (1d4) acid damage. \n'b' Longsword (Warrior Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Merge . A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature\xe2\x80\x99s. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours. \n'b' About \n'b' The sooze make up the bulk of the shoth\xe2\x80\x99s armed forces. It appears vaguely humanoid with two or three appendages capable of holding weapons or tools. Its zom sits inside its head, where the strange sphere is visible through its translucent flesh. \n'b' Unquestioning . The sooze follow the instructions of the oth and droths without hesitation. They retain some of the personality traits of their former selves, but they are eager to prove themselves and embrace their status as freshly dissolved. \n'b' The Shoth \n'b' Be at peace, lose your bones, be one with the shoth. \n'b' The shoth are an aberrant race of oozing humanoids from outside the known planes. Their leader, and namesake, is a creature with god-like powers whose gelatinous body floats like a star in a distant galaxy. The shoth have no home world; instead, they wander the universe inside massive oozing vessels capable of interplanar travel. The largest of these vessels, the Dripping Palace, contains an avatar of Shoth itself. \n'b' The singular purpose of all the shoth is to dissolve willing, sentient life in great bubbling pools called zolvs. Far from being war-like and dominating, the shoth instead form close relationships with creatures, assisting those creatures in whatever way they can. \n'b' The shoth provide assistance, wisdom, riches, and guidance until the object of their attention accepts the greatest offer the shoth can make-absolute co-mingling. In this way, the shoth increase both their knowledge and their numbers. They have been known to work for a millennia or more before making the offer of the zolv. \n'b' The process of dissolving oneself in a zolv is not painful or unpleasant. The creature wades into the thick protein bath and is flooded with calm and peaceful emotions. Slowly, the creature submerges itself, and its body is dissolved, rising again as a vaguely-humanoid ooze. \n'b' The shoth follow a strict code of laws recorded in magical spheres called zoms. Each shoth carries its own zom, to which it telepathically refers often. Only the shoth can fully understand the zom\xe2\x80\x99s sigils and sounds, though magic such as the comprehend languages spell gives the caster some measure of understanding. The laws of Shoth are actually the collected wisdom of all the disparate sentient species who have been dissolved over the aeons. \n'b' The shoth divide themselves into different castes according to their age. Newly dissolved shoth are called soozes, while shoth who have persisted a century or more earn the title oth. \n'b' These elders serve as generals in the shoth armies or as scholarly wizards who pursue magical knowledge to add to the collective. \n'b' The few who live for 500 years or more become droths. These massive piles of ooze no longer appear humanoid, instead looking like smaller versions of Shoth itself. Droths are required for the creation of zolvs and, therefore, are usually the last to arrive to a world. \n'b' Trustworthy . The shoth are true to their word. They are interested in gaining the trust of others and do not employ trickery, deception, or intimidation to obtain it. Once the shoth have targeted a creature or group for dissolution, they are true friends and allies. \n'b' Never by Force . Though the shoth have many laws recorded in the zoms, the overarching law states that creatures must agree to be dissolved without force or coercion. The zolv is the last step in the relationship, and it is never offered before the shoth are confident the creature will accept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Abrikandilu \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 14 (natural) Hit Points 52 (7d8 + 21) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 8 (-1) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 9 Languages Abyssal telepathy 60 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The abrikandilu\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 9). The abrikandilu can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : cause fear, shatter \n'b'\n'b' Destructive Attacks . The abrikandilu deals double damage to objects and structures. \n'b' Hatred of Mirrors . An abrikandilu loathes the sight of its own reflection. Using a mirror grants advantage on Charisma (Intimidation) checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM\xe2\x80\x99s discretion, some shields could be considered mirrors) must attempt a DC 15 Wisdom saving throw at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror. \n'b'\n'b' ACTIONS \n'b'\n'b' Mutilating Bite and Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature\xe2\x80\x99s sense of selfworth. The target gains -1 penalty on all Charisma based checks and saving throws. The penalty is cumulative. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0. \n'b' Summon Demon (1/day) . The abrikandilu has a 50 percent chance of summoning 1 abrikandilu. A summoned abrikandilu appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ABOUT \n'b' Known as wrecker demons, abrikandilus delight in destroying beauty, be it by rending a fine painting to shreds, reducing a magnificent statue to rubble, or scarring a lovely face. Abrikandilus are formed from the souls of mortals who vandalized art or defaced objects of exquisiteness, particularly those whose acts of destruction were born from jealousy. An abrikandilu stands 4 feet tall and weighs 200 pounds. \n'b' Hateful Visage . All abrikandilus loathe only one thing more than beauty\xe2\x80\x94their own reflections. \n'b' Curiously, the faces of other abrikandilus do not vex a wrecker demon, but the sight of its own deformed shape drives an abrikandilu into a furious, brutish anger, impelling it to focus all of its energy on breaking the object, usually a mirror, in which it can see itself. \n'b' Demolisher . Abrikandilus are often used as ground troops in demonic wars, for they are excellent grunts on the battlefield and don\xe2\x80\x99t require weapons or armor to excel at combat. Their penchant for demolishing works of art functions as an additional demoralizing element in battle, for even when abrikandilus are defeated, the damage they have dealt endures as a constant reminder of the value of what they destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soucouyant \n'b' Medium fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. (fly 60 ft. in fiery form)\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +5, Perception +5, Stealth +6 Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Compulsive Counting . The soucouyant is fascinated by counting things, especially small particulates like rice. If a line or pile of rice or similar material is within 30 feet, the soucouyant must succeed on a DC 12 Wisdom saving throw or be compelled to move toward the pile and begin counting it. She may attempt a new saving throw each round at the beginning of her turn to overcome this obsession and act normally. She has advantage on this saving throw while in human form. \n'b' Fiery Form . Once her skin has been removed, a soucouyant takes the form of a floating fiery creature. Her form may be vaguely humanoid or may resemble a floating ball of light. Her flames may be orange or an eerie blue or green but nearly heatless except when using her Fire Streak attack. In this form, she gains immunity to fire damage and sheds light within 5 feet or up to 30 feet, depending how brightly she wishes to glow. She gains a fly speed of 30 feet. She has resistance to nonmagical damage and has advantage on Strength , Dexterity , and Constitution saving throws. She can enter and occupy the space of another creature and can pass through small holes, narrow openings, and even mere cracks, though she treats liquids as solid surfaces. She can\xe2\x80\x99t fall and remains hovering in the air even if stunned or otherwise incapacitated . She can talk but cannot manipulate objects other than her skin or the skin of a creature slain by her blood drain. \n'b' Grisly Peel . When a soucouyant is peeling off her skin, any living creature that can see her must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. \n'b' Innate Spellcasting . The soucouyant\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The soucouyant can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : crown of madness, hellish rebuke, hex \n'b' 1/day each : conjure minor elementals , darkness , misty step , sleep \n'b'\n'b' Shed Skin . During the daytime, the soucouyant appears human (most commonly as an old woman), but at night she assumes her true fiery fiendish form by removing her skin. After the soucouyant peels off her skin, she must place it in a stone mortar and leave it behind. Removing her skin takes 1 round and allows her to use her fiery form ability. Putting it back on takes 1 minute. If a creature finds her shed skin and pours salt into the mortar, she must succeed on a DC 12 Constitution saving throw once per minute or gain one level of exhaustion for each failed save until she dies or recovers her skin. Putting the shed skin back on automatically causes her to gain one additional level of exhaustion. If she cannot return to her skin, she can attempt to avoid death by slaying another humanoid with her blood drain ability and then spending one minute peeling off the victim\xe2\x80\x99s skin and then 1 additional minute putting on that new skin and stealing the victim\xe2\x80\x99s appearance for her own. \n'b'\n'b' ACTIONS \n'b'\n'b' Staff . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Blood Drain (in fire form only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) necrotic damage and the soucouyant moves into the target\xe2\x80\x99s square and the target must succeed on a DC 14 Charisma saving throw or be restrained by the soucouyant\xe2\x80\x99s eldritch flames. The creature can attempt a new saving throw each round on its turn, but as long as it is restrained at the start of each of the soucouyant\xe2\x80\x99s turns the target loses an additional 8 (2d4 + 3) hit points due to blood loss. \n'b' Fire Streak (in fire form only) . Melee Weapon Attack : +6 to hit, reach 5 ft., all targets in a 30-foot line. Hit : 7 (2d6) fire damage, and creatures she hits are outlined in faerie fire for 1 round. \n'b'\n'b' ABOUT \n'b' These fiendish hags are spirits of fire who inhabit human form by stealing the skins of their victims and wearing them in a cruel semblance of life. They practice dark magics through pacts with their fiendish patrons, but they primarily live to feed on the blood of mortals (or perhaps to trade particularly choice blood to their fiendish masters in exchange for their favor). They are dangerous witches in the daylight hours, but their true power is usually revealed only at night when they discard their mortal shroud and creep like beings of ghostly fire to bring death and sorrow. \n'b' Compulsions . Soucouyants are obsessed with counting, and those who suspect a soucouyant may lurk nearby may try to entice her into revealing herself by placing heaps of rice or stacks of coins or colored stones, especially on the thresholds or windowsills of houses or at crossroads. If the soucouyant finds herself too long distracted and the night is growing short, she might return to her lair rather than hunting the unwary.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soul Eater \n'b' Medium fiend , neutral evil \n'b' Armor Class 16 Hit Points 105 (14d8 + 42) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 22 (+6) CON: 17 (+3) INT: 12 (+1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +5, Cha +3 Skills Intimidation +3, Perception +3, Stealth +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed , poisoned , prone , stunned , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The soul eater has advantage on saving throws against spells and other magical effects. \n'b' Soul Sense . The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The soul eater makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. \n'b' Hasten Consumption (Recharge 5\xe2\x80\x936) . The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater\xe2\x80\x99s Soul Drain for 1 minute. \n'b'\n'b' REACTIONS \n'b'\n'b' Soul Drain . When the soul eater reduces a target to 0 hp , the soul eater consumes that creature\xe2\x80\x99s soul. The victim must succeed on a DC 14 Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a wish spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim\xe2\x80\x99s soul returns to the body and returns to life, unconscious and stable with 0 hp . \n'b'\n'b' ABOUT \n'b' The creature walks on crab-like legs, carrying a fleshy, ectoplasm-filled mass on its back. \n'b' Merchants from the Lower Planes. Soul eaters are soul-collecting fiends from the Lower Planes where they freely barter for prey. When a soul eater dies, the souls it carried are released and returned to their bodies or to their appropriate final destinations. Regardless, a dead soul eater has no souls for the demons and devils who value souls as currency. This gives soul eaters a measure of safety and power in the Lower Planes, and many of them operate as neutral merchants among other fiends. \n'b' Hatred of the Sun God . Soul eaters bear a particular antipathy for followers of the deities of the sun. They go to great lengths to kill any such deity\xe2\x80\x99s clergy, even defying the wishes of their fiendish superiors on occasion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soul Guide \n'b' Medium celestial , lawful neutral \n'b' Armor Class 11 Hit Points 13 (3d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 12 (+1) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 Languages all Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Everlasting . When killed, the soul guide returns to life with all its hit points after 1d4 days. This effect closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the soul guide when it died. Also, it replaces damaged or missing organs and limbs. The soul guide appears in an unoccupied space in a temple of its choosing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The soul guide makes four attacks, one with its flesh sickle, one with its soul sickle, one with its mind sickle, and one with its gold sickle. \n'b' Flesh Sickle . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 2 (1d4) slashing damage. \n'b' Soul Sickle . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 2 (1d4) necrotic damage. \n'b' Mind Sickle . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 2 (1d4) psychic damage. \n'b' Gold Sickle . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 2 (1d4) radiant damage. \n'b'\n'b' ABOUT \n'b' Some people think very little of what happens after life, until death reminds them of its presence. Some see their life as an investment in what is to come after their demise. No matter what their philosophy on death entails, all creatures meet a soul guide moments after the end of their earthly existence. \n'b' Divine Creation . A soul guide is an angel and doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Guidance . A soul guide helps those who fail to accept their fate in the afterlife. It explains what will happen next to the deceased, and accompanies them until the soul descends to hell or ascends to heaven. \n'b' Unbounding . To ease its passing, a soul guide severs the threads that hold all that makes a mortal together. It separates its soul from its flesh, its mind from its soul, and its essence from its mind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Damned Soul Swarm, Hazy \n'b' Family: Soul Swarm \n'b' Medium swarm of Tiny undead , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 26 (4d8 + 8) \n'b' Speed 0 ft, fly 20 ft. (hover)\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 15 (+2) CON: 14 (+2) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 \n'b' Languages Abyssal, Common \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiend Shroud . A fiend wholly within the swarm\xe2\x80\x99s space is invisible. Incorporeal Movement. The swarm 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' Life Sense . The swarm can only detect creatures other than constructs and undead with its blindsight ability. If blinded, it can\xe2\x80\x99t detect anything other than these creatures within the range of its blindsight. Swarm. The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 0 ft., one non-fiend target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) slashing damage. The target must succeed on a DC 10 Constitution saving throw or choke and cough until the start of the swarm\xe2\x80\x99s next turn or until it leaves the swarm\xe2\x80\x99s space (whichever comes first). While it chokes, the creature can\xe2\x80\x99t regain hit points, can\xe2\x80\x99t be stabilized, can\xe2\x80\x99t speak, and is at risk of suffocation. \n'b'\n'b' ABOUT \n'b' Shapes like grasping hands and screaming faces fade in and out of this hazy gray apparition. \n'b' The least cohesive and least threatening of the damned soul swarms are those formed of few souls, or whose soul-stuff has been so damaged in previous engagements that it is merely a wispy, fog-like apparition. Despite their smaller size and weaker attacks, even these swarms present a significant threat. Between their resistance to physical weapons and fervent desire to consume life, they are quite dangerous, especially to those who underestimate them. Hazy damned soul swarms cause those caught within their forms to choke and cough.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Damned Soul Swarm, Livid \n'b' Family: Soul Swarm \n'b' Medium swarm of Tiny undead , chaotic evil \n'b' Armor Class 14 \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 0 ft, fly 30 ft. (hover)\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 18 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 \n'b' Languages Abyssal, Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiend Shroud . A fiend wholly within the swarm\xe2\x80\x99s space is invisible. Incorporeal Movement. The swarm 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' Life Sense . The swarm can only detect creatures other than constructs and undead with its blindsight ability. If blinded, it can\xe2\x80\x99t detect anything other than these creatures within the range of its blindsight. Swarm. The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Timeless Blood . The swarm roils with fiendish and mortal blood. A creature that starts its turn in the swarm is exposed to the timeless blood curse (page 123). \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 0 ft., one non-fiend target in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) slashing damage and 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage it takes. The reduction lasts until the target finishes a long rest. The targets dies if this reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' This thin fog is filled with fanged faces and clawed fingers. The fog is the deep purple color of a bad bruise. \n'b' The spirits in a damned soul swarm are bodiless, but that doesn\xe2\x80\x99t assuage their hunger for their lost mortality. Some damned soul swarms draw blood from wounded enemies, causing ribbons of blood to pour out from wounds. The spirits howl in frustration as they derive no real sustenance from this process, meaning they never even partly sate their hunger for their lost vitality. These damned soul swarms are a livid purple in color, like an angry bruise. This coloration fades if the swarm hasn\xe2\x80\x99t feasted on blood within the past several days.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Damned Soul Swarm, Roiling \n'b' Family: Soul Swarm \n'b' Large swarm of Tiny undead , chaotic evil \n'b' Armor Class 14 \n'b' Hit Points 85 (10d10 + 30) \n'b' Speed 0 ft, fly 30 ft. (hover)\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11 \n'b' Languages Abyssal, Common \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiend Shroud . A fiend wholly within the swarm\xe2\x80\x99s space is invisible. Incorporeal Movement. The swarm 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' Life Sense . The swarm can only detect creatures other than constructs and undead with its blindsight ability. If blinded, it can\xe2\x80\x99t detect anything other than these creatures within the range of its blindsight. Sneak Attack (1/turn). The swarm deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the swarm that isn\xe2\x80\x99t incapacitated and the swarm doesn\xe2\x80\x99t have disadvantage on the attack roll. Swarm. The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +7 to hit, reach 0 ft., one non-fiend target in the swarm\xe2\x80\x99s space. Hit : 36 (8d8) slashing damage. Invisibility. The swarm magically becomes invisible until it attacks or until its concentration ends (as if concentrating on a spell). \n'b'\n'b' ABOUT \n'b' Damned soul swarms that have fed on the vitality of many mortals, or whose constituent souls retain a strong sense of self, become large and cunning predators. These horrors resemble a churning cloud of scowling faces in a variety of colors that flicker through a numerous hues, allowing them to blend in with their surroundings or become altogether invisible. They enjoy engulfing several opponents at once, and can overwhelm the senses of those they rake with their spectral claws. This large cloud of ghostly claws and screaming faces shimmers in a variety of colors, like a swirl of oil on a rain puddle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soul Thief \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (Natural armor) Hit Points 45 (10d8) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 19 (+4) CON: 11 (+0) INT: 12 (+1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Immunities necrotic, poison, bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages infernal Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal . The Soul thief can move through objects and creatures as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Shadow Camouflage . Any time the soul thief is in dim light or darkness, it has advantage on all stealth checks and it is always considered to have somewhere to hide, even if in plain sight. \n'b' Energy Drain . After carefully attuning itself to a particular living victim, it can merge with him, becoming a two-dimensional shadow that takes the place of the victim\xe2\x80\x99s shadow. It can move and behave exactly as a regular shadow making it almost impossible to detect ( Perception check DC 22). However, even in the darkest light the shadow still exists, and in the brightest sun, it seems less substantial ( Perception check DC 17 for each). Each day the victim must make a Wisdom save (DC 15), failure indicating that the soul thief has begun wearing away the target\xe2\x80\x99s soul and causing a point of temporary wisdom loss in the process. When the victim reaches zero wisdom, the soul thief will attack the victim, and then personally escorts the departed soul to hell. While attached, the victim cannot regain or be cured of the loss in any way. While attached to a victim, the soul thief loses some of its natural AC, dropping it to 16. It usually only takes a single attack to force it to flee. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The soul thief attacks twice with its claws and once with its bite. If it hits a single target with both claw attacks, it uses its improved grab. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit:6 (1d4+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) piercing damage. \n'b' Improved Grab . If the soul thief hits a target with both claws, it automatically grapples them (DC 16 to escape). While grappled , the soul thief can automatically hit with its bite attack . \n'b'\n'b' ABOUT \n'b' A soul thief appears as a shadowy, vaguely transparent figure of smoky black. Its face is long, ghoulish in appearance, with hollow, empty eyes. Small horns knob his head and round out the creature\xe2\x80\x99s upper quarters. His chest is thin, and his arms wisp-like. Long claws compliment the wings that adorn his back. But his lower torso is his most peculiar feature. More like an elongated shadow, it trails off into the nothingness that is the heart of the soul thief. \n'b' Shepherd of the Damned . A soul thief is a special servant of the lords of the nether worlds. He is a guide of sorts, escorting the dead into the Shadow Realm. This is called harvesting the soul; though the soul thief does not harvest just any soul, for he is only tasked with harvesting the souls of those lawful evil creatures who the lords of the Shadow Realm wish to reward. The reward, of course, is always an eternity of pain and suffering. \n'b' Hunter of souls . They are very evil and relish journeying to the other planes to harvest souls. When on such sojourns they frequently deviate from the task and hunt other prey and harvest other souls. The soul thief is very aggressive when cornered but more than that, he is very curious, often hunting and attacking targets that draw his interest. \n'b' Cowardly at Heart . A soul thief doesn\xe2\x80\x99t prefer a stand-up fight, but rather hides in the shadows, or becomes incorporeal. It waits for the intended victim to approach and merges with their shadow attempting to weaken the creature to the point that it cannot defend itself. Once the creature dies, the soul thief begins harvesting the victim\xe2\x80\x99s soul.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soul Vampire \n'b' Small or medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 16 (natural) Hit Points 182 (28d8 + 56) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 Skills Deception +10, Intimidation +10, Perception +5, Performance +10, Persuasion +10, Stealth +6 Senses darkvision 120ft, passive Perception 15 Languages any (see text) Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assume the Aspect . In the moment when a soul vampire consumes the soul of a target, the soul vampire is transformed, bodily, to look exactly like the deceased target. This ability is physical, not illusory, and it is flawless. Only truesight can reveal that this is not the soul vampire\xe2\x80\x99s natural form. Soul vampires can become only Small or Medium humanoids through this means, but no other limitations apply. \n'b' Infectious Charm . If a soul vampire spends one hour or more within 100 feet of a target humanoid, the soul vampire may charm it. The target must succeed on a DC 20 Wisdom saving throw against this magic or be charmed by the soul vampire. The charmed target regards the soul vampire as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the soul vampire\xe2\x80\x99s control, it interprets the soul vampire\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the soul vampire does anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts until the soul vampire is killed, is on a different plane of existence than the target, or takes an action to end the effect. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the soul vampire\xe2\x80\x99s Infectious Charm for the next 24 hours. If a creature spends one month or more under the soul vampire\xe2\x80\x99s Infectious Charm, that creature has a chance of contracting the soul drain disease (see below). \n'b' Innate Spellcasting . The soul vampire\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The soul vampire can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , dancing lights , disguise self , dissonant whispers, friends, mage hand , minor illusion , prestidigitation , silent image , sleep \n'b' 3/day each : calm emotions , clairvoyance , cloud of daggers, enthrall , detect thoughts , hypnotic pattern , knock , magic missile , major image , nondetection , phantasmal force, suggestion \n'b' 1/day : compulsion, dimension door \n'b'\n'b' Master Mimic . The soul vampire is able to perfectly mimic the voice, mannerisms, and attitudes of anyone whose soul it has eaten. In the process of consuming the soul, the soul vampire also gains all of the slain target\xe2\x80\x99s memories, including languages the target spoke (though not including the target\xe2\x80\x99s skill proficiencies \xe2\x80\x93 some of the memories don\xe2\x80\x99t make clear sense to the soul vampire). Only someone close to the slain target has any chance of noting that this is not who it seems, and even then only with a successful DC 20 Wisdom ( Insight ) check. \n'b' Soul Drain . Anyone who spends a month or more under the soul vampire\xe2\x80\x99s Infectious Charm ability must make a Wisdom save, DC 20, or contract the soul drain disease. Those who succeed but remain charmed by the soul vampire must save again each month, with a cumulative +1 DC, until either they catch the disease or are no longer affected by the soul vampire\xe2\x80\x99s Infectious Charm. While infected, the target has disadvantage on all Wisdom and Intelligence ability checks in regard to its own health or to the soul vampire\xe2\x80\x99s influence on itself. The target also loses a cumulative 1 Constitution and 1 Wisdom per week, and nothing can heal this drain until the disease is cured. The target may make a new save every week to shake off the effects, but additional exposures to the disease (through the Infectious Charm) may re-infect the target normally. This magical disease may also be cured by dispel magic , heal , or wish . Creatures of a challenge that exceeds the soul vampire\xe2\x80\x99s by 5 or more are immune to the soul drain disease. If a target is reduced to 0 Wisdom or Constitution while infected with the disease, the target\xe2\x80\x99s soul is consumed by the soul vampire, and the target dies and cannot be brought back to life by any ordinarily-available means (though in a high-magic world, anything might be possible with the right reality-shaking quest). Only one humanoid can be infected by any given soul vampire at a time. If a second humanoid becomes infected by the same soul vampire, the soul vampire chooses which will get well and which will remain infected. If the soul vampire dies, an infected target is immediately cured. \n'b'\n'b' ACTIONS \n'b'\n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 6) piercing damage (varies, see text). \n'b' Light crossbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 6) piercing damage (varies, see text). \n'b'\n'b' ABOUT \n'b' A soul vampire is not undead, but an evil shapeshifter distantly related to doppelgangers. The soul vampire, however, feeds on humanoid souls, and requires a long, loving connection with a target (such as a romantic or familial-like bond, or a truly deep friendship) in order to consume and mimic it. Most soul vampires claim it pains them to drain and feed upon the lives of those who love them, and that they are devastated to have to live as they do, but this doesn\xe2\x80\x99t stop them from continuing the pattern, without ceasing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beast Blight, Pox Dog \n'b' Family: Beast Blight \n'b' Medium monstrosity , unaligned \n'b' Armor Class 12 Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The pox dog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The pox dog has advantage on an attack roll against a creature if at least one of the dog\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Weeping Pox . A humanoid that comes within 5 feet of the pox dog must succeed on a DC 15 Constitution saving throw or contract Weeping Pox. If a humanoid succeeds on the saving throw, it\xe2\x80\x99s immune to the disease for 24 hours. A humanoid infected with the disease must repeat the saving throw every 24 hours, increasing its exhaustion level by one on a failure. This exhaustion can\xe2\x80\x99t be reduced until the disease is cured. The disease can be cured only with magic. Until the first level of exhaustion sets in, however, the humanoid has sharpened senses and a sense of wellbeing. Whenever this humanoid makes an ability check or saving throw against anything other than the disease, they can roll a d4 and add the number rolled to the ability check or saving throw. A slight fever and overexcitement are the only signs this condition comes from Weeping Pox. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage and Weeping Pox. \n'b'\n'b' ABOUT \n'b' Weeping Pox has devastated towns and families. It can be carried by animals, breaking their normal method of transmission. A twist of nature or foul magic has created carriers, some intentionally and some aggressively, that spread sickness quickly. \n'b' Oozing lesions cover a pox dog\xe2\x80\x99s body, matting its fur. Pus runs from its eyes. Lack of hydration has receded its gums. Pox dogs attack other creatures on sight and form packs, seeking blood to slake their thirst. They are harder to kill than appearances might make it seem.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soulsliver \n'b' Medium monstrosity (shapechanger) , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 38 (7d8+7) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Insight +3, Perception +5, Stealth +7 Damage Immunities thunder Senses passive Perception 15 Languages Common, Deep Speech Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Throes . When the soulsliver dies, it explodes, and each creature within 20 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Innate Spellcasting : The soulsliver\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The soulsliver can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : mage hand , major image \n'b' 1/day each : mirror image \n'b'\n'b' Mimicry . A soulsliver can perfectly mimic voices. A creature may make a DC 11 Wisdom ( Insight ) c heck to determine something is amiss. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The soulsliver makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Change Shape . The soulsliver polymorphs into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. However, it appears to be wearing the same clothing or armor as its form. It reverts to its true form if it dies. When a soulsliver uses change shape, it can assume the appearance of a specific individual. However, it is always the mirror image of the person it copies, which might give away that something is wrong. \n'b' Mirror Travel . A soulsliver can crawl into any mirror as if it were a door or window, instantly transporting itself to another mirror within 500 feet. It can remain within that mirror indefinitely, or on its next turn crawl out or use this ability again. It can only exit a mirror if it is using change shape to take a specific creature\xe2\x80\x99s form. If the mirror it is in is destroyed, the soulsliver takes any damage in excess of what was needed to destroy it and appears in an adjacent space. \n'b'\n'b' ABOUT \n'b' A soulsliver is an extradimensional shapechanger that lurks in the half-dimensions behind mirrors. It watches creatures on the Material Plane through reflective surfaces, assumes their likeness, then crawls through the mirror to kill and feast upon its prey. Whether they are bizarre offshoots of the doppelganger race or originate from some aberrant magic used to create a demiplane, soulslivers are responsible for many unsolved murders, and their mirror travel makes them hard to catch. A soulsliver causes trouble for a short while in its assumed form, then retreats through the mirror to its home plane. Its native plane is an aspect of the Plane of Shadow, with reversed and grossly distorted creatures and scenery from the Material Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Aru \n'b' Large fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10+36) Speed 30 ft. 60 ft. fly\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 15 (+2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Saving Throws Con +6, Int +5 Damage Immunities poison Condition Immunities poisoned Damage Resistances acid, Cold, fire, lightning; bludgeoning, piercing and slashing from non-magical weapons. Senses darkvision 60 ft., passive Perception 11 Languages Abyssal Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stench . Any creature within 20 feet of the Aru must make a Constitution save (DC 15). If they fail the save, they are at disadvantage on all attack and ability checks due to being made sick by the smell. The creature can repeat the saving throw at the end of its turn. Once a creature makes the save, they are immune from the effects of the stench for 24 hours. \n'b' See Invisible . The Aru is able to see invisible creatures. The blur and mirror image spells also do not work against the creature, as it is able to see through the illusions. The creature has advantage on saves against any visual illusion. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Aru uses one bite and two claw attacks. It can instead use its acid breath if that is available. \n'b' Bite . Melee Weapon Attack : +5 to hit, 7 (1d10+2) piercing damage. In addition, the target must make a Constitution save (DC 15). If the target fails the save, it suffers 11 (2d10) necrotic damage, and its maximum hit points are reduced by the amount of damage suffered. This is recovered immediately if the Aru is slain. Otherwise, it returns after a long rest. \n'b' Claw . Melee Weapon Attack : +5 to hit, 5 (1d6+2) slashing damage. In addition, the target must make a Constitution save (DC 12). If they fail the save, they are infected with a form of demonic leprosy. They immediately lose 1d4 charisma. After each long rest, they must repeat the saving throw. If they fail the save, they lose another 1d4 charisma. If their charisma is reduced to 0 in this way, they die. If they can make three saving throws in a row, the disease is cured. A greater restoration can also remove the disease. Once the disease is removed, the Charisma returns at a rate of 1 point per long rest. A lesser restoration spell can restore 1 point per casting once the disease is gone. \n'b' Acid Breath (recharge 5-6) . The Aru can spray acid in a 20 ft. cone. All creatures within the cone must make a Dexterity save (DC 15), taking 21 (6d6) acid damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' The aru are large, white-skinned creatures. They stand on powerful legs with bird-like feet, but their legs are disproportionate to their wide chests and broad back. Their arms are as wings, with folds of flesh binding them to their torsos; beak-like claws serve as hands. Their backs are smooth but for a single ridge of boney protrusions that sprout the length of their skin. They have broad, flat, short tails that aid their balance when walking. Their heads look more like a bird\xe2\x80\x99s beak, with no neck to speak of, beady eyes and holes where they would have ears. A gland under their neck is always swollen, seeping a clear liquid gel harmful to the touch. \n'b' Creature of Chaos . They are highly independent, fiercely chaotic, and never found in the company of other demons unless compelled to it. They do not serve in the armies of any abyssal lords unless it is by chance and their own design. Even then it is for their gratification, to sate their lusts for evil, which they perpetrate on their \xe2\x80\x9callies\xe2\x80\x9d as well as their prey. \n'b' Dwellers in Filth . They dwell in putrid muck; a mire that resembles their original state. Coats of slime cover these boiling pools of filth. The aru dwell beneath the surface, rising only when prey passes near or when the desire suits them to ride the currents of the shadow realm upon the hunt. They prefer to strike from ambush and overwhelm anything foolish enough to enter their territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soulwork, Crossbones \n'b' Medium construct (gold, soulwork), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Proficiency Bonus +3 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . The construct doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Incorporeal Movement . The crossbones 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' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Soul Engine . When the construct dies, it inflicts 10 (3d6) necrotic damage in a 5 ft. radius. Creatures in the radius can make a DC 13 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Soul Engine Malfunction table. \n'b' Standing Leap . The crossbone\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crossbones makes two melee attacks , only one of which can be a bite attack . \n'b' Skull Chains . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the crossbones has advantage on attack rolls against it and can\xe2\x80\x99t use this attack against other targets. When the crossbones moves, any Medium or smaller target it is grappling moves with it. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature that is grappled by the crossbones, incapacitated , or restrained . Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Chain Sweep . The crossbones swings its chain, and every creature within 10 feet of it must make a DC 13 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone . On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t knocked prone . \n'b' Chain Smash (Recharge 6) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and 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' Aggressive . As a bonus action, the crossbones can move up to its speed toward a hostile creature that it can see. \n'b'\n'b' ABOUT \n'b' This human-sized gold skull clanks along, connected by four chains to smaller skulls. And then it phases right through a wall! \n'b' Crossbones are giant skulls unleashed by mad inventors for the sole purpose of eliminating a foe. They make a beeline for the target, phasing right through walls and destroying everything and everyone in their path. They specifically focus on living intruders, but will just as easily smash through other creatures should they get in their way.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sour Grub \n'b' Tiny beast , unaligned\n'b' STATS STR: 5 (-3) DEX: 12 (+1) CON: 10 (+0) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 Hit Points 2 (1d4 ) Speed 5 ft. Skills Stealth +3 Damage Resistances poison Condition Immunities blinded Senses blindsight 10 ft., passive Perception 6 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Feeding Frenzy . A creature that is paralyzed by a sour grub quickly becomes a target for other nearby grubs. If bitten while already paralyzed a new saving throw is not required, but the creature\xe2\x80\x99s next saving throw is made with disadvantage. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 poison damage and the target must succeed on a DC 8 Constitution saving throw or be paralyzed until the end of its next turn. Creatures that are immune to the poisoned condition are immune to this effect. \n'b' Tactics \n'b' The sour grub mindlessly attacks any creature it detects with 10 feet, although it will ignore other targets to feast on a paralyzed creature. The grub cannot gain sustenance from creatures that are not flesh and blood (any construct, elemental , ooze, plant, or undead) and after making one successful attack against such a target it will seek other prey. \n'b' A pale, fat wormlike creature as long as a large man\xe2\x80\x99s forearm wriggles free of a refuse heap, its jaws working feverishly as it searches for something living to feed upon. \n'b' Useful Menace . These vermin originally lived in the wilds, spawning in cesspits and stagnant pools or beneath the rotting carcasses of animals, but have found urban areas to be an even better habitat. Although disgusting and tenacious creatures, sour grubs do serve a purpose in many modern cities. Citizens tolerate them to a degree because the creatures eliminate disease-carrying rats and other vermin with a singular zeal. \n'b' A Growing Problem . Sour grubs are becoming an increasingly dangerous threat as cities of the slowly rebuild, spread, and grow crowded, and cities attract sour grubs in alarming quantities. Sewage drains, refuse piles, and even privies are infested. People who intrude upon sour grub nesting areas \xe2\x80\x93 which can be anywhere from gutters to back alleys to stables \xe2\x80\x93 are bitten and injected with a paralyzing poison. \n'b' Falling victim to this bite can make a person or animal a meal as other nearby grubs close to feed. Horrifically, some of the most destitute and desperate will sink to eating sour grub larvae, and some erstwhile ratcatchers become urban filth-farming maggot dealers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sovereign Dragon, Adult \n'b' Huge dragon, neutral \n'b' Armor Class 19 (natural armor) Hit Points 279 (18d12+162) Speed 50 ft., fly 125 ft.\n'b' STATS STR: 29 (+9) DEX: 8 (-1) CON: 29 (+9) INT: 26 (+8) WIS: 27 (+8) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +15, Cha +14 Skills Intimidation +26, Persuasion +26 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 Languages Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran; telepathy 100 ft. Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The imperial sovereign dragon\xe2\x80\x99s spell casting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : true seeing , charm person \n'b' 3/day each : locate creature , suggestion \n'b' 1/day each : calm emotions , confusion , dominate person \n'b'\n'b' Legendary Resistance (3/Day) . If the imperial sovereign dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperial sovereign 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 : +15 to hit, 1reach 5 ft., one target. Hit : 35 (4d12 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, 1reach 5 ft., one target. Hit : 27 (4d8 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, 1reach 5 ft., one target. Hit : 27 (4d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the imperial sovereign dragon\xe2\x80\x99s choice that is within 120 feet of the imperial sovereign 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 sovereign dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Cyclical Breath (Recharge 5-6) . The imperial sovereign dragon\xe2\x80\x99s voice booms with authority in a 60-foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 33 (6d10) damage on a failed save, or half as much damage on a successful one. The type of damage depends on the season. During the springtime, its breath weapon deals lightning damage. During the summer months, its breath weapon deals fire damage. During autumn, its breath weapon deals thunder damage. During the winter months, its breath weapon deals cold damage. \n'b' Sacred Tear (1/year) . An imperial sovereign dragon may shed a single tear with miraculous healing properties. When the tear comes in contact with the ground, all creatures within 50 feet will be affected as if by heal . Should the tear hit a single creature instead, it will be affected as if by the true resurrection spell. The tear can be bottled and used later, though after 24 hours it will become only normal water. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The imperial sovereign 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 sovereign dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The imperial sovereign dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The imperial sovereign dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The imperial sovereign dragon beats its wings. Each creature within 10 feet of the imperial sovereign dragon must succeed on a DC 19 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be forced\xc2\xa0 prone . The imperial sovereign 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 sovereign dragon takes a lair action to cause one of the following effects; The imperial sovereign dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' An imperial sovereign dragon can teleport one humanoid that is CR 2 or less to a space within 60 feet of it. This creature is loyal to the imperial sovereign dragon and will do anything to defend it. \n'b' The imperial sovereign dragon target one creature within its lair to turn into a stone statue. The creature must succeed a DC 19 Constitution saving throw or their base speed is reduced by half. If they fail the first saving throw, the creature must succeed a DC 19 Constitution saving throw or it takes disadvantage on all melee and rolls. If a creature fails its second saving throw, it must succeed a DC 19 Constitution saving throw or become petrified . A success on any of these saving throws ends its effects. A dispel magic spell ends this effect early, and the dragon can end it as an action. The petrified creature can see and hear the dragon while petrified , and the sovereign dragon usually takes the opportunity to instruct a petrified creature on its faults and how to become a better person after they are released. \n'b' The imperial sovereign dragon can force one creature within its lair to make a DC 19 Wisdom saving throw or it becomes charmed for 1 round and unable to take any negative actions towards the imperial sovereign dragon. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the imperial sovereign dragon\xe2\x80\x99s lair is shaped by the its regal power, which creates one or more of the following effects: \n'b'\n'b' Humanoids within 5 miles of the imperial sovereign dragon\xe2\x80\x99s lair become more subservient towards their masters or lords. \n'b' Random metallic objects within 1 mile of imperial sovereign dragon\xe2\x80\x99s lair begin to transmute into gold. \n'b' People within 5 miles of the imperial sovereign dragon\xe2\x80\x99s lair are aware of the dragon\xe2\x80\x99s tendency to hear about injustice throughout the nearby lands, and out of either fear or respect they tend to become fairer in their dealings and less likely to cheat, deceive, or permit injustice. This effect ends if they move out of this range or the imperial sovereign dragon dies. \n'b'\n'b' ABOUT \n'b' This magnificent dragon is covered in splendid gold scales, and horns jut from its head like a crown. Guardians of balance, sovereign dragons were placed in the skies by the gods themselves to safeguard harmony in the world. Like sky dragons, sovereign dragons are sometimes winged. \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'Spark \n'b' Tiny elemental , chaotic neutral \n'b' Armor Class 15 Hit Points 104 (16d4 + 64) Speed 10 ft., fly 60 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Common, Primordial Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The spark doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spark makes three Electric Touch attacks. \n'b' Electric Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) lightning damage. \n'b' Inhabit . One Humanoid that the spark can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target\xe2\x80\x99s nervous system, and the target is incapacitated and loses control of its body. The spark now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The spark can\xe2\x80\x99t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence , Wisdom , Charisma, immunity to being paralyzed , petrified , or unconscious , and its Electric Touch attack . It otherwise uses the inhabited target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. Every 24 hours that elapse, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) lightning damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the spark no longer inhabits it. The target dies if this reduces its hp maximum to 0. Each time the spark makes an Electric Touch attack and at the end of each long rest, the target can make a DC 14 Charisma saving throw, expelling the spark on a success. Alternatively, the spark can exit the target\xe2\x80\x99s body as a bonus action or can be forced out by an effect like the protection from energy spell. The target is immune to this spark\xe2\x80\x99s Inhabit for 24 hours after succeeding on the saving throw or after the spark is expelled. A willing target retains full function of its body, doesn\xe2\x80\x99t need to make a Constitution saving throw every 24 hours, has immunity to lightning damage, and can communicate with the spark telepathically. If the spark inhabits a willing target, it takes its turn at the same time as the target, but the spark can attack only as a reaction to a creature moving within 5 feet of the target or as a reaction to the target attacking a creature within 5 feet of it. \n'b'\n'b' ABOUT \n'b' This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone. \n'b' Born in Storms . When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. \n'b' Seek Hosts . Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. Some spellcasters deliberately seek out sparks for symbiosis. Spellcasters devoted to deities or study of the elements may reach an agreement with sparks, allowing the elementals to ride within their bodies for the sparks\xe2\x80\x99 lifetime. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they wink out and return to the elemental planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spark of Hope \n'b' Tiny fey , neutral good \n'b' Armor Class 15 Hit Points 125 (50d4) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 20 (+5) CON: 10 (+0) INT: 11 (+0) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., darkvision 60 ft., truesight 10 ft., passive Perception 10 Languages Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Second Chance . The spark and allied creatures within 30 feet of the spark can repeat a failed attack roll, ability check, and saving throw and must use the second result. A creature can benefit from this feature once per turn. Also, a creature within 30 feet of the spark regains 1 hit point if it makes a death saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spark makes six sting attacks. \n'b' Sting . Ranged Spell Attack : +7 to hit, range 10/40 ft., one target. Hit : 7 (1d6 + 4) force damage. \n'b'\n'b' ABOUT \n'b' In the most critical of moments, in instances of life and death, when one must make an impossible choice, when all light seems to have drained from the world leaving one in utter darkness; a spark of hope may appear to light the way.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spark Swarm, Radiant \n'b' Medium swarm of Tiny elementals, neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 38 (7d8 + 7) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities fire, poison, radiant \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Drawn to Magic . The radiant spark swarm can pinpoint the location of magical items within 60 feet of it. If the swarm starts its turn within 60 feet of a magic item, it moves to that magic item and hovers around it. If the item is being worn or carried by a creature, the swarm attacks that creature. If multiple magic items are within 60 feet of the swarm, it moves to the item that is most rare. If more than one item is most rare, choose randomly among them. \n'b' Burning Radiance . A creature that touches the radiant spark swarm, starts its turn in the swarm\xe2\x80\x99s space, or hits the swarm with a melee attack while within 5 feet of it takes 2 (1d4) radiant damage and 2 (1d4) fire damage. \n'b' Illumination . The radiant spark swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental . The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Radiant Sparks . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 9 (2d8) radiant damage plus 9 (2d8) fire damage, or 4 (1d8) radiant damage plus 4 (1d8) fire damage if the swarm has half of its hp or fewer. \n'b'\n'b' ABOUT \n'b' A large cloud composed of tiny glowing sparks of fire floats silently through the air. \n'b' Origin of Planar Instability . Radiant spark swarms form when the border lands between the Plane of Fire and the Upper Planes experience some sort of instability. This instability might be caused by a regional anomaly, war between the gods themselves, magical upheaval, or some other calamity. Thousands of radiant sparks are created at once in massive conflagrations of radiant energy. They are then left to wander the planes alone. \n'b' These creatures are most often found in the border lands between planes, but they have been known to appear in the Material Plane after accessing it through magical portals. They seldom wander back to their planes of origin and are almost always destroyed at some point during their eternal wanderings. \n'b' Hunger for Magic . Radiant spark swarms are drawn to magic for reasons that aren\xe2\x80\x99t fully understood, for they can neither use it, nor do they truly devour it. Instead, when they sense powerful magic nearby, they instinctually move toward it, as though its very presence is comforting to them. As creatures that are neither particularly intelligent nor evil, their interest in the living usually has to do with the magic spellcasters carry, which draws the sparks close. \n'b' Unfortunately, the owner of the magic that drew them is often caught in the midst of the swarm, which is inherently harmful. \n'b' Elemental Nature . A radiant spark swarm doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Alquam \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 19 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +6, Stealth +6 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 90 ft., passive Perception 16 Languages Abyssal, telepathy 60 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of combat, the spawn of Alquam has advantage on attack rolls against any creature it has surprised. \n'b' Keen Sight . The spawn of Alquam has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Shadow Stealth . While in dim light or darkness, the spawn of Alquam can take the Hide action as a bonus action. \n'b' Sneak Attack (1/Turn) . The spawn of Alquam deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spawn that isn\xe2\x80\x99t incapacitated and the spawn doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Speak with Birds . The spawn of Alquam can communicate with birds as if they shared a language. \n'b' Actions \n'b' Multiattack . The spawn of Alquam makes three attacks: two with its talons and one with its bite. It can use Gloomspittle in place of its bite attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Talon . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Gloomspittle . Ranged Weapon Attack : +6 to hit, range 30 ft., one creature. Hit : 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. \n'b' About \n'b' This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green. \n'b' Demonic Servants . These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night. Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. \n'b' Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode. \n'b' Kinship with Shadow . When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it. \n'b' Lords of Birds . Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn\xe2\x80\x99s messengers, and enact the spawn\xe2\x80\x99s or Alquam\xe2\x80\x99s will in whatever way either demon dictates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Arbeyach \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Skills Perception +4, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Infernal Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the spawn\xe2\x80\x99s darkvision . \n'b' Hive Bond . While the spawn is within 60 feet of at least one member of its hive, it has advantage on initiative rolls and on Wisdom (Perception) checks. The spawn can\xe2\x80\x99t be surprised if at least one other member is aware of the danger and within 300 feet of it. \n'b' Magic Resistance . The spawn has advantage on saving throws against spells and other magical effects. \n'b' Speak with Insects . The spawn can communicate with insects as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawn of Arbeyach makes one Bite attack and one Stinger attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 13 (3d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Children of Arbeyach (1/Day) . The spawn of Arbeyach magically calls 1d4 swarms of insects. The called creatures arrive in 1d4 rounds, acting as allies of the spawn and obeying its spoken commands. The insects remain for 1 hour, until the spawn dies, or until the spawn dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' This insectile humanoid\xe2\x80\x99s mouth stretches over dripping mandibles that are poorly concealed behind an ill-fitting mask of flesh. Its eyes have compound irises, and barbed stingers sprout between the fingers at the ends of its long, segmented limbs. \n'b' Spawn of Arbeyach are extensions of the will of Hell\xe2\x80\x99s Prince of Swarms, Arbeyach, and often serve him in the mortal world as the arch-devil carries out their master\xe2\x80\x99s wishes. To this end, they often inhabit hives of tosculi that worship Arbeyach. \n'b' Skin and Carapace . Spawn of Arbeyach are roughly humanoid, with many insectoid qualities, including a hardened carapace and oddly-jointed limbs. Their faces, arms, and legs are covered with a largely decorative skin which stretches and tears to reveal insectile traits. \n'b' Hive Dwellers . They dwell in hive structures comprised of natural growth and rigid architecture. The hives are built in isolated, easily-defensible locales, and visitors often must climb or fly to reach them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Chernobog \n'b' This ink-black, hulking beast looks cut from the darkness itself. It stands in the rough shape of a bear rearing up on its hind legs with slavering jaws dripping with a foul, black secretion. The antlers of a massive elk spread from either side of a pair of shining red eyes. \n'b' Large fiend , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Stealth +3 Damage Vulnerabilities radiant Damage Resistances necrotic Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages understands Common, Umbral, and Undercommon but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Night\xe2\x80\x99s Blood . If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn\xe2\x80\x99s jaws seeps into the wound and vanishes. After each long rest , the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.\n'b'\n'b' The creature can\xe2\x80\x99t speak, and its tongue turns black. \n'b' The creature\xe2\x80\x99s eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait. \n'b' The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple. \n'b' The creature\xe2\x80\x99s veins turn black, slowly working their way up through the body from the appendages over 24 hours. \n'b' When the blackened veins reach its head after the final long rest , the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight. \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The spawn of Chernobog makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night\xe2\x80\x99s blood disease (see the Night\xe2\x80\x99s Blood trait). \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' About \n'b' Darkness Begets Darkness . The spawn of Chernobog stalk places of horror, and their presence serves as a mark of evil deeds as surely as a trail of blood at the site of a murder. \n'b' Remnants of Malice . Spawn of Chernobog come into being for a myriad of reasons, not all of which can be laid at the feet of the Black God\xe2\x80\x99s followers. One might appear in the wake of a particularly cruel betrayal ending in murder. A battlefield marked by merciless acts might become the hunting grounds of a spawn of Chernobog. Acts of malice, the spreading of terror; these are sacred to the Lord of the Night, and a sufficient quality or quantity of either may birth his cruel progeny. \n'b' Indifferent Parentage . As one might imagine, a god of darkness, death, and destruction makes for an indifferent parent.\xc2\xa0Chernobog cares not what end his spawn may come to. So long as they spread fear and violence, they have served their purpose.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beast Blight, Sitri Cat \n'b' Family: Beast Blight \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 13 Hit Points 5 (2d4) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 16 (+3) CON: 10 (+0) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The Sitri cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Seven Shades of Sitri . A humanoid who touches a Sitri cat must succeed on a DC 13 Constitution saving throw or become infected with the Seven Shades of Sitri. If a humanoid succeeds on the saving throw, they\xe2\x80\x99re immune to the disease for 24 hours. Carnal urges overwhelm an infected humanoid. When the infected interacts with another non-hostile humanoid, the infected becomes charmed by that humanoid until the subject of the infatuation or their friends harm the infected. The infected can repeat the saving throw once every 24 hours. Current infatuations end when one of these saves succeeds. The disease ends for the infected when they have succeeded on five saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 slashing damage and Seven Shades of Sitri. \n'b'\n'b' ABOUT \n'b' Weeping Pox has devastated towns and families. It can be carried by animals, breaking their normal method of transmission. A twist of nature or foul magic has created carriers, some intentionally and some aggressively, that spread sickness quickly. \n'b' If a cat is hardier and more aggressive than a regular cat, it might carry the disease called Seven Shades of Sitri. Such cats otherwise show no signs of illness. A rub against the leg, a pet on the head, or a claw can all transmit the sickness.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Awgwa \n'b' Large fiend (demon), neutral evil \n'b' Armor Class 15 (natural armor) Hit points 66 (12d8+12) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 13 (+1) INT: 15 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +10, Insight +6, Perception +6, Persuasion +10, Stealth +8 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non-magical attacks Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Common, Infernal, telepathy 60 ft. \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Invisibility . The awgwa is invisible . \n'b' Telepathic Bond . The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Charm . One humanoid the fiend can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command , it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend\xe2\x80\x99s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Etherealness . The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Rock . Ranged Weapon Attack : +4 to hit, range 50/100 ft., one target. Hit : 7 (2d6 + 1) bludgeoning damage. \n'b' Daemonic Influence . Each awgwa is assigned to an emotion, which determines its abilities:\n'b'\n'b'\n'b' Selfish Pack Tactics . The selfish awgwa has disadvantage on an attack roll against a creature if at least one of the awgwa\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . The selfish otherwise has advantage on attack rolls. \n'b' Envious Company . The envy awgwa has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. \n'b' Aura of Hate . While the hatred awgwa isn\xe2\x80\x99t incapacitated , it and all fiends within 30 feet of it deal 4 extra damage whenever they hit with a melee weapon attack . This extra damage is of the same type as the weapon\xe2\x80\x99s damage type. \n'b' Rising Malice . If another creature deals damage to the malice awgwa, the awgwa\xe2\x80\x99s attack rolls have advantage until the end of its next turn, and the first time it hits with a claw attack on its next turn, the attack\xe2\x80\x99s target takes an extra 10 (3d6) psychic damage. On its turn, the awgwa has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. \n'b' Repentant Debt . As a bonus action, the repentant awgwa targets a creature charmed by it that it can see within 30 feet of it. The awgwa deals 11 (2d10) necrotic damage to the target, and the awgwa gains temporary hit points equal to the damage dealt. \n'b'\n'b' ABOUT \n'b' This large horned demon has a coarse, scowling countenance. \n'b' Awgwas are invisible to most beings but immortals, can pass swiftly through the air from one part of the world to another, and have the power to influence minds to do their wicked will. Their homes are in rocky, mountainous places, from whence they sally forth to accomplish their wicked purposes. The one of their number that can think of the most horrible deed for them to do is elected the King Awgwa, and all the Awgwa obey his orders. Sometimes these creatures live to become a hundred years old, but usually they fight so fiercely among themselves that many are destroyed in combat, and when they die that is the end of them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Hriggala \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft., burrow 30 ft.\n'b' STATS STR: 25 (+7) DEX: 7 (-2) CON: 21 (+5) INT: 6 (-2) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +3 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages Common, Darakhul, Void Speech Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Magic Resistance . The spawn has advantage on saving throws against spells and other magical effects. \n'b' Tunneler . The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. \n'b' Actions \n'b' Multiattack . The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the spawn can\xe2\x80\x99t bite another target. \n'b' Tendrils . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest . The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way. \n'b' Escape the Material . The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can\xe2\x80\x99t have more than one portal open at a time. \n'b' About \n'b' The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions. \n'b' The spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone. \n'b' Called by Ritual . Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter. \n'b' Underworld Tunnelers . The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld. \n'b' Hungry Demon Nature . The spawn of Hriggala requires no air or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Parzelon \n'b' A drape of long hair obscures the countenance of this shapely woman. As she turns, her sharp-toothed leonine visage is revealed. Suddenly, long needlelike claws protrude from her lithe fingertips, and her dark blue feline eyes narrow in hungry anticipation. \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 77 (14d8 + 14) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +4, Wisdom +3, Charisma +5 Skills Deception +5, Insight +6, Perception +6, Stealth +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 16 Languages Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the spawn\xe2\x80\x99s darkvision . \n'b' Keen Smell . The spawn has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The spawn has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The spawn has advantage on attack rolls against a creature if at least one of the spawn\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the spawn moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the spawn can make one bite attack against it as a bonus action . \n'b' Innate Spellcasting . The spawn\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The spawn of Parzelon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : disguise self \n'b' 3/day : expeditious retreat \n'b'\n'b' Actions \n'b' Multiattack . The spawn of Parzelon makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage plus 7 (2d6) necrotic damage. \n'b' Tranquil Roar (Recharge 4-6) . The spawn emits a dreadfully alluring purr. Each creature within 20 feet of it that can hear it and that isn\xe2\x80\x99t a devil must succeed on a DC 15 Constitution saving throw or be charmed 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' About \n'b' Daughters of the Dread Prophet . Born from accursed liaisons with mortal bloodlines, these amalgams of lioness and lady are the insidious progeny of the Arch- Devil Parzelon, King of Secrets. The fiendishly graceful spawn of Parzelon live only to serve their infernal father and his hideous whims.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Rhopalocerex \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 11 Languages Infernal, telepathy 60 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Magic Resistance . The spawn has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The spawn of Rhopalocerex makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft. or range 5 ft., one creature. Hit : 7 (1d6 + 4) slashing damage. \n'b' Enchanting Display (Recharge 5-6) . The spawn of Rhopalocerex flutters its wings, and its large eyes briefly shine. Each creature within 30 feet of the spawn and that can see it must make a DC 15 Charisma saving throw. On a failure, a creature is charmed for 1 minute. On a success, a creature takes 14 (4d6) psychic damage. \n'b' About \n'b' This large demon is bright orange and yellow, with black markings on its face and wiry body. Its wings are rounded, and its face is insectoid, with large, glowing, red eyes. Black liquid drips from its sharp mandibles. Its long arms end in sharp claws. \n'b' Everywhere Rhopalocerex Needs to Be . The spawn of Rhopalocerex can be found near Rhopalocerex or in areas where the demon lord has some sort of vested interest. They serve as his direct agents, whether he is trying to establish alliances or going to war against some individual or group. \n'b' Lords of Butterflies and Moths . Like the demon lord himself, the spawn of Rhopalocerex enjoy a special kinship with moths and butterflies. Moths and butterflies regularly accompany the spawn, aiding them whenever possible. \n'b' Wardens of the Abyss . The spawn of Rhopalocerex are the wardens of the deadly wild areas of the Abyss, defending it against all who would come to defile it. They originate at the demon lord\xe2\x80\x99s lair in the great tree and fly beneath its wide boughs, looking for threats or awaiting missions to other planes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Tiamat \n'b' Large aberration (shapechanger), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (13d10+39) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +3, Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder Senses darkvision 60 ft., passive Perception 13 Languages Aramaic, Pahlaw?n?g Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The spawn of tiamat can use its action to polymorph into a Small or Medium beast or humanoid, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Regeneration . The spawn of Tiamat 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 spawn of Tiamat makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10+5) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. The spawn of Tiamat has two tentacles, each of which can grapple one target. \n'b' Tentacle Slam . The spawn of Tiamat slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 15 Constitution saving throw or take 14 (2d8+5) bludgeoning damage and be stunned until the end of the spawn of Tiamat\xe2\x80\x99s next turn. On a successful save, the target takes half the bludgeoning damage and isn\xe2\x80\x99t stunned . \n'b'\n'b' ABOUT \n'b' Tiamat\xe2\x80\x99s myriad chaotic offspring are known to take many forms, but the most cunning among them are capable of hiding in plain sight, masquerading as mortal men and women as they work to undermine the forces of good and order. Ever mercurial, these devious shapeshifters make themselves at home in small villages and bustling cities, killing and supplanting the role of a chosen figure in order to wriggle their way into positions of power most suited to their schemes. Rarely content simply to survive as parasites in their stolen lives, Tiamat\xe2\x80\x99s restless offspring relish in the revelatory moment of their discovery, pushing the envelope of their cover in increasingly brazen ways to elicit the bedlam they crave.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn of Yog-sothoth \n'b' Large aberration (alien, extraplanar, mythos), chaotic evil \n'b'\n'b' Armor Class 17 (natural armor) Hit Points 168 (12d10 + 48) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire Condition Immunities blinded Senses blindsight 500 ft. (blind beyond this radius), passive Perception 16 Languages Aklo, telepathy 1 mile Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Devastation . When a spawn of Yog-Sothoth takes the Multiattack action against an object, it deals double damage to structures and Large or larger objects. \n'b' Legendary Resistance (2/Day) . If the spawn of Yog-Sothoth fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A spawn of Yog-Sothoth\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Nauseating Stench . A spawn of Yog-Sothoth exudes a hideous, unforgettable stench that nauseates living creatures within 30 feet for 1 minute unless the creature makes a DC 17 Constitution saving. Nauseated creatures are effectively paralyzed as they spend their turn retching. Creatures that successfully save are sickened and have -1d6 on all d20 rolls until the end of their next turn but cannot otherwise be affected by the same spawn\xc3\xaf\xc2\xbf\xc2\xbds nauseating stench for 24 hours. Any effect that cures or protects against poison works on nauseated or sickened creatures. Creatures with immunity to poison are unaffected, and creatures resistant to poison have advantage on the saving throw. \n'b' Regeneration . The spawn of Yog-Sothoth regains 10 hit points at the start of its turn. If the spawn takes radiant damage, this trait doesn\xc3\xaf\xc2\xbf\xc2\xbdt function at the start of the spawn\xc3\xaf\xc2\xbf\xc2\xbds next turn. The spawn dies only if it starts its turn with 0 hit points and doesn\xc3\xaf\xc2\xbf\xc2\xbdt regenerate. \n'b' Tenuous Natural Invisibility . The spawn of Yog-Sothoth is invisible, however, it shimmers when it attacks allowing it to more easily be located. No combat advantage or disadvantages related to invisibility are imposed when fighting a spawn though all attacks have a -1d2 to the attack rolls. \n'b' Actions \n'b' Multiattack . The spawn of Yog-Sothoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 25 (4d10 + 3) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 20) and is moved up to 5 feet toward the spawn of Yog-Sothoth. Until this grapple ends, the target is restrained, and the spawn can\xc3\xaf\xc2\xbf\xc2\xbdt use this tentacle against other targets. The spawn has four tentacles. \n'b' Chronal Sink (Recharge 5-6) . A spawn of Yog-Sothoth can emit a 30-foot-radius sphere that dislocates affected creatures from the shared timestream. Creatures that fail a DC 17 Wisdom saving throw are slowed (as per slow spell) for 1 minute or, if already slowed by this effect, paralyzed and frozen in place for the same duration. As these conditions result from a subjective time manipulation effect, spells such as freedom of movement do not negate them. \n'b' Iridescent Globes (Recharge 5-6) . A spawn of Yog-Sothoth can emits five 1-foot-diameter iridescent globes that immediately fly to attack one or more creatures of the spawn\xc3\xaf\xc2\xbf\xc2\xbds choosing within 60 feet before disappearing. Each globe makes a +11 attack, if the attack lands the target is shunted forward in time 1d4 rounds. An affected creature immediately disappears and then reappears at the same location at the later time; for the affected creature, it\xc3\xaf\xc2\xbf\xc2\xbds as if no time passed. An affected creature can choose to resist being shifted forward in time, but the spacetime flux rips and tears at it. For each round the affected creature wishes to reduce from the duration it is shunted into the future, it takes 14 (4d6) psychic damage. The spheres persist until they land an attack. \n'b' Legendary Actions \n'b' The spawn of Yog-Sothoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xc3\xaf\xc2\xbf\xc2\xbds turn. The spawn regains spent legendary actions at the start of its turn. \n'b' Bite Attack . The spawn of Yog-Sothoth makes one bite attack against one creature it has grappled. \n'b' Teleport . The spawn of Yog-Sothoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. \n'b' Vanish . The spawn of Yog-Sothoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. This overrides its tenuous natural invisibility trait. \n'b' Reverse Gravity (1/day, Costs 3 Actions) . The spawn of Yog-Sothoth casts reverse gravity, it is immune to the effects. \n'b' About \n'b' These monstrous abominations resembles in part an ordinary humanoid, animal, or other creature, but what remains of its original form is only all the more horrible in contrast the portions of its physique that dissolve into a bloated, inchoate mass of otherworldly hideousness. Its overall shape gives the impression of a squirming mass accompanied by an indescribable monstrous stench. A spawn of Yog-Sothoth has a prodigious hunger, and given sufficient food it grows quickly to Large size, and rare specimens continue to stretch and strain until their seams literally burst into new fleshy tendrils and protuberances. A truly ancient spawn of Yog-Sothoth can be the size of a barn or even a small hill. \n'b' Not all spawn of Yog-Sothoth are massive or inhuman. Some (often twins to their more monstrous kin) remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing if they want to walk unchallenged in civilized regions. \n'b' Aberrant Birth . The spawn of Yog-Sothoth are begotten upon the world as the results of vile rituals in which cultists call down the essence of Yog-Sothoth, an Outer God from beyond the stars to impregnate a humanoid creature. The Outer God is not of this dimension or world; only by incorporating flesh and bone of a mortal can its spawn exist. Upon death, a spawn\xc3\xaf\xc2\xbf\xc2\xbds flesh rapidly melts until nothing remains but a crusty stain. \n'b' Although the spawn of Yog-Sothoth are naturally invisible, they exude a hideous, unforgettable stench that alerts others to their presence. \n'b' Harbingers of the End . Ancient legend holds that the spawn of Yog-Sothoth are inflicted upon a world to clear it of all sane life and to prepare the way for the return of the Great Old Ones. But it\xc3\xaf\xc2\xbf\xc2\xbds just as likely that the carnage and mayhem it brings upon the world is due to its ravenous and constant hunger for blood as any agenda from masters beyond the stars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn, Aetherspawn \n'b' Large elemental , same as creator \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 +30) Speed 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistance(s) bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious , blind Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electric Body . The aetherspawn is an air elemental , wreathing the air within 5 ft. around itself with electricity. Anyone who comes within 5 ft. of an aetherspawn takes 5 (1d10) lightning damage. Anyone who makes contact with or attacks the aetherspawn in melee suffers an additional 5 (1d10) lightning damage. \n'b' Weaknesses . The aetherspawn is susceptible to tremors that disturb the air around it. When hit with an earthquake or shifting terrain, they dissolve for three rounds and cannot act until they reform. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawn makes two attacks per round. \n'b' Whirlwind . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. If the target is prone , they take double damage. \n'b'\n'b' ABOUT \n'b' Created from a magical seed, spawn grow when planted into an element. There are four common types of spawn; terraspawn, cryospawn, infernospawn, and aetherspawn, though some legends speak of shadowspawn, lightspawn, and deathspawn as well. \n'b' Spawn are under the control of the one who planted them and invoked the spell. One elemental rises for each seed planted and they act collectively on the invoker\xe2\x80\x99s initiative . They revert back to seeds after ten minutes, or upon reaching 0 hit points . The spawn can be invoked again a day later, if the seed was not destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn, Cryospawn \n'b' Large elemental , same as creator \n'b' Armor Class 13 (natural armor) Hit Points 95 (10d10 +40) Speed 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistance(s) bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ice Body . The cryospawn is made of ice crystals and freezes whoever is within 5 ft., doing 5 (1d10) cold damage per turn. Anyone who makes contact with or attacks the cryospawn in melee suffers an additional 5 (1d10) cold damage. The cryospawn can form its body into a wall up to 10 ft. in length. Weaknesses. The cryospawn is susceptible to fire. For every 5 ft. the spawn moves in fire, or if it is hit with a torch-sized or larger flame, it takes 1 fire damage (in addition to any damage a creature would normally take from the environment or an attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawn makes two attacks per round. \n'b' Freeze . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) cold damage. If the target is a creature or a freezable object, it acquires a layer of ice and is stunned from cold shock for one round. Until a creature takes an action to break off the ice, they will take 5 (1d10) cold damage at the start of each turn. \n'b'\n'b' ABOUT \n'b' Created from a magical seed, spawn grow when planted into an element. There are four common types of spawn; terraspawn, cryospawn, infernospawn, and aetherspawn, though some legends speak of shadowspawn, lightspawn, and deathspawn as well. \n'b' Spawn are under the control of the one who planted them and invoked the spell. One elemental rises for each seed planted and they act collectively on the invoker\xe2\x80\x99s initiative . They revert back to seeds after ten minutes, or upon reaching 0 hit points . The spawn can be invoked again a day later, if the seed was not destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn, Infernospawn \n'b' Large elemental , same as creator \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 +30) Speed 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistance(s) bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Body . The infernospawn is made of fire and burns whomever is within 5 ft. of it, doing 5 (1d10) fire damage per turn. Anyone who makes contact with or attacks the infernospawn in melee suffers an additional 5 (1d10) fire damage. It can compress its body through spaces as small as one inch. Weaknesses. The infernospawn is susceptible to water. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawn makes two attacks per round. \n'b' Ignite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) 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' Created from a magical seed, spawn grow when planted into an element. There are four common types of spawn; terraspawn, cryospawn, infernospawn, and aetherspawn, though some legends speak of shadowspawn, lightspawn, and deathspawn as well. \n'b' Spawn are under the control of the one who planted them and invoked the spell. One elemental rises for each seed planted and they act collectively on the invoker\xe2\x80\x99s initiative . They revert back to seeds after ten minutes, or upon reaching 0 hit points . The spawn can be invoked again a day later, if the seed was not destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawn, Terraspawn \n'b' Huge elemental , same as creator \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d12 +36) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistance(s) bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious , blind Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Body . The terraspawn is made of earth and disturbs the terrain around it within 5 ft., making this difficult terrain . Anyone who comes within 5 ft. of a terraspawn must make a DC 15 Dexterity saving throw or become prone . They must make this saving throw every round they are within 5 ft. of the terraspawn. Instead of attacking, terraspawn can cause an earthquake within a 30-ft. radius that knocks prone all creatures touching the ground who fail a DC 15 Dexterity saving throw. Weaknesses. The terraspawn is susceptible to lightning. When hit with a lightning attack they take an additional 5 lightning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawn makes two attacks per round. \n'b' Knock . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is prone , they take double damage. \n'b'\n'b' ABOUT \n'b' Created from a magical seed, spawn grow when planted into an element. There are four common types of spawn; terraspawn, cryospawn, infernospawn, and aetherspawn, though some legends speak of shadowspawn, lightspawn, and deathspawn as well. \n'b' Spawn are under the control of the one who planted them and invoked the spell. One elemental rises for each seed planted and they act collectively on the invoker\xe2\x80\x99s initiative . They revert back to seeds after ten minutes, or upon reaching 0 hit points . The spawn can be invoked again a day later, if the seed was not destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spawned Yaoguai \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 185 (16d12+80) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 21 (+5) INT: 2 (-4) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Str +9 Skills Athletics +9, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tortured Mind . The spawned yaoguai has advantage on any effects that would make it charmed or frightened . \n'b' Maker\xe2\x80\x99s Gift . Each spawned yaoguai gains three additional abilities that are based on its specific form. Typical additional spawned yaoguai abilities include the following.\n'b'\n'b'\n'b' Flight : The spawned yaoguai gains a fly speed of 30 ft. \n'b' Grab : If the spawned yaoguai\xe2\x80\x99s tentacle attack hits a creature, it can instead choose not to deal damage, grappling the creature instead (escape DC 16). \n'b' Poison Sting : The spawned yaoguai\xe2\x80\x99s claw or tentacle attack is replaced with a poison sting attack. Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : The target must succeed a DC 16 Constitution saving throw or take 16 (3d10) poison damage, or half as much on a successful save. \n'b' Pounce : If the spawned yaoguai moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the spawned yaoguai can make one bite attack against it as a bonus action. \n'b' Quills : A creature attacking the spawned yaoguai with a melee weapon, an unarmed strike, or a natural weapon takes 7 (2d6) piercing damage from the spawned yaoguai\xe2\x80\x99s quills. \n'b' Trample : The spawned yaoguai can occupy another creature\xe2\x80\x99s square and vice versa. If a spawned yaoguai moves through another creature\xe2\x80\x99s square, that creature takes 7 (2d6) bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spawned yaoguai makes one bite attack , one claw attack, and one tentacle attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, 1reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, 1reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, 1reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Maddening Roar (Recharge 5-6) . A spawned yaoguai is a tortured monster that lives a painful existence. A spawned yaoguai can let out a terrible roar with horrendous undertones of madness. All creatures that hear it within a 30-foot radius must succeed a DC 16 Wisdom saving throw or take 13 (2d12) psychic damage and are confused as per the confusion spell. A successful saving throw halves the damage and prevents the confusion effect. A confused creature can attempt new saving throw at the end of each of its turns to end this effect. Creatures immune to psychic damage are immune to this second effect. \n'b'\n'b' ABOUT \n'b' A spawned yaoguai is a monstrosity born of unnatural magic that tried and failed to recreate another creature or that sought to combine several different creatures into one body, creating a deformed, mismatched monster that slays and escapes its creator as soon as possible. No two spawned yaoguai look the same, but most have similar abilities. Invariably, the torment of its genesis and the ongoing pain of its existence leave a spawned yaoguai violently insane and prone to attacking at the slightest provocation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Barghest \n'b' Medium fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 37 (6d8+6) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Condition Immunities poisoned Damage Resistances cold, necrotic; bludgeoning; piercing and slashing from non-magical weapons Senses darkvision 120 ft., passive Perception 15 Skills Perception +5, Stealth +5, Survival +5 Saving Throws Str +6, Dex +5, Wis +6 Languages Infernal, Vulgate Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Change Shape . The barghest can assume the shape of a goblin or a normal wolf. It can keep this form indefinitely, reverting to its natural form upon death. It retains its natural weapons while in alternate shape. \n'b' Consume the Soul . When a barghest slays an opponent, it feeds upon the victim\xe2\x80\x99s soul as well as its corpse, using a bonus action to do so. Victims whose soul is consumed by a barghest in this manner cannot be raised or resurrected through anything short of wish or true resurrection , which has only a 50% chance of success. Reincarnate may also be attempted, with only a 25% chance of success. \n'b' Feed . A barghest who slays an opponent and consumes their soul gains hit dice. For every three opponents slain, the barghest gains one hit die, to a maximum of 12 HD. For each HD it gains, it also increases its Strength , Dexterity and Constitution by 1, and its AC increases by 1. For every 3 HD thus gained, the damage for its natural attacks increases by one die type (d8, d10, d12), and its effective Challenge Level increases by 1, with a commensurate increase in Proficiency bonus. At 10 HD, its size increases to Large, and its shape-change allows for shifting to hobgoblin or worg forms instead of goblin and wolf. \n'b' Pass without Trace . A barghest in wolf form can use pass without trace , at will, as a spell-like ability. This ability does not require an action, nor does it require components. \n'b' Spellcasting (Save DC 15).\n'b'\n'b'\n'b' At will : change self, levitate , minor illusion , misdirection \n'b' 1/day : charm monster, dimension door , fear . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The barghest attacks 3 times; twice with its claws and once with its bite. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b'\n'b' ABOUT \n'b' A barghest is an evil faerie. They are vaguely human in shape but can alter their size to very small or very large, appearing as if they are looming over any who face them. Upon closer inspection, their ragged, dull-colored flesh is revealed, and a stench pervades them like the smell of rotten fruit. \n'b' Despisers of Life . Barghests reside on the outskirts of civilization, lurking in abandoned buildings, alleys and the like. Barghests require the souls of living victims to sustain themselves, growing more powerful with each unfortunate devoured. These foul-minded fey stalk the living in the mortal realms, hoping to gain for themselves power and immortality, and driven by a violent hatred of all living things. hope or purpose and made easy prey for the ever-hungry aru. They dwell far from the haunts of other demons for the aru are quarrelsome, and feed upon their kin as quickly as the doomed. They are hunted by the unkbartig for sport, but it is a dangerous sport and many of those greater demons fall victim to their intended prey. \n'b' Deadly Tricksters . The Barghest will always attempt to lead a victim astray through the use of spell-like abilities. They will take the shape of someone in distress, to call upon their intended victims and lure them into the dark. They then pounce upon them and devour them, body and soul.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Agropelter \n'b' Small fey , unaligned \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 30 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 11 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses passive Perception 15 Languages Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nimble Escape . The agropelter can take the Disengage or Hide action as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Branch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 3) bludgeoning damage. \n'b' Hurled Branch . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The agropelter is three feet tall and has a slender and wiry body. It has the villainous face of an ape, and arms like muscular whiplashes, with which it can snap off dead branches and hurl them through the air at deadly speeds. Agropelters are remarkably fast free-climbers and acrobatically swing from branch to branch. \n'b' The agropelter makes its home in a large dead tree with a sturdy base, preferably one already hollow, but if not the creature would eat out the remaining wood inside. Such trees have a large amount of dead branches covering the outside. Its primary diet consists of woodpeckers and owls, though it will eat just about any meat. Agropelters supplement their diet with rotting wood. \n'b' The territorial agropelter is known to tossing hunks of wood at intruders. They prefer to strike from behind, but are so fast and hide so well that a target could never see them by the time they turned around. They take the bodies of their victims and stuff them into hollow trees. They then save them to eat them later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beast of the Deepest Depths \n'b' Gargantuan aberration , chaotic neutral \n'b' Armor Class 24 (natural armor) Hit Points 700 (40d20 + 280) Speed 30 ft., climb 30 ft., swim 150 ft.\n'b' STATS STR: 20 (+5) DEX: 30 (+10) CON: 25 (+7) INT: 8 (-1) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +19, Wisdom +12 Skills Athletics +14, Perception +12, Stealth +19 Damage Resistances bludgeoning, piercing, or slashing damage from weapons that are not magic; acid, fire, lightning, necrotic, thunder Damage Immunities cold Condition Immunities frightened , prone Senses darkvision 600 ft., blindsight 100 ft., passive Perception 22 Languages Aquan (can\xe2\x80\x99t speak) Challenge 29 (135,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Amphibious . The Beast of the Deepest Depths can breathe both water and air. \n'b' Evasion . If the Beast of the Deepest Depths is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Beast of the Greatest Depths takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Keen Scent . The Beast of the Deepest Depths has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b' Legendary Resistance (3/Day) . If the Beast of the Deepest Depths fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The Beast of the Deepest Depths\xe2\x80\x99 weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The Beast of the Deepest Depths makes four attacks: one bite attack and three tentacle attacks. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 28 (4d6 + 10) piercing damage, and the creature must succeed on a DC 23 Constitution saving throw or suffer an additional 14 (4d6) piercing damage at the start of its next turn. If it receives any amount of healing before the start of its next turn, or if a creature uses an action and succeeds on a Wisdom ( Medicine ) check of DC 20, it does not suffer this damage. \n'b' Tentacle . Melee Weapon Attack : +17 to hit, reach 30 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage, and the target is grappled (escape DC 24). The Beast of the Deepest Depths can grapple up to 8 creatures simultaneously, while still having tentacles free to attack and maneuver. \n'b' Mighty Wave . In a large body of water, the Beast of the Deepest Depths creates a mighty wave, a watery wall 500 feet long, 100 feet high, and 60 feet thick. Each creature in the mighty wave\xe2\x80\x99s area must succeed on a DC 24 Strength saving throw or take 39 (6d12) bludgeoning damage and be knocked prone . On a successful saving throw, this damage is halved and the creature is not knocked prone . At the beginning of each of the Beast of the Deepest Depths\xe2\x80\x99 turns thereafter, the mighty wave moves 60 feet away from it. Any creature that is Huge or smaller in the mighty wave\xe2\x80\x99s area is carried along with it and must make a new Strength saving throw or suffer the initial damage again. A creature can escape the mighty wave with a DC 24 Strength ( Athletics ) check. The mighty wave continues its movement until it reaches land or an obstruction larger than it is. \n'b'\n'b' Legendary Actions \n'b' The Beast of the Deepest Depths can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Beast of the Deepest Depths regains spent legendary actions at the start of its turn. \n'b' Jet (Costs 2 Actions) . The Beast of the Deepest Depths propels itself backwards, moving up to 1 mile in a straight line. This movement does not provoke opportunity attacks, and creates a Mighty Wave that moves in the opposite direction. \n'b' Detect . The Beast of the Deepest Depths makes a Wisdom ( Perception ) check. \n'b' Tentacle . The Beast of the Deepest Depths makes a tentacle attack . \n'b'\n'b' About \n'b' The Beast of the Deepest Depths is the most dreaded creature of the seas, normally inhabiting lightless trenches. On the rare occasions that it rises, all who dwell in the waters, or sail upon them, quake in terror. \n'b' The Nameless Dread . A bone-deep dread and eerie stillness herald its coming, and towering waves mark its passage, but the Beast of the Deepest Depths has no name, for that would give another power over it. \n'b' Shipbreaker . The Beast of the Deepest Depths can ruin a fleet of stout ships as quickly as a child scatters playthings, leaving only flotsam behind. Some have surmised that the larger the fleet, the more likely it will attack. The drives that stir its thoughts are nearly impossible to comprehend, but it does rise to battle any being \xe2\x80\x93 mortal or otherwise \xe2\x80\x93 that seeks to control the seas. \n'b' Against Ships \n'b' The Beast of the Deepest Depths can grapple ships and tear them apart. As an action, it makes a Strength ( Athletics ) check opposed by the captain\xe2\x80\x99s (or helmsman\xe2\x80\x99s) Strength (water vehicles) or Wisdom (water vehicles) check. If the ship is smaller than Gargantuan, the captain\xe2\x80\x99s ability check suffers disadvantage. \n'b' While a ship is grappled , the Beast of the Deepest Depths can attack creatures on deck or in the rigging with its tentacles. It attacks the ship\xe2\x80\x99s hull with its bite, automatically hitting and dealing double damage (because the ship is a structure). \n'b' Breaking the grapple requires the captain (or helmsman) to succeed on a Strength (water vehicles) or Dexterity (water vehicles) check, opposed by the Beast of the Deepest Depths\xe2\x80\x99 Strength ( Athletics ) check. Lesser kaiju deal double damage to objects and structures. They ignore normal difficult terrain .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fury Specter \n'b' Family: Specter \n'b' Large undead , any chaotic \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 126 (11d12 + 55) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9, Wis +5, Cha +5 \n'b' Skills Athletics +10, Perception +5, Survival +5 \n'b' Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities fire, necrotic, poison \n'b' Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages All languages it knew in life, but cannot speak while its Endless Rage trait is active \n'b' Challenge 12 (8,400 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Endless Rage . The fury specter is consumed by an endless, burning rage. This rage grants the following benefits (while this trait is active, the fury specter cannot speak (only howling or growling) and it must spend each of its turns either engaging in combat or seeking objects or creatures to destroy): \n'b'\n'b' The fury specter has advantage on Strength checks, Strength saving throws, and ability checks for initiative \n'b' When the fury specter makes a melee weapon attack, it deals an additional 1d12 + 4 fire damage on a hit (included below)\n'b'\n'b' When it reduces a creature to 0 hit points, the fury specter gains 20 temporary hit points \n'b'\n'b' Incorporeal Movement . The fury specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/Day) . If the fury specter fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The fury specter has advantage on saving throws against spells and other magical effects. \n'b' Reckless . At the start of its turn, the fury specter can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Relentless Rage . If the fury specter drops to 0 hit points while its Endless Rage trait is active and doesn\xe2\x80\x99t die outright, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. When the fury specter finishes a short or long rest, the DC resets to 10. \n'b' Siege Monster . The fury specter deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fury specter makes two weapon attacks. \n'b' Spectral Greataxe . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) necrotic damage, plus 10 (1d12 + 4) fire damage if Endless Rage is active. If a target that takes damage from this attack is Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. \n'b' Pyrokinetic Wrath . Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit : 13 (2d6 + 6) force damage plus 13 (2d6 + 6) fire damage. If a target that takes damage from this attack is Large or smaller creature, it must roll a DC 18 Strength saving throw. On a failure, the fury specter can choose to either knock the creature prone or move it up to 15 feet in a direction of the specter\xe2\x80\x99s choice. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Calm (4/Day) . The fury specter can suppress its Endless Rage trait for 1 minute, allowing it to speak and pursue activities besides combat. While Calm, it becomes a Small or Medium creature that resembles its appearance in life. The fury specter can choose to end its Calm early and restore its Endless Rage at any time during its turn, or whenever it would take damage, roll a saving throw, or take a reaction or legendary action. When it uses Calm during daylight hours, the fury specter can also choose to vanish until the next sunset, enjoying a few rare hours of peaceful rest in an extradimensional space until its rage returns it to the world \n'b'\n'b' LEGENDARY ACTIONS \n'b' The fury specter 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 fury specter regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The fury specter makes a Spectral Greataxe or Pyrokinetic Wrath attack. \n'b' Furious Stride . The fury specter flies up to its flying speed. Any object in its path takes 52 (4d12 x2) fire damage if it isn\xe2\x80\x99t being worn or carried. (This damage already includes the fury specter\xe2\x80\x99s Siege Monster trait.)\n'b'\n'b' Frighten Foe (Costs 2 Actions) . The fury specter targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or become frightened until the end of fury specter\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' It is often said that spirits are the souls of those unfulfilled in life. If so, the fury specter is the soul of one that has an unfulfilled desire to slaughter anyone who crosses its path. Often arising from fallen warriors, persecuted innocents, and those who were wrongly convicted, fury specters are sad tales turned into dangerous apparitions. \n'b' Unquenchable Rage Fury specters possess such intense, burning fury that it is not uncommon for their weapons to ignite and become wreathed in dark fire when they attack. These dark flames are the same that manifest from the fury specter\xe2\x80\x99s body, covering it with a thick layer of smoke and ash that makes it look like a terror sent from the Nine Hells. When a creature is harmed by the fury specter, their wounds emit dark smoke that is absorbed into the specter\xe2\x80\x99s body, further increasing its power and vitality. \n'b' Not Beyond Reason Fury specters are tragic spirits, tortured souls consumed by rage, but they may regain their senses for a brief period each day. Any kind soul can take this time to try to help solve the fury specter\xe2\x80\x99s unfulfilled desires, bring some justice to the world, and put the tortured spirit to rest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rotseed Specter \n'b' Family: Specter \n'b' Medium fey , chaotic evil \n'b' Armor Class 18 (Natural Armor) \n'b' Hit Points 255 (30d8 + 120) \n'b' Speed 30 ft., tunnel 30 ft.\n'b' STATS STR: 16 (+3) DEX: 22 (+6) CON: 18 (+4) INT: 25 (+7) WIS: 25 (+7) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Con +11, Wis +14, Cha +13 \n'b' Skills Arcana +14, Insight +14, Perception +14, Stealth +13 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities Charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious \n'b' Senses blindsight 120 ft., passive Perception 24 \n'b' Languages Common, Elven, Sylvan, plus any other languages it knew in life \n'b' Challenge 24 (62,000 XP) \n'b' Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Decay . Any creature that makes a death saving throw within 30 feet of the rotseed specter automatically fails the saving throw. \n'b' Ethereal Sight . The rotseed specter can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Legendary Resistance (3/Day). If the rotseed specter fails a saving throw, it can choose to succeed instead. \n'b' Unusual Nature . The rotseed specter doesn\xe2\x80\x99t require air, food, or drink. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rotseed specter makes three attacks with its Rotwood Greatbow and then uses its Ethereal Form. If the rotseed specter has taken 10 or more points of fire damage since its last turn, it cannot use its Ethereal Form. \n'b' Rotwood Greatbow . Melee Weapon Attack : +17 to hit, range 120/500 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage. \n'b' Ethereal Form . The rotseed specter\xe2\x80\x99s body dissolves into a puddle of roting sludge and the spirit enters the Border Ethereal, becoming incorporeal. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa. While incorporeal, it cannot attack creatures unless they are on the Ethereal Plane and it can\xe2\x80\x99t affect or be affected by anything on the other plane. In this state, the rotseed specter can move through other creatures and objects as if they were difficult terrain , and it does not provoke opportunity attacks. It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Spellcasting . The rotseed specter casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 21): \n'b'\n'b' At will : acid arrow , detect magic , web 3/day each: cloud kill, dominate monster , hold monster , insect plague \n'b' 1/day each : circle of death , create undead , horrid wilting \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Delirium Miasma. As a bonus action the rotseed specter emits a toxic miasma within a 30-foot-radius. Any creature in the area must succeed on a DC 21 Wisdom saving throw or suffer 14 (4d6) psychic damage and have their mind filled with terrifying illusions. Affected creatures make all attacks with disadvantage. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success but taking an additional 14 (4d6) damage on every subsequent failure. On a success the creature is immune to the Delirium Miasma for 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The rotseed specter 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 specter regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The rotseed specter makes a Wisdom ( Perception ) check. \n'b' Greatbow Attack . The rotseed specter makes an attack with its Rotwood Greatbow. \n'b' Tortured Fortunes . The rotseed specter selects a creature within 30 feet of it and forces the creature to make their next attack roll, saving throw, or ability check with disadvantage. \n'b' Cast Spell (Costs 2 Actions) . The rotseed specter casts a spell. \n'b' Toxic Hail (Costs 2 Actions) . The rotseed specter shoots a barrage of arrows in a 60-foot cone. Each creature in the area must succeed on a DC 21 Dexterity saving throw or take 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage. \n'b'\n'b' LAIR \n'b' When fighting inside its lair, a rotseed specter can invoke the ambient magic to take lair actions. On initiative count 20, the rotseed specter can take one lair action to cause one of the following effects: \n'b'\n'b' A 50-foot-square area of ground within 120 feet of the rotseed specter becomes slimy; that area is difficult terrain until initiative count 20 on the next round. \n'b' Vines sprout from the ground into a 20-footwide square column, reaching up 30 feet into the air. Any creature in the area must attempt a DC 15 Dexterity saving throw or be restrained by the vines. A creature can escape the vines by making a successful DC 15 Strength saving throw. \n'b' Laughter echoes from the corpses of each creature within the lair. Any living creature within the lair must succeed on a DC 15 Wisdom saving throw or have disadvantage on all attack rolls and saving throws until initiative count 20 on the next round. \n'b'\n'b' The rotseed specter can\xe2\x80\x99t repeat an effect until they have all been used, and it can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' REGIONAL EFFECTS \n'b' A region containing a rotseed specter\xe2\x80\x99s lair is warped by the specter\xe2\x80\x99s unnatural presence, which creates one or more of the following effects: \n'b'\n'b' Creatures within 1 mile of the rotseed specter\xe2\x80\x99s lair feel feverish, sickly, and generally unwell. \n'b' Every few hours the region moves and changes in a horrifying way. Walls of corpses block recently walked paths, trees uproot and shi?? position to make moving forward difficult, and deep bogs appear to exhaust travelers. \n'b'\n'b' If the rotseed specter dies, these effects fade over the course of 2d10 days. \n'b' ABOUT \n'b' When a powerful Fey creature dies in a state of heartbreak or misery, its spirit can transform into a rotseed specter. This is an Undead with the power to spread rot and pestilence everywhere it goes, creating wretched towers of Undead fused together as monuments to its unnatural power. Rotseeds are a blight on the Fey Realm that turn entire forests into terrifying mazes of crooked trees, poisonous swamps, and diseased wildlife. \n'b' This Undead can transform from its ethereal body into a physical form composed of the rot that it spreads from its lair. It uses this tactic to attack and retreat from danger in a constant flux of death and unnatural rebirth. \n'b' If the rotseed specter has a physical body, it unleashes a volley of its poisoned thorns before abandoning its body and becoming ethereal. When it takes form, it blinds those nearby with a cloud of spores and attacks again. \n'b' The key to killing this creature is waiting for it to take physical form or using fire to bind it to its physical body for a short time. Those who fail to notice the pattern of death and rebirth are doomed to die in its miasma of poison and madness. \n'b' When not using its mutable form to disorientate and strike from afar, the rotseed specter has a plethora of dark magic it uses to create Undead thralls, summon insects to bite and sting their prey, and even summon forth the very essence of death to wither their enemies to husks. Their most terrifying magic is their scream, capable of extinguishing the life of entire crowds of heroes in an instant. \n'b' The rotseed specter leaves its mark not only on those that encounter it, but also on the world around it. \n'b' Vegetation rots in the presence of the specter, turning into a mix of caustic slime and twisted roots. \n'b' As time passes, this decay can spread for miles around the specter\xe2\x80\x99s lair.\xe2\x80\x9d Also, this text seems to have goften cut off from the end of the second bullet point in Regional effects: \xe2\x80\x9cin a horrifying way. Walls of corpses block recently walked paths, trees uproot and shi?? position to make moving forward difficult, and deep bogs appear to exhaust travelers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Specter, Advanced \n'b' Family: Specter \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 88 (16d8 + 16) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The advanced specter 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' Sunlight Sensitivity . While in sunlight, the advanced specter has disadvantage on attack rolls as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The advanced specter makes one Frightening Gaze attack and two Life Drain attacks. \n'b' Life Drain . Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit : 24 (6d6 + 3) 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 creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Frightening Gaze . The advanced specter fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the advanced specter\xe2\x80\x99s gaze for the next 24 hours. \n'b' Create Specter . The advanced specter targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\xe2\x80\x99s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the advanced specter\xe2\x80\x99s control. The advanced specter can have no more than seven specters under its control at one time.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Umbral Specter \n'b' Family: Specter \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 150 (20d8 + 60) Speed 0 ft. , fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 19 (+4) CON: 17 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +10 Skills Stealth +10 Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 120 ft., passive Perception 12 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 17 (18, 000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Life . The specter can magically sense the presence of creatures up to 1 mile away that aren\xe2\x80\x99t undead or constructs. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Incorporeal Movement . The specter can move through other creatures and objects as if they were difficult terrain . It takes 4 (1d10) force damage if it ends its turn inside an object. \n'b' Legendary Resistance (3/Day) . If the specter fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The specter has advantage on saving throws against spells and magical effects. \n'b' Sunlight Hypersensitivity . The specter takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The specter makes two life drain attacks. \n'b' Life Drain . Melee Spell Attack : +9 to hit, reach 5 ft., one creature. Hit : 31 (9d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The specter 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 specter regains spent legendary actions at the start of its turn. \n'b'\n'b' Life Drain . The specter uses its life drain attack . \n'b' Invisibility . The specter magically turns invisible until it attacks or casts a spell. Any equipment the specter wears or carries is invisible with it. \n'b' Turn the Living (Costs 3 Actions) . The specter lets out a horrifying shriek. Each creature within 30 feet of the specter that can hear it must make a DC 18 Wisdom saving throw. On a failure, a creature becomes frightened of the specter. A frightened creature must spend its turns trying to move as far away from the specter as it can, and it can\xe2\x80\x99t willingly move to a space within 30 feet of the specter. It also can\xe2\x80\x99t take reactions . For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\xe2\x80\x99s nowhere to move, the creature can use the Dodge action. \n'b'\n'b' ABOUT \n'b' The fate that befalls a specter is tragic; a soul prevented from passing peacefully into the afterlife but has no quest to complete and instead is doomed to walk the land for eternity, surrounded by constant reminders of what they have lost. \n'b' They grow vengeful, only finding release when their soul is destroyed. \n'b' Some may never be that lucky and eventually transform into umbral specters. Bound to the darkness with nothing but hatred guiding them, these undead wish for nothing more than living creatures to foolishly explore the dark crypts where they reside. Sensing when they are near, umbral specters lie in wait. \n'b' Darkness Manifested . Umbral specters, much like their normal counterparts, seek to destroy the living by night. However, these undead see their powers grow stronger under the moonlight. So long have they haunted the living under the cloak of night that they have become cunning hunters, seeking only to purge all they can find. \n'b' Undead Nature . The specter does not require air, food, water, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Specter, Advanced \n'b' Medium undead , lawful evil \n'b' Armor Class 16 Hit Points 110 (17d8 + 34) Speed 0 ft., fly 80 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 22 (+6) CON: 15 (+2) INT: 18 (+4) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +7, Intimidate +7, Perception +9, Religion +7, Stealth +9, Survival +7 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 19 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The specter can move through other creatures and objects as if they were difficult terrain . It takes 10 (3d6) force damage if it ends its turn inside an object. \n'b' Sunlight Sensitivity . While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The specter has advantage on saving throws against any effect that turns undead. \n'b' Unnatural Aura . Beasts can sense the unnatural presence of a specter at a distance of 30 feet. They do not willingly approach nearer than that and are frightened if forced to do so unless they success on a DC 18 Wisdom saving throw. The beast is frightened until it can no longer see the specter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The specter makes two life drain attacks. \n'b' Life Drain . Melee Spell Attack : +9 to hit, reach 5 ft., one target. Hit : 27 (6d8) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain in this way rises as a specter spawned under the command of the advanced specter within 1 hour of dying. Killing the advanced specter returns the spawned specter\xe2\x80\x99s free will, but it remains a specter.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spectral Guardian \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 93 (11d8 + 44) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Disgrace Bound . The spectral guardian is bound to a tomb, castle ruins, or other place related to the disgrace in life that caused it to rise as a spectral guardian in death. If the guardian starts its turn more than 1 mile from its bound location, it loses its Spectral Blade action until it returns to the region. If it remains outside the region, it automatically teleports back to its bound location after 24 hours, regardless of distance. \n'b' Incorporeal Movement . The spectral guardian 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' Undead Nature . The spectral guardian doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spectral guardian makes two Spectral Blade attacks. If both attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or have its hp maximum reduced by the total necrotic damage dealt by both attacks. \n'b' Spectral Blade . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn. \n'b'\n'b' ABOUT \n'b' A luminous green mist swirls into the form of an ancient warrior. \n'b' Dented armor and a ragged cloak enshroud the warrior\xe2\x80\x99s skeletal body, and its grinning skull leers out from an open helm. \n'b' Worn Finery . Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble\xe2\x80\x99s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound. \n'b' Eternal Disgrace . The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature\xe2\x80\x99s death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spell Parrot \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 12 Hit Points 3 (2d4 \xe2\x80\x93 2) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Spell Mimicry . Whenever the spell parrot hears a cantrip or a 1st through 5th level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or 1st level spell, the casting succeeds if the result is a 3-6. If the spell is 2nd level or higher, the casting succeeds on the result of a 5 or 6. Once the spell parrot mimics a spell, it forgets the spell. The spell parrot uses the original caster\xe2\x80\x99s spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' The bird appears to be an entirely ordinary parrot. When it speaks, however, it utters the words of a magical spell, and arcane energy begins to swirl around it. \n'b' Spell parrots are an exceedingly rare and unexplained phenomenon. They look, think, and act primarily like parrots, despite high intelligence for an animal. No one knows why they are able to do what they do though it is clear that the ability they possess is as likely to be a burden as a boon to them. When spell parrots first hear and mimic a spellcaster, they rarely seem to understand or expect the results of their mimicry. Older wild spell parrots have usually learned how to utilize their strange and unpredictable powers but rarely will do so unless threatened. \n'b' Spell parrots can be tamed as pets, but since they occur spontaneously (within any of the larger parrot species), it is difficult to discover one young enough to socialize it properly. Careful training by someone with exceptional animal handling skills can result in a spell parrot that only mimics spells at a signal from its humanoid handler. However, they can be cantankerous creatures, and moody, with questionable senses of humor, and even the best-trained spell parrot may choose to disobey its handler. \n'b' Like mundane parrots, spell parrots often live a little longer than humans, and while they cannot become fluent in humanoid languages, they can memorize small vocabularies and engage in rudimentary verbal communication. Talking to a well-trained spell parrot is similar in clarity, depth, grammar, and logic to communication with a small toddler. \n'b' Elder Spell Parrot \n'b' An elder spell parrot is capable of attempting to mimic even higher level spells. It has the following changes: \n'b'\n'b' Its Challenge Rating is 6 (2,300 XP). \n'b' It has 7 (5d4 \xe2\x80\x93 5) hit points . \n'b' Its Spell Mimicry feature is as follows: Spell Mimicry. Whenever the spell parrot hears a cantrip or a 1st through 8th level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or a 1st through 3rd level spell, the casting succeeds if the result is a 3-6. If the spell is 4th through 6th level, the casting succeeds on the result of a 5 or 6. If the spell is 7th or 8th level, the casting succeeds only on a 6. Once the spell parrot mimics a spell, it forgets it. The spell parrot uses the original caster\xe2\x80\x99s spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spell Parrot, Elder \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 12 Hit Points 7 (5d4 \xe2\x80\x93 5) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Spell Mimicry . Whenever the spell parrot hears a cantrip or a 1st-through 8th-level spell that has a verbal component being cast, it can attempt to mimic the casting of that spell on its next turn. The spell parrot ignores any somatic or material component that the spell requires. When the spell parrot attempts to mimic the spell, roll a d6. If the spell is a cantrip or a 1st- through 3rd-level spell, the casting succeeds if the result is a 3-6. If the spell is 4th through 6th level, the casting succeeds on the result of a 5 or 6. If the spell is 7th or 8th level, the casting succeeds only on a 6. Once the spell parrot mimics a spell, it forgets it. The spell parrot uses the original caster\xe2\x80\x99s spell save DC and spell attack bonus, and the spell must have a valid target for the spell parrot to use as the target of the mimicked spell. \n'b'\n'b' ABOUT \n'b' Spell parrots are an exceedingly rare and unexplained phenomenon. They look, think, and act primarily like parrots, despite high intelligence for an animal. No one knows why they are able to do what they do, though it is clear that the ability they possess is as likely to be a burden as a boon to them. When spell parrots first hear and mimic a spellcaster, they rarely seem to understand or expect the results of their mimicry. Older wild spell parrots have usually learned how to use their strange and unpredictable powers but rarely do so unless threatened. \n'b' Like mundane parrots, spell parrots often live a little longer than humans, and while they cannot become fluent in humanoid languages, they can memorize small vocabularies and engage in rudimentary verbal communication. Talking to a well-trained spell parrot is similar in clarity, depth, grammar, and logic to communication with a small toddler.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Catoblepas \n'b' Family: Catoblepas \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 21 (+5) INT: 5 (-3) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft. passive Perception 12 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The catoblepas has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Stench . Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. \n'b' Charge . If the catoblepas moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The catoblepas makes one Hooves attack, one Gore attack, and one Tail attack. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the catoblepas and knocked prone . \n'b' Poison Breath (recharge 5-6). The catoblepas exhales its horrid, stinking breath in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 63 (14d8) poison damage. The target dies if reduced to 0 hit points by this breath. \n'b' Stench . Any creature that starts its turn within 10 feet of the catoblepas must succeed on a DC 12 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling and is poisoned until the start of its next turn. Creatures that don\xe2\x80\x99t need to breathe or are immune to poison automatically succeed on this saving throw. On a successful saving throw, the creature is immune to the catoblepas\xe2\x80\x99s stench for 24 hours. \n'b'\n'b' About \n'b' The catoblepas is an aggressive beast at the best of times, willing to knock down trees, fences, even small houses to eat whatever it finds interesting, be that meal plant or animal or human being. Though it prefers swamps, the catoblepas has been known to forage in plains and forests for short periods before returning to the buoyant support of water and mud. Few creatures linger near a catoblepas\xe2\x80\x99s feeding ground because of the monster\xe2\x80\x99s bad temper and poisonous breath, and only rot-loving predators such as oozes or exceptionally large otyughs have any interest in hunting them. \n'b' A catoblepas\xe2\x80\x99 primary motivation is hunting and exerting its dominance over lesser creatures in its territory. Easily detected by its foul odor, the creature tolerates the presence of wild animals, humanoid tribes, and even predators that it can bully as long as these things flee or act submissive when the poisonous brute lumbers into view. The catoblepas is known to engage in physical battles with other Large swamp creatures such as crocodiles or even froghemoths. Some humanoid tribes claim to know techniques to domesticate a catoblepas for use as a guard animal, but the monster\xe2\x80\x99s intractable nature and not insignificant intelligence almost certainly means magic is involved, as the creature has little need for alliances and can wipe out entire villages with its breath. Some have been known to use their breath underwater, creating a churning cloud of bubbles that kills fish in the area and starves out other creatures. \n'b' A catoblepas\xe2\x80\x99s sense of smell is blunted by its own ungodly stench, and it can\xe2\x80\x99t easily recognize rival odors such as skunk musk (though this provides the beast no immunity to odor-based effects from other creatures). \n'b' A catoblepas is 15 feet long and weighs 2,200 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demon, Paralyte \n'b' Small fiend , chaotic evil \n'b' Armor Class 17 (armored plates) Hit Points 38 (7d6+14) Speed 50ft\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 5 (-3) WIS: 5 (-3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities poisoned Damage Resistances acid Senses darkvision 60 ft., passive Perception 7 Languages Abyssal, common Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Spew Acid (recharge 6) . One target, range 15 feet. The target must make a Dexterity save (DC 13), taking 3d6 acid damage on a failed save, or half that on a success. \n'b'\n'b' ABOUT \n'b' These multi-legged creatures crawl low to the ground, their bodies almost dragging the earth. They are able to fold their legs underneath their misshapen forms, so they look no more like a spawn of chaos than a rock. Multiple clusters of small plates, shrouded in rings of coarse hair, cover the paralyte\xe2\x80\x99s misshapen body. Thousands of tiny \xe2\x80\x9ceyes\xe2\x80\x9d dot the creature\xe2\x80\x99s legs. from a distance, they look like clusters of small blisters, but up close the viewer can discern small pupils, constantly turning and looking about. Their legs are capped with barb-like claws that often break off in their foes. They have no need to feed or take in nourishment but do possess something of a mouth, more like a large open, festering wound, that moves across the creature\xe2\x80\x99s body, tearing its flesh as it does so. \n'b' Horrors In Any Environment . The paralyte are dim-witted demons that occupy most any planes. They prefer dry, rocky, hot regions, but harsh weather or terrain has no adverse effect upon them. They travel in clusters, finding strength in numbers. They are able to communicate in a form of the vulgate, but it is halting and broken. They remain inactive until living creatures come within their area, at which point they liven up and attack anything they see. They are indiscriminate in their attack, often attacking other demons when crossed. If one attacks every one of the creatures in the pod attack. They cover a victim, trying to bring it to the ground, where they slay it. \n'b' Fell Maw . The \xe2\x80\x9cmouth\xe2\x80\x9d is actually part of the creature that has a mind of its own. It cannot attack in concert with the legs, though occasionally does so by accident. The mouth usually moves across the creature\xe2\x80\x99s body, looking for its own target. When it moves, it slithers across the paralyte\xe2\x80\x99s torso, ripping the skin and flesh open. The exposed wounds close in time but usually become nests of all manner of foul bacteria-laced rot. The mouth cannot tear the tiny plates but does move them constantly so the creature, when active, looks as if its skin is literally crawling. The mouth does not actually eat and cannot effectively bite. However, it is able, given time, to spit gobs of caustic bile. The mouth is able to speak, but its command of language is weak.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellemental, Quixotic \n'b' Medium elemental , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 225 (18d8 + 144) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 23 (+6) CON: 23 (+6) INT: 24 (+7) WIS: 22 (+6) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +12, Wis +11, Cha +10 Damage Immunities see Spellcasting Supercharge Condition Immunities charmed , frightened Senses truesight 120 ft., passive Perception 16 Languages Primordial Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charged Being . The spellemental has 2 charges and regains all expended charges when it finishes a short or long rest. Some of its abilities are marked with \xe2\x80\x9c(1 Charge,)\xe2\x80\x9d indicating that the spellemental must expend 1 charge to use these abilities. If it has no charges remaining, it cannot use these abilities. \n'b'\n'b' ACTIONS \n'b'\n'b' Arc Lightning (1 Charge) . Two creatures the spellemental can see within 30 feet of it must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) lightning damage, or half as much on a success. Creatures that fail their saving throws by 5 or more take the maximum possible damage from this effect. \n'b' Brain Freeze (1 Charge) . One creature the spellemental can see within 60 feet of it must succeed on a DC 20 Wisdom saving throw or take 27 (6d8) cold damage, or half as much on a success. Creatures that fail this saving throw by 5 or more are stunned until the end of their next turn. \n'b' Cataclysm of Flame (1 Charge) . One creature the spellemental can see within 60 feet of it must succeed on a DC 20 Constitution saving throw or take 36 (8d8) fire damage, or half as much on a success. If the initial target fails its saving throw by 5 or more it erupts in flame, causing all creatures within 10 feet of it to take an equal amount of fire damage. \n'b' Dissolving Acid (1 Charge) . The spellemental targets a point it can see within 30 feet. All creatures within 5 feet of that point must succeed on a DC 20 Constitution saving throw or take 44 (8d10) acid damage, or half as much on a success. Creatures that fail their saving throw by 5 or more take an additional 33 (6d10) acid damage at the start of their next turn. \n'b' Recharge . The spellemental loses 40 hit points and regains all expended charges, up to its maximum of 2. \n'b' Spellslam . Melee Spell Attack : +11 to hit, reach 10 ft., one target. Hit : 28 (8d6) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Spellcasting Supercharge (Recharge 5-6) . As a reaction when the spellemental would take acid, cold, fire, or lightning damage it instead takes no damage and becomes immune to the triggering type or types of damage until the start of its next turn. Additionally, targets of the next ability the spellemental uses attempt their first saving throw against the ability with disadvantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellhound \n'b' Large monstrosity , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Sense . The spellhound can pinpoint, by scent, the location of spellcasters within 60 feet of it. \n'b' Channel Breaker . The spellhound has advantage on attack rolls against a creature, if the creature is concentrating on a spell. \n'b' Keen Hearing and Smell . The spellhound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The spellhound has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spellhound makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Nullifying Howl (1/Day) . The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the spellhound makes an ability check, adding its Constitution modifier to the roll. The DC equals 10 + the spell\xe2\x80\x99s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of the spellhound that can hear the howl must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' A shimmering coat and a ridged snout distinguish the hound from other monstrous canines. \n'b' Vindictive Origins . The first spellhounds began as nothing more than ordinary scent hounds. When the master of the hounds was tormented by a hag, he struck a deal with a powerful fey lord, requesting that his stock be blessed with the ability to hunt the witch. The hounds were returned to him, empowered and mutated, but capable of making short work of the hag nonetheless. After the houndmaster was ostracized for keeping monstrous pets, he grew resentful and concluded that the fey lord had wronged him. He arrogantly set out with his spellhounds after the fey lord that had created them, but he never returned. Ever since, spellhounds have been kept as prized pets by warring fey or set loose in fey-inhabited forests to prey on lonely spellcasters. \n'b' Magical Predators . Spellhounds have olfactory capabilities that allow them to sense the \xe2\x80\x9codor\xe2\x80\x9d of spellcasters. This, combined with their spell-repelling coats and their magicdisrupting howls, makes them a menace for anyone with even a minor arcane faculty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beastman Cursemaker \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 12 Hit Points 39 (6d8+12) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Skills Intimidation +1, Perception +4, Stealth +4 Senses passive Perception 14 Languages Urgan, Low Atlantean Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Nose The beastman has tactical advantage on Perception checks involving scent. \n'b' Sudden Fury The beastman has tactical advantage on attacks during the first round of an encounter. \n'b' Spellcasting . The cursemaker is a 3rd-level caster. Its spellcasting ability is Wisdom (DC 13, attack +5).\n'b'\n'b'\n'b' At Will : guidance , message , resistance \n'b' 1st Level (4 slots) : bane , bless , cure wounds \n'b' 2nd Level (2 slots) : aid , hold person \n'b'\n'b' ACTIONS \n'b'\n'b' Stone Spear . Melee Weapon Attack : +4 to hit (reach 5 ft., one target). Hit : 1d8+2 piercing damage. \n'b' Juju Head . Ranged Weapon Attack : +4 to hit, range 10/30 ft., one target. Hit : 2d8+2 necrotic damage, and the target must succeed on a Wis save throw (DC 12) or become frightened . At the end of each of its turns, the target can attempt another save to end the effect. \n'b'\n'b' ABOUT \n'b' This stocky, hairy sub-human is armed with a stone spear and wears a poorly cured animal pelt around his waist. \n'b' Beastmen are a primitive branch of humankind. Brutal, cruel, short-tempered, and contemptuous of anyone weaker than themselves, they are fierce warriors and raiders who pose a great threat to anyone traveling abroad in the wild lands. Beastmen are especially notorious for seizing captives and dragging them back to their lairs to be put to work as drudges, sacrificed to their bloodthirsty gods, or simply tortured to death in horrible ways for their amusement. \n'b' Beastmen hate humans (and most other intelligent races for that matter). They see all other peoples as enemies, and do not hesitate to kill any they cannot carry off into captivity. \n'b' They have been known to engage in cannibalism, although this is considered a sacred ritual among their kind and requires the appropriate ritual preparations-eating their foes is an act of dominance, not sustenance. \n'b' Most adult beastmen are hunters; a beastman who cannot make his or her own kills and keep up with the rest of the tribe is usually left to die. They are strong, hardy foes, throwing themselves into battle at any opportunity. \n'b' Beastmen know they are stronger and more fierce than most human warriors, so they do not hesitate to attack groups that outnumber them by a small margin. \n'b' Beastman fear arcane magic and usually put captive spellcasters to death in peculiar and horrible ritual murders to ensure that the \xe2\x80\x9cbad magic\xe2\x80\x9d dies with its users. \n'b' Beastmen begin any fight with a burst of raw fury that often overwhelms weaker foes. They have no concept of honor or fair play-in fact, a large gang of beastmen often fall all over themselves in their hurry to get in a cheap hit against outnumbered enemies. A warrior doesn\xe2\x80\x99t care how he manages to blood his spearpoint as long as he isn\xe2\x80\x99t left out of the \xe2\x80\x9cfun.\xe2\x80\x9d \n'b' Beastmen hate and fear most magic, but some are drawn to primitive and bloodthirsty jungle spirits or give themselves to the service of the ape-god Herum. These simple-minded shamans are known as \xe2\x80\x9ccursemakers\xe2\x80\x9d by other beastmen, and are both feared and hated by rest of their tribe. By tradition, a tribe\xe2\x80\x99s cursemaker is second only to the warchief in importance, and wields enough influence to choose which warrior becomes warchief when the tribe is in need of new leadership. \n'b' Thick-bodied and covered in matted hair, this primitive humanoid wears bits of bone and feather in his beard and hair. He wears poorly cured animal pelts, and carries a bandolier adorned with animal skulls and bones.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellmarked Cultist Leader \n'b' Medium humanoid ( human ), any alignment \n'b' Armor Class 13 (16 with mage armor ) Hit Points 127 (17d8 + 51) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5, Cha +6 Skills Arcana +4, Deception +6, Perception +5 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Senses passive Perception 15 Languages Common Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Spell Sensitivity . When the cultist takes acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage from a spell of 1st level or higher, it must make a Constitution saving throw (DC 10 + the spell\xe2\x80\x99s level). On a failure, the cultist suffers one level of exhaustion that is removed when it finishes a short or long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cultist makes two Warping Greatsword attacks. It can use Spellcasting in place of one of these attacks. \n'b' Firebolt . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 22 (4d10) fire damage. \n'b' Warping Greatsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 4 (1d8) force damage. If the target is a creature, it must succeed on a DC 17 Charisma saving throw or suffer one of the following random effects (roll a d6) until the end of its next turn:\n'b'\n'b'\n'b' The target has disadvantage on saving throws against spells and other magical effects. \n'b' The target is transformed into a random creature as if by the polymorph spell. Roll a d4 to determine the creature it transforms into (1: bat; 2: cat; 3: raven; 4: snake). \n'b' The target rises vertically 20 feet into the air and remains suspended there. \n'b' The target takes 9 (2d8) force damage and its speed is halved. \n'b' The target is turned to stone and subjected to the petrified condition. \n'b' The target teleports in a random direction to the furthest away unoccupied space within 30 feet of it. To determine the direction, roll a d8 and assign a direction to each die face. \n'b'\n'b' Spellfire Blast (Recharge 5 6) . The cultist unleashes raw magical energy in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 22 (5d8) fire damage and 22 (5d8) force damage and becomes partly incorporeal until the end of the cultist\xe2\x80\x99s next turn. While affected in this way, a creature has resistance to all damage except fire and force damage, and any non-fire, non-force damage it deals is halved. On a successful saving throw, a creature takes half as much damage and suffers no additional effects. \n'b' Spellcasting . The cultist casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : firebolt, mage armor , mirror image \n'b' 1/day : fireball , fly , invisibility , magic missile (as a 5th-level spell) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Mythward Surge . The cultist aims a surge of arcane energy at a creature it can see within 60 feet of it. If the creature has spell slots, it must succeed on a DC 14 saving throw using its spellcasting ability or lose its highest-level unexpended spell slot of 5th level or lower and the cultist gains 4 (1d8) temporary hit points per level of the slot. \n'b' Warp Step . The cultist vanishes from the Material Plane and steps into the Ethereal Plane, and can immediately move up to half its speed. When a creature starts its turn on the Material Plane within 10 feet of the space the cultist occupies on the Ethereal Plane or moves there for the first time on its turn, roll a d20. On a roll of 11 or higher, the cultist reappears on the Material Plane and each creature within 10 feet of it takes 9 (2d8) force damage. Otherwise, the cultist reappears on the Material Plane at the start of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Absorb Blows (3/Day) . When the cultist takes nonmagical bludgeoning, piercing, or slashing damage that isn\xe2\x80\x99t from a critical hit, it takes no damage instead and until the end of its next turn, its attacks deal an extra 9 (2d8) force damage on a hit. \n'b'\n'b' ABOUT \n'b' Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. \n'b' Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks a process that is often fatal for the subject.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellmarked Cultist, Omen \n'b' Medium humanoid , any alignment \n'b' Armor Class 16 (breastplate) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Deception +3, Insight +4, Stealth +4 Senses passive Perception 12 Languages any one language (usually Common) Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Inevitable Doom . When a friendly creature within 30 feet of the cultist is reduced to 0 hit points , the cultist becomes staggered until the end of its next turn. While staggered, the cultist can\xe2\x80\x99t take reactions , and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. \n'b' Limited Foresight . The cultist can\xe2\x80\x99t be surprised and has an extra +2 bonus to initiative rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cultist makes two Flail attacks. \n'b' Flail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Spellwarped Bolt (3 Uses) . The cultist loads its crossbow with a spellwarped bolt. If its next Light Crossbow attack hits a creature, the target also suffers a random magical effect (roll a d4):\n'b'\n'b'\n'b' The bolt emits dazzling colors. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the cultist\xe2\x80\x99s next turn. \n'b' The bolt hits with concussive force. The target must succeed on a DC 12 Strength saving throw or be pushed back 10 feet and knocked prone . \n'b' The bolt repositions the target. The target must succeed on a DC 12 Charisma saving throw or magically teleport , swapping places with the cultist. \n'b' The bolt outlines the target in harmless flames. The target must succeed on a DC 12 Dexterity saving throw or attack rolls against it have advantage if the attacker can see it, until the end of the cultist\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Alter Fate (1/Day) . After the cultist or a creature it can see within 30 feet of it makes an attack roll, ability check, or saving throw, the cultist forces the creature to reroll. The target must use the result of the second roll. \n'b'\n'b' ABOUT \n'b' When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults. \n'b' Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. \n'b' Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks a process that is often fatal for the subject.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellmarked Cultist, Spellmantle \n'b' Medium humanoid , any alignment \n'b' Armor Class 13 (leather) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Int +3 Skills Arcana +3, Deception +3, Insight +3, Stealth +4 Senses passive Perception 11 Languages any one language (usually Common) Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Repellent . The cultist must always attempt to resist spells and magical effects, even if they are beneficial, and is never considered a willing target of a spell or magical effect. If it is the target of a beneficial spell or magical effect that has no saving throw, roll a d20. On a roll of 10 or less, the spell or magical effect has no effect on the cultist. \n'b' Magic Resistance . The cultist has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cultist makes two Scimitar attacks. \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Spelldraining . When the cultist hits a creature with a melee attack , it can attempt to drain its magical energy. If the target has spell slots, it must make a DC 12 Charisma saving throw. On a failure, it loses the highest-level unexpended spell slot it has available of 3rd-level or lower and takes an additional 3 (1d6) force damage per level of the slot. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflect Spell (1/Day) . When the cultist succeeds on a saving throw against a spell that affects only it, or a spell attack targeting only it misses, it turns the spell back on the caster. The spell has no effect on the cultist and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. If the spell requires concentration, it automatically lasts until the end of the caster\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults. \n'b' Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. \n'b' Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks a process that is often fatal for the subject.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spheres: Troop of Commoners \n'b' Huge troop of Medium or Small humanoids , any alignment \n'b' Armor Class 10 Hit Points 22 (5d8) 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' Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Troop . The troop can occupy another creature\xe2\x80\x99s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area. \n'b'\n'b' Actions \n'b'\n'b' A troop of commoners cannot use the Attack action unless you possess the Soldiers talent. \n'b'\n'b' Equipping A Troop \n'b' A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon\xe2\x80\x99s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer. \n'b' Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spheres: Troop of Explorers \n'b' Huge troop of 1st-level Medium or Small humanoids , any alignment \n'b' Armor Class 12 Hit Points 33 (6d8+6) 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 Cha +4 Skills Athletics +5, Perception +3, Survival +3, plus one of your choice Senses passive Perception 13 Languages any one language (usually Common) Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Martial Tradition . The troop of explorers has a martial tradition that has Charisma or Intelligence as its key ability modifier. \n'b' Troop . The troop can occupy another creature\xe2\x80\x99s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area. \n'b'\n'b' Actions \n'b'\n'b' Spears . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d10+2) piercing damage, or 8 (1d10+2) piercing damage if the troop has half of its hit points or fewer. \n'b'\n'b' Equipping A Troop \n'b' A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon\xe2\x80\x99s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer. \n'b' Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spheres: Troop of Students \n'b' Huge troop of 1st-level Medium or Small humanoids , any alignment \n'b' Armor Class 11 Hit Points 27 (6d8) 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 Int +5 Skills History +5, Investigation +5, plus one of your choice Senses passive Perception 12 Languages any one language (usually Common) Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Martial Tradition . The troop of students has a martial tradition that has Intelligence or Wisdom as its key ability modifier. \n'b' Troop . The troop can occupy another creature\xe2\x80\x99s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area. \n'b'\n'b' Actions \n'b'\n'b' Spears . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (2d10) piercing damage, or 6 (1d10) piercing damage if the troop has half of its hit points or fewer. \n'b'\n'b' Equipping A Troop \n'b' A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon\xe2\x80\x99s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer. \n'b' Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sphierlex \n'b' Medium beast , chaotic evil \n'b' Armor Class 15 (natural) Hit Points 66 (12d8+12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5, Perception +2 Senses passive Perception 12 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The sphierlex is able to blend in with almost any environment, giving it advantage on all stealth checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sphierlex makes 4 attacks with its claws and one with its bite, or uses its wings or uses its breath weapon. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b' Toxic Cloud Breath Weapon (recharge 6) . The sphierlex breathes out a thick cloud of poisonous gas. It fills an area 30 feet in diameter from the mouth of the creature. Any creature that starts its turn in the cloud or that enters the cloud on its turn must make a Constitution save (DC 14) or take 10 (3d6) poison damage. The cloud remains for 1 minute before dispersing. The sphierlex is immune to its own poison. \n'b' Wings . The sphierlex can flap its wings in a bizarre, hypnotizing pattern. All creatures within 30 feet of the sphierlex that can see the wings must make a Wisdom save (DC 13) or be stunned until the end of the sphierlex\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The sphierlex is a very slender, lizard-like creature. It has 10 legs, five on each side of its torso, and crawls much like an insect. Small ridges of bone line the creature\xe2\x80\x99s back, extending all the way to its snout. Its scales are very small and range from a dull gray to dark brown in color. Many rows of serrated teeth line its small, long snout. Though flightless, the sphierlex possesses four long, thin wings. These are used in battle to bemuse and confound its prey. \n'b' Wide-Ranging . Sphierlex live in almost any uninhabited region, easily able to blend in with their environs, though they prefer sandy, dry, or hot environs. They are solitary hunters, never in the company of their own kind. They are migratory creatures, moving vast distances in search of prey. However, they do hole up in natural caves for several months, or at least until they deplete the local food sources. At which point they leave the den for more fertile pastures. If they encounter another of their kind, they treat it as a prey animal. \n'b' No Family . Once in a lifetime, females spawn, laying their eggs in remote locations. The creature is always on the move when laying eggs; one egg is laid and the sphierlex moves on to lay another egg. Their eggs are generally buried a few inches underground or otherwise hidden beneath rocks, brush, and the like. The males, following the scent, unearth the eggs, fertilize \n'b' Ambusher . These beasts are quite intelligent. They watch their prey carefully, stalking it. Once they are sure of the direction that their intended prey is traveling, they camouflage themselves in rocks, fallen trees, or even patches of earth. When the prey is almost upon them, they release their breath weapon and close in for the kill.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Android Cleric \n'b' Family: Android \n'b' Medium construct (android), chaotic neutral \n'b' Armor Class 15 (chain shirt) Hit Points 144 (32d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +8, Perception +4, Persuasion +4, Religion +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Orc , Undercommon Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deadly Aim . The android can choose to take -1 to hit and gain +2 to damage on range attacks with a maximum effect of -6 on attack rolls, and +12 damage. \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' Exceptional Senses . Androids hear and see twice as far as a human . \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 may make three ranged attacks or two melee attacks . \n'b' Spiked Gauntlet . Melee Weapon Attack : +6 to hit, reach 5 ft.; one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' +1 Hell Pistol . Ranged Weapon Attack : +7 to hit, range 60/120 ft.; one target. Hit : 6 (1d6 + 3) fire damage. \n'b' Spellcasting . The android is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : cure wounds , guiding bolt , sanctuary \n'b' 2nd level (3 slots) : lesser restoration , spiritual weapon (a spiked gauntlet) \n'b' 3rd level (2 slots) : dispel magic , spirit guardians \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' The Machine God\xe2\x80\x99s Eminence (Natural 15+) . As a bonus action, on a natural to-hit roll of 15+ with its spiked gauntlet, the android can cause its attack to magically deal an extra 10 (3d6) lightning damage to a target. This benefit lasts until the end of the turn. On a natural 19 increase the damage by 1d6 and on a 20 increase the damage by 2d6. \n'b' Nano Advantage (1/day) . The 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. \n'b'\n'b' REACTIONS \n'b'\n'b' Berserk Flailing . When the android becomes bloodied, it immediately uses Spiked Gauntlet 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'Sphinx \n'b'\n'b' Large monstrosity , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 78 (12d10 + 12) Speed 50 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 18 (+4) WIS: 19 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic Skills Insight +7, Perception +7 Senses truesight 120 ft., passive Perception 17 Languages Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Dive Attack . If the sphinx is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack , that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone, the sphinx can make one bite attack against it as a bonus action. \n'b' Flyby . The sphinx doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Inscrutable . The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Keen Smell . The sphinx has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sphinx makes three attacks, one with its bite, one with its claws, and one to constrict. It can replace its bite attack with a use of Weird Insight. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained , and the snake can\xe2\x80\x99t constrict another target. \n'b' Weird Insight . The sphinx targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the sphinx \xe2\x80\x98s Wisdom ( Insight ) check. If the sphinx wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed . \n'b'\n'b' About \n'b' Before you reclines a strange-looking amalgamation of lion, bird, reptile, and woman. From a lion\xe2\x80\x99s body sprouts wings and a reptilian tail, which is topped by the bosom and head of a woman. The face is impassive, almost sad, in demeanor. \n'b' Born of Echidna and Typhon, sphinxes have the attributes of a female woman, a lion, and a serpent\xe2\x80\x99s tail. \n'b' Sphinxes are fond of asking riddles and devouring those who answer incorrectly. They are rare, however, because if a particular clever traveler answers the riddle, the sphinx is likely to kill herself. \n'b' The Punisher of Thebes . The most famous sphinx was sent by the gods to plague the town of Thebes as punishment an ancient crime, eating all who failed to solve her riddle. King Kreon of Thebes offered the throne to the one who could stop her. Oedipus solved the sphinx\xe2\x80\x99s riddle, whereupon she cast herself off the mountainside in despair. \n'b' In close combat, sphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sphinx Kitten \n'b' Tiny monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d4 + 9) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Perception +4 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 30 ft., passive Perception 14 Languages Common, Sphinx Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mostly Inscrutable . The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. This trait does not work against adult sphinxes. \n'b' Magic Weapons . The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Prestidigitation . The sphinx casts prestidigitation . \n'b' Joke (3/Day) . The sphinx tells a magical joke. Each time it tells a joke before finishing a long rest, the joke is funnier and the effect is harder to resist, as detailed below. Each creature within 120 feet of the sphinx and able to hear the joke must make a saving throw.\n'b'\n'b'\n'b' Bad Joke . Each creature that fails a DC 10 Wisdom saving throw cringes and has disadvantage on the next attack roll it makes before the end of its next turn. \n'b' Confusing Joke . Each creature that fails a DC 12 Wisdom saving throw can\xe2\x80\x99t take reactions until the end of its next turn. On its turn, the creature can\xe2\x80\x99t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the creature can\xe2\x80\x99t attack , it does nothing on its turn. \n'b' Hilarious Joke . Each creature that fails a DC 14 Wisdom saving throw becomes incapacitated from uncontrollable laughter. An incapacitated 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' Mysterious, elusive, and deeply magical, sphinx kittens are such a rare sight that many scholars doubt their existence.\xc2\xa0Despite the arcane nature, sphinx kittens are still kittens and love to play and share funny stories with their friends.\xc2\xa0Sphinx kittens require magic and nurture both to grow into adult sphinxes, a complex process that can take centuries.\xc2\xa0An orphan sphinx kitten will remain a kitten until it has received the magic and the guidance it needs to develop.\xc2\xa0Long-lived sages and elven nobles sometimes adopt and raise orphan sphinxes, which grow up to become powerful and loyal guardians. \n'b' Arcane Humor . As part of their training and growing up, sphinx kittens will charge their jokes with the same magic that will eventually empower their spells, their riddles, or their roars when they grow up. This makes even a bad joke potentially dangerous when a sphinx kitten tells it. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a sphinx kitten for their familiar.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Androsphinx \n'b' Family: Sphinxes \n'b' Large monstrosity , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 199 (19d10 + 95) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +11, Int +9, Wis +10 Skills Arcana +9, Perception +10, Religion +15 Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses truesight 120 ft., passive Perception 20 Languages Common, Sphinx Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Magic Weapons : The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b' Spellcasting : The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : sacred flame , spare the dying , thaumaturgy \n'b' 1st level (4 slots) : command , detect evil and good , detect magic \n'b' 2nd level (3 slots) : lesser restoration , zone of truth \n'b' 3rd level (3 slots): dispel magic , tongues \n'b' 4th level (3 slots): banishment , freedom of movement \n'b' 5th level (2 slots): flame strike , greater restoration \n'b' 6th level (1 slot): heroes\xe2\x80\x99 feast \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The sphinx makes two claw attacks. \n'b' Claw : Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) slashing damage. \n'b' Roar (3/Day) : The sphinx emits a magical roar. Each time it roars before finishing a long rest , the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. \n'b' First Roar : Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Second Roar : Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Third Roar : Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t knocked prone. \n'b'\n'b' Legendary Actions \n'b' The sphinx 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 sphinx regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw Attack : The sphinx makes one claw attack. \n'b' Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'\n'b' ABOUT \n'b' This regal, bird-winged lion has a human\xe2\x80\x99s head, clad in the golden raiment of a powerful pharaoh.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beastman Hunter \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 13 (shield) Hit Points 13 (2d8+4) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +2, Stealth +3 Senses passive Perception 12 Languages Urgan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Nose The beastman has tactical advantage on Perception checks involving scent. \n'b' Sudden Fury The beastman has tactical advantage on attacks during the first round of an encounter. \n'b'\n'b' ACTIONS \n'b'\n'b' Stone Axe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1d8+3 slashing damage. \n'b' Bolas . Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 1d4+3 bludgeoning damage, and the target must succeed on a Dex save (DC 11) or fall prone . If the target falls prone , it must succeed on a second Dex save (DC 11) or be grappled and restrained until the grapple ends (escape DC 11). \n'b'\n'b' ABOUT \n'b' This stocky, hairy sub-human is armed with a stone spear and wears a poorly cured animal pelt around his waist. \n'b' Beastmen are a primitive branch of humankind. Brutal, cruel, short-tempered, and contemptuous of anyone weaker than themselves, they are fierce warriors and raiders who pose a great threat to anyone traveling abroad in the wild lands. Beastmen are especially notorious for seizing captives and dragging them back to their lairs to be put to work as drudges, sacrificed to their bloodthirsty gods, or simply tortured to death in horrible ways for their amusement. \n'b' Beastmen hate humans (and most other intelligent races for that matter). They see all other peoples as enemies, and do not hesitate to kill any they cannot carry off into captivity. \n'b' They have been known to engage in cannibalism, although this is considered a sacred ritual among their kind and requires the appropriate ritual preparations-eating their foes is an act of dominance, not sustenance. \n'b' Most adult beastmen are hunters; a beastman who cannot make his or her own kills and keep up with the rest of the tribe is usually left to die. They are strong, hardy foes, throwing themselves into battle at any opportunity. \n'b' Beastmen know they are stronger and more fierce than most human warriors, so they do not hesitate to attack groups that outnumber them by a small margin. \n'b' Beastman fear arcane magic and usually put captive spellcasters to death in peculiar and horrible ritual murders to ensure that the \xe2\x80\x9cbad magic\xe2\x80\x9d dies with its users. \n'b' Beastmen begin any fight with a burst of raw fury that often overwhelms weaker foes. They have no concept of honor or fair play-in fact, a large gang of beastmen often fall all over themselves in their hurry to get in a cheap hit against outnumbered enemies. A warrior doesn\xe2\x80\x99t care how he manages to blood his spearpoint as long as he isn\xe2\x80\x99t left out of the \xe2\x80\x9cfun.\xe2\x80\x9d \n'b' Most beastmen encountered outside of a tribe\xe2\x80\x99s lair are hunters. They are cruel and vicious marauders who often wander far into civilized lands in search of easy prey. Hunters are highly skilled with a beastman version of the bolas, using these weapons to entangle their victims and prevent escape. Beastmen prefer to open battles with a volley of bolas thrown from ambush, but save their second volley for capturing stragglers when their foes begin to break. \n'b' Tall, hairy, and thickly built, this warrior appears to be more ape than human. He wears nothing but crude animal skins-but humanlike cunning glints in his dark eyes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Borderer \n'b' Family: Sphinxes \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 21 (+5) DEX: 50 (+0) CON: 09 (+4) INT: 46 (+3) WIS: 37 (+3) CHA: 37 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +7, Perception +7 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 17 Languages Common, Sphinx Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons . The borderer sphinx\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the borderer sphinx moves at least 20 feet straight toward a creature and then hits with its Claws attack on the same turn, that target must make a DC 16 Strength saving throw or be knocked prone . If the target is prone, the sphinx can make one Bite attack against it as a bonus action. \n'b' Spellcasting . The borderer sphinx is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , mending , resistance , sacred flame \n'b' 1st level (4 slots) : cure wounds , guiding bolt , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : hold person , prayer of healing , spiritual weapon \n'b' 3rd level (3 slots) : daylight , magic circle , speak with dead \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sphinx makes one Bite attack and one Claws attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Roar (2/day) . The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 250 feet of the sphinx that is able to hear the roar must make a saving throw. \n'b' First Roar . Each creature must make a DC 16 Constitution saving throw, taking 21 (6d6) thunder damage on a failure and half as much on a success. \n'b' Second Roar . Each creature must make a DC 16 Constitution saving throw, taking 35 (10d6) thunder damage on a failure and half as much on a success. Creatures that fail their saving throws are also pushed back five feet, knocked prone , and deafened for one minute. In addition, those that fail their saving throw by 5 or more are stunned until the end of the sphinx\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Borderer sphinxes are relatives of other sphinxes. Each borderer sphinx has a leonine torso, great forepaws, and large feathered wings. The head of a borderer sphinx varies greatly from individual to individual, and may be that of a frog, an ibex, a lizard, a hippo, a jackal, a vulture, or a wolf. Borderer sphinxes generally consider humans and humanoids to be intruders and foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gynosphinx \n'b' Family: Sphinxes \n'b' Large monstrosity , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +12, History +12, Perception +8, Religion +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities charmed , frightened Senses truesight 120 ft., passive Perception 18 Languages Common, Sphinx Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Magic Weapons : The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b' Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Spellcasting : The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : detect magic , identify , shield \n'b' 2nd level (3 slots) : darkness , locate object , suggestion \n'b' 3rd level (3 slots): dispel magic , remove curse , tongues \n'b' 4th level (3 slots): banishment , greater invisibility \n'b' 5th level (1 slot) : legend lore \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The sphinx makes two claw attacks. \n'b' Claw : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' Legendary Actions \n'b' The sphinx 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 sphinx regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw Attack : The sphinx makes one claw attack. \n'b' Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'\n'b' ABOUT \n'b' This creature has the body of a lion, the wings of a falcon, and the head and torso of a beautiful human woman.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gypsosphinx \n'b' Family: Sphinxes \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft., fly 70 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +9, History +9, Perception +9, Religion +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic, poison Condition Immunities poisoned Senses truesight 90 ft., passive Perception 19 Languages Abyssal, Common, Darakhul, Sphinx Challenge 14 (11,500XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Sense . The sphinx can pinpoint, by scent, the location of each creature below half its hp maximum within 60 feet of it, and it can sense the general direction of creatures that don\xe2\x80\x99t have all of their hp within 1 mile of it. In addition, the sphinx can foretell the age and manner of a creature\xe2\x80\x99s death by looking at it. This effect doesn\xe2\x80\x99t take into account possible circumstances that might change the outcome, such as the casting of powerful spells or the creature making a radical change in its life\xe2\x80\x99s path. \n'b' Inscrutable . The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Magic Weapons . The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sphinx makes one Beak attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 18 Strength saving throw or take 14 (4d6) slashing damage and be forced prone . \n'b' Beak . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Carrion Breath (Recharge 5\xe2\x80\x936) . The gypsosphinx exhales rotting breath in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and 27 (6d8) necrotic damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . While poisoned in this way, a creature has disadvantage on death saving throws. 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' Spellcasting . The sphinx casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : comprehend languages , detect magic , mage hand \n'b' 3/day each : blur , dispel magic , locate object \n'b' 1/day each : major image , greater invisibility \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sphinx 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 sphinx regains spent legendary actions at the start of its turn. \n'b'\n'b' Beak Attack . The sphinx makes one Beak attack . \n'b' Cast a Spell (Costs 2 Actions) . The sphinx uses Spellcasting. \n'b' Teleport (Costs 2 Actions) . The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' With black wings and a body pale as alabaster, the vulture-beaked sphinx is a striking figure. \n'b' As powerful servants of the gods of death and the desert, the gypsosphinx\xe2\x80\x99s riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size. The pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes. \n'b' Gossips and Riddlers . Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region. Like all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can\xe2\x80\x99t solve on their own. \n'b' Night Flyers . Gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for them. \n'b' Foretell Doom . Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. \n'b' Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there. \n'b' Gypsosphinx Temples And Riddles \n'b' Gypsosphinx temples are another matter; there the sphinx is served by an order of priests who understand its hunger, entertain it with discussions of philosophy, butchery, and gossip, and know when to withdraw and leave their patron to silent contemplation. Such temples are often quite rich, as the gypsosphinx at its heart demands its priests live well, the better to reflect its own importance and status. \n'b' Riddles \n'b' The best riddles are ones you create yourself. However, here are a few easy and a few more difficult ones for a gypsosphinx. \n'b' 1. It is light as a feather yet no man can hold it for long. What is it? \n'b' Breath \n'b' 2. I live where there is light, but I die if it shines on me. What am I? \n'b' A shadow \n'b' 3. Always smiles or maybe frowns, sinks in water, never drowns. Catches prey on its barbed teeth, hunts all day but never eats. What am I? \n'b' A fishhook \n'b' 4. I have rivers without water, forests without trees, mountains without stones, cities without houses. What am I? \n'b' A map \n'b' 5. Soft as velvet, can\xe2\x80\x99t be touched, Hides the world, but isn\xe2\x80\x99t much. What am I? \n'b' Darkness/night \n'b' 6. I have a tail and a head but no body. What am I? \n'b' A coin \n'b' 7. What should you add to a barrel of ale to make it lighter? What am I? \n'b' A hole \n'b' 8. Round as an apple, deep as a cup, all the king\xe2\x80\x99s horses can\xe2\x80\x99t pull me up. What am I? \n'b' A well \n'b' 9. I am open when I\xe2\x80\x99m closed and closed when I\xe2\x80\x99m open. What am I? \n'b' A drawbridge \n'b' 10. Born of the earth, strengthened in fire, I sit on high, a master of water. What am I? \n'b' A roof tile \n'b' 11. Unwelcome, difficult, precious, and rare. What am I? \n'b' The truth'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Hieracosphinx \n'b' Family: Sphinxes \n'b' Large monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 76 (8d12+24) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Insight +5, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Senses truesight 120 ft., passive Perception 17 Languages Egyptian Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Inscrutable . The hieracosphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the sphinx\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Innate Spellcasting The hieracosphinx\xe2\x80\x99s innate spellcasting ability is Wisdom \xc2\xa0(spell save DC 13). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : bane , bestow curse \n'b' 3/day each : darkness , mirror image , misty step , silent image \n'b' 1/day : wall of force \n'b'\n'b' Magic Weapons . The hieracosphinx\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hieracosphinx makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12+3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10+3) slashing damage. \n'b'\n'b' ABOUT \n'b' The hawk-headed hieracosphinx is a common sight within the maze-like tombs and mortuary complexes of Egypt. Like the powerful androsphinx and gynosphinx, the hieracosphinx most often serves as a guardian of sacred places. Though they lack the calculating intellect of their more celebrated cousins, hieracosphinxes are possessed of a certain cruel cunning, making excellent use of their innate magical talents to dispatch would-be trespassers with sadistic glee. \n'b' The Hieracosphinx is an exceedingly deadly foe for the unprepared. The most important thing to remember is that'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Seelie \n'b' Family: Sphinxes \n'b' Large monstrosity, neutral good \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 40 (+0) CON: 07 (+3) INT: 35 (+2) WIS: 26 (+3) CHA: 36 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Religion +5 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 16 Languages Common, Sphinx Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons . The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the sphinx moves at least 20 feet straight toward a creature and then hits it with its Claws attack on the same turn, that target must make a DC 16 Strength saving throw or be forced prone . If the target is prone , the sphinx can make one Bite attack against it as a bonus action. \n'b' Spellcasting . The sphinx is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared. \n'b' Cantrips (at will) : guidance , mending , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bless , healing word , protection from evil and good , sanctuary \n'b' 2nd level (3 slots) : aid , lesser restoration , zone of truth \n'b' 3rd level (2 slots) : beacon of hope , spirit guardians \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sphinx makes one Bite attack and one Claws attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Roar (2/day) . The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 200 feet of the sphinx that is able to hear the roar must make a saving throw. \n'b' First Roar . Each creature must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failure and half as much on a success. Fiends and undead have disadvantage on this saving throw. \n'b' Second Roar . Each creature must make a DC 16 Constitution saving throw, taking 27 (6d8) radiant damage on a failure and half as much on a success. Fiends and undead have disadvantage on this saving throw. Creatures that fail their saving throws are also blinded for one minute. A blinded 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' Seelie sphinxes are relatives of other sphinxes. Each seelie sphinx has a leonine torso, great forepaws, and large feathered wings. The head of a seelie sphinx varies greatly from individual to individual, and may be that of a beetle, a bovine, a ram, a turtle, a baboon, a dog, a fish, an owl, a bennu, a falcon, a human, or an ibis. While seelie sphinxes have no particular love of humanity, they are concerned with the welfare of those of just disposition. If a seelie sphinx encounters humans, it generally reserves judgment until it can evaluate their alignment with the forces of good and evil.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Unseelie \n'b' Family: Sphinxes \n'b' Large monstrosity, neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (13d10 + 39) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 40 (+0) CON: 07 (+3) INT: 35 (+2) WIS: 26 (+3) CHA: 36 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Perception +6 Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 16 Languages Common, Sphinx Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Weapons . The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the sphinx moves at least 20 feet straight toward a creature and then hits it with its Claws attack on the same turn, that target must make a DC 16 Strength saving throw or be forced prone . If the target is prone, the sphinx can make one Bite attack against it as a bonus action. \n'b' Spellcasting . The sphinx is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , inflict wounds , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (2 slots) : animate dead , bestow curse \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sphinx makes one Bite attack and one Claws attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Roar (2/day) . The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 200 feet of the sphinx that is able to hear the roar must make a saving throw. \n'b' First Roar . Each creature must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failure and half as much on a success. Celestials have disadvantage on this saving throw. \n'b' Second Roar . Each creature must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failure and half as much on a success. Celestials have disadvantage on this saving throw. Creatures that fail their saving throws are also frightened for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Unseelie sphinxes are relatives of other sphinxes. Each unseelie sphinx has a leonine torso, great forepaws, and large feathered wings. The head of an unseelie sphinx varies greatly from individual to individual, and may be that of a catfish, a crocodile, a mantis, a scorpion, a cobra, an okapi, a stork, a warthog, an ass, a goat, or a parrot. Unseelie sphinxes are wicked, evil man-eaters. If they encounter humans, they seek to ambush or capture them so as to torture them and feast later.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Demonic Mist \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8 + 40) Speed fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +6 Skills Perception +3, Stealth +6 Damage Resistances acid, fire, cold; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The demonic mist 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' Innate Spellcasting . A demonic mist\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks), and requires no material components for the following spells:\n'b'\n'b'\n'b' At will : detect magic \n'b' 3/day each : ray of enfeeblement , vampiric touch \n'b' 1/day each : confusion , fear \n'b'\n'b' Vulnerability to Wind . The demonic mist has disadvantage on saving throws against wind and wind-like effects ( gust of wind , etc.). \n'b'\n'b' Actions \n'b'\n'b' Demonic Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 25 (6d6 + 4) necrotic damage. \n'b' Psychic Crush (Recharge 5-6) . The demonic mist attempts to crush the mind of a single creature it can see within 30 feet. The target must make a successful DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened for 1 minute. \n'b'\n'b' About \n'b' This cloud of sickly green mist seems to move as if it were alive. \n'b' Some scholars and sages believe a demonic mist is the incomplete manifestation of a demon on the Material Plane. Others conjecture it is a representation of chaos unleashed by the denizens of the Abyss. Whatever the true nature of its origin, a demonic mist is a creature wholly chaotic and evil. When encountered on the Material Plane it is most often in areas of consecrated ground such as graveyards, temples, and holy sites. In their native environment, demonic mists are found haunting the most putrid and disgusting of the Abyssal planes. Those planes covered with oozes, mires, fens, and swamps are favored by these creatures. Demonic mists have voracious appetites and always seem to be on the hunt. They are carnivorous creatures devouring just about anything they came across. \n'b' Once a demonic mist slays its prey, it moves over the body and rapidly digests it, draining blood and body fluids, and leaving nothing more than a dried husk. \n'b' A demonic mist\xe2\x80\x99s semi-solid body is composed of a strange, sickly green and ever-shifting mist. It can change its color to a semi-translucent whitish smoke, thereby blending in and hiding in areas of normal fog and mist. When hiding in this way, a demonic mist seeks to quickly close ground with its target and attack from ambush, unleashing its psychic crush and enervating attacks at the closest and strongest opponents. \n'b' Demonic mists are often found in the employ of clerics dedicated to the demonic lords (particularly Tsathogga and Jubilex), serving as temple guards or assassins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Giant Purple \n'b' Family: Spider \n'b' Large monstrosity (ozbeast), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\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' 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 : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Web (Recharge 5\xe2\x80\x936) . Ranged Weapon Attack : +5 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 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to bludgeoning damage; immunity to slashing, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' This giant spider has a big head, sharp claws, small eyes, and fuzzy hair all over its purple body. \n'b' Purple spiders inhabit the woods of Faerie, spinning half-circle webs to allow prey to blunder into it. Other spiders then close the circle. They are fond of using their web to enslave any other species they can catch. \n'b' Purple Silk . Purple spider silk is finer than the finest silken hair but amazingly strong. The brilliant purple webs are woven in numerous artistic patterns and reach from the ground to the treetops. Although their webs are difficult to tear, they can be snipped with a crab\xe2\x80\x99s claw.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Huge \n'b' Family: Spider \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d12 + 8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beheadable . Whenever the huge spider takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it. On a 19-20, the spider is decapitated and dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The huge spider makes three attacks, two with its claws and one with its bite. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage, and the target is grappled , escape DC 15. The crab has two claws, each of which can grapple only one target. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 20 (3d10 + 4) piercing damage plus 11 (2d10) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b'\n'b' ABOUT \n'b' This is a most tremendous monster, like a great spider, with a body as big as an elephant and legs as long as a tree trunk. It has eight of these long legs, each covered with coarse black hair. As the monster crawls through the forest it seizes an animal with a leg and drags it to its mouth, where it eats it as a spider does a fly. It has a great mouth, with a row of sharp teeth a foot long; but its head is joined to the pudgy body by a neck as slender as a wasp\xe2\x80\x99s waist. \n'b' Giant spiders are known throughout Faerie, but their king is truly massive. This spider, colloquially known as the Spider King, strode through the forests of beasts and snacked on them like treats. It is so large in fact that few creatures can overcome it. The last Spider King was taken out by the Cowardly Lion, who ambushed the spider while it slept.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Spotted \n'b' Family: Spider \n'b' Tiny beast , neutral evil \n'b' Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, a caster of 3rd level or higher can cast the find familiar spell to summon this creature. \n'b' Poison Splash . When the spotted spider takes damage of any type but psychic, each creature within 5 feet of it takes 3 (1d6) poison damage. \n'b' Standing Leap . The spotted spider\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This spotted yellow and brown spider crawls menacingly towards you. As it touches the leaves on the ground, they shrivel and turn black. \n'b' Spotted spiders are found in the Forest of Burzee. They are so poisonous that they have no predators, and their mere touch can destroy any living thing. They are sometimes used as guardians by other beings, who put their poisonous nature to good use to threaten their foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider of Leng \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 144 (17d10 + 51) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +6, Intelligence +6 Skills Athletics +5, Perception +3, Stealth +6 Damage Resistances poison Condition Immunities charmed , poisoned , unconscious Senses darkvision 240 ft., passive Perception 13 Languages Common, Void Speech Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Eldritch Understanding . A spider of Leng can read and use any scroll. \n'b' Innate Spellcasting . The spider of Leng\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : comprehend languages , detect magic , shocking grasp \n'b' 3/day each : shield , silence \n'b' 1/day each : arcane eye , confusion , hypnotic pattern , stoneskin \n'b'\n'b' Poisonous Blood . An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn.\n'b'\n'b' Shocking Riposte . When a spider of Leng casts shield , it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The spider of Leng makes two claw attacks, two staff attacks, or one of each. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage. \n'b' Spit Venom . Ranged Weapon Attack : +6 to hit, range 60 ft., one target. Hit : 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. \n'b' Staff of Leng . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider\xe2\x80\x99s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beastman Warchief \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 13 (hide armor) Hit Points 75 (10d8+30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Intimidation +2, Stealth +3 Senses passive Perception 11 Languages Urgan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Nose The beastman has tactical advantage on Perception checks involving scent. \n'b' Sudden Fury The beastman has tactical advantage on attacks during the first round of an encounter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warchief makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2d8+4 bludgeoning damage. \n'b' Javelin . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 1d6+4 piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Brutal Bash When an enemy misses the warchief with a melee attack , the warchief can attempt to push the triggering enemy 5 feet. The warchief makes an Athletics check opposed by the target\xe2\x80\x99s choice of Strength / Athletics or Dexterity / Acrobatics . If the warchief succeeds, the warchief can make a greatclub attack against any target within reach. \n'b'\n'b' ABOUT \n'b' This hulking brute stands well over 6 feet tall and seems more ape than man. He wears poorly cured armor made from animal hides, and carries a big two-handed club. \n'b' Beastman politics are simple: The biggest warrior is in charge, so most warchiefs are the fiercest and most bloodthirsty warriors of their tribes. They lead by example, charging heedlessly into almost any fight in the hope of striking the first blow. However, most warchiefs possess a certain low cunning to go along with their superior size and strength, making them masters of strategy compared to their fellows. \n'b' Beastman Characters \n'b' Beastmen are not normally PCs, but if the GM wishes to create unique beastman villains, then beastmen have the following racial traits. \n'b'\n'b' Ability Scores : +2 Strength , +1 Constitution , -1 Intelligence . Beastmen are strong and hardy, but tend to be cunning rather than bright. \n'b' Keen Nose : Beastmen gain tactical advantage on Perception checks involving scent. \n'b' Sudden Fury : Beastmen gain tactical advantage on attack rolls during the first round of an encounter. \n'b' Language : Beastmen begin play speaking a debased form of Low Atlantean and Urgan.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider of Leng \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 144 (17d10 + 51) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 18 (+4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +6, Int +7 Skills Athletics +5, Perception +3, Stealth +6 Damage Immunities poison Condition Immunities charmed , poisoned , unconscious Senses darkvision 240 ft., passive Perception 13 Languages Common, Void Speech Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Eldritch Understanding . The spider of Leng can read and use any spell scroll or magic item, ignoring all class, race, and level requirements. \n'b' Poisonous Blood . A creature that hits the spider of Leng with a melee attack while within 5 feet of it takes 4 (1d8) poison damage. \n'b' Poisonous Death . When the spider of Leng dies, the poisonous blood in its body vaporizes, forming a cloud in the spider\xe2\x80\x99s space until initiative count 20 on the next round. Each creature within 5 feet of the spider and each creature that enters the cloud for the first time on a turn must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spider of Leng makes two Claw attacks and one Staff of Leng attack , or it makes three Spit Venom attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 4 (1d8) poison damage. \n'b' Staff of Leng . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of is next turn. \n'b' Spit Venom . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 16 (3d8 + 3) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn. \n'b' Spellcasting . The spider of Leng casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : comprehend languages , detect magic \n'b' 3/day each : confusion , silence \n'b' 1/day each : arcane eye , hypnotic pattern \n'b'\n'b' REACTIONS \n'b'\n'b' Poisonous Riposte . The spider of Leng adds 3 to its AC against one melee attack that would hit it. To do so, the spider must see the attacker. If this effect causes the attack to miss, the attacker takes 4 (1d8) poison damage. \n'b'\n'b' ABOUT \n'b' These bloated purple spiders have small claws on their front legs that serve as handlike manipulators. Their abdomens are a sickly purple-white. \n'b' Hate Humanoids . The nefarious spiders of Leng are highly intelligent. They are a very ancient people, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers. \n'b' Dangerous Blood . Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider Thief \n'b' Small construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 66 (12d6 + 24) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 14 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances fire Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The spider thief doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The spider thief is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The spider thief has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spider thief makes one Hooked Wire attack and one Sickle Claw attack , or it makes two Sickle Claw attacks. \n'b' Sickle Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 1) slashing damage. \n'b' Hooked Wire . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 15/30 ft., one target. Hit : 6 (2d4 + 1) piercing damage, and the spider thief pulls itself in a straight line up to 25 feet toward the target, stopping in the nearest unoccupied space to the target. When the spider thief moves in this way, opportunity attacks against it have disadvantage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Wire Jump . The spider thief throws a hooked wire at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the wire to that point. It then reels in the wire, pulling itself to an unoccupied space within 5 feet of that point. It can bring along objects and willing creatures as long as their total weight doesn\xe2\x80\x99t exceed 100 pounds. When the spider moves in this way, opportunity attacks against it have disadvantage. \n'b'\n'b' ABOUT \n'b' This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. \n'b' Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head. \n'b' Wire Fighters . A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that foe until the victim stops resisting or the victim escapes from the spider\xe2\x80\x99s wire. \n'b' Completely Loyal . This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master. \n'b' Guild Tools . The spider thief got its name because of its ability to climb walls and to effortlessly cross gaps between buildings, making it an excellent accomplice for enterprising thieves. Some thieves\xe2\x80\x99 guilds make extensive use of them, and many freelance rogues use them as partners.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Albino Cave \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 2 (1d4) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' Special Traits \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' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d3 + 2) piercing damage, and the target must attempt a DC 13 Constitution saving throw taking 1 (1d3) poison damage on a failure. If the target misses its saving throw by 5 or more, it is poisoned for 1 hour. \n'b' About \n'b' This tiny hunting spider is about the size of a man\xe2\x80\x99s fist. It is pallid white, often with irregular light brown blotches on its abdomen, which helps it blend in with the toadstools and fungus which is its home. The albino cave spider normally feeds on normal and dire rats, but it attacks anything that comes within range. \n'b' Albino cave spiders hunt rats in caves or in deep underground regions where the sun never reaches. These tiny killers are extremely sensitive to movement, and despite their unique coloring, are highly adept at hiding and stealthy stalking. \n'b' The albino cave spider is mildly toxic, as some of the other Under Realm predators have discovered. They use their poisonous bite to sicken prey and follow until they can feast on the remains. \n'b' Male and female cave spiders are roughly the same size, with females being slightly larger. The females are the predominant hunters, with the males tending to the web-nest when an egg sac is present. Both sexes are extremely protective of the egg sac and attack larger foes when it is threatened.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Balloon \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 36 (8d8) Speed 20 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Erratic Discharge . A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature\xe2\x80\x99s saving throw is successful, it is immune to the spider\xe2\x80\x99s Erratic Discharge for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both. \n'b' Charged Web (Recharge 4-6) . Ranged Weapon Attack : +5 to hit, range 40/80 ft., one creature. Hit : The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity ( Acrobatics ) check to manipulate the strands of webbing and fly 10 feet in any direction. \n'b' Draw In . The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action. \n'b'\n'b' ABOUT \n'b' Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey. \n'b' Beneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Crypt \n'b' A black and red spider chitters with excitement as a nearby corpse erupts with a dozen hatchlings. \n'b' Medium beast , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +1, Intimidation +1, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages Common, Undercommon Challenge 2 (450 XP) \n'b' Special Traits \n'b' Cocoon Prey . As a bonus action , a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web. \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 that web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp , the creature is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one creature. Hit : The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp , vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. \n'b' Create Zombie . The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider\xe2\x80\x99s control for 1d4 days. At the end of this duration or when the zombie is destroyed, the corpse bursts open, releasing hundreds of crypt spider young (use swarm of spiders statistics). The crypt spider can have no more than four zombies under its control at one time. \n'b' About \n'b' A crypt spider is an intelligent arachnid with a red body and black abdomen. Females are distinctly larger than males. \n'b' Graveyard Lurkers . Crypt spiders make their homes in crypts, graveyards, and other locations where dead bodies are plentiful. They are blessed by dark gods of undeath, and create and control undead through power granted by the blessing. \n'b' Horrifying Familial Bonds . Crypt spiders usually gather in mated pairs with a larger female dominating a smaller male.\xc2\xa0In desperate times, males become food for crypt-spider young.\xc2\xa0Once mated, the female lays her eggs in the bodies of their prey, where the brood mature by feeding on the creatures\xe2\x80\x99 fluids and each other. Those that survive into adulthood \xe2\x80\x9chatch\xe2\x80\x9d from the corpse in a horrifying display. \n'b' Social Creatures . Crypt spiders contact other crypt spiders to share unique catches, trading them like fine wines. While they can eat any creature, crypt spiders find humans, dwarves, and elves the most appetizing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Abrikandilu \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 14 (natural) Hit Points 52 (7d8 + 21) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 8 (-1) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 9 Languages Abyssal, telepathy 60 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The abrikandilu\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 9). The abrikandilu can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : cause fear , shatter \n'b'\n'b' Destructive Attacks . The abrikandilu deals double damage to objects and structures. \n'b' Hatred of Mirrors . An abrikandilu loathes the sight of its own reflection. Using a mirror grants advantage on Charisma ( Intimidation ) checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM\xe2\x80\x99s discretion, some shields could be considered mirrors) must attempt a DC 15 Wisdom saving throw at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror. \n'b'\n'b' ACTIONS \n'b'\n'b' Mutilating Bite and Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature\xe2\x80\x99s sense of self-worth. The target gains -1 penalty on all Charisma based checks and saving throws. The penalty is cumulative. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0. \n'b' Summon Demon (1/Day) . The abrikandilu has a 50 percent chance of summoning 1 abrikandilu. A summoned abrikandilu appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other daemons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ABOUT \n'b' Known as wrecker demons, abrikandilus delight in destroying beauty, be it by rending a fine painting to shreds, reducing a magnificent statue to rubble, or scarring a lovely face. Abrikandilus are formed from the souls of mortals who vandalized art or defaced objects of exquisiteness, particularly those whose acts of destruction were born from jealousy. An abrikandilu stands 4 feet tall and weighs 200 pounds. \n'b' Hateful Visage . All abrikandilus loathe only one thing more than beauty\xe2\x80\x94their own reflections. Curiously, the faces of other abrikandilus do not vex a wrecker demon , but the sight of its own deformed shape drives an abrikandilu into a furious, brutish anger, impelling it to focus all of its energy on breaking the object, usually a mirror, in which it can see itself. \n'b' Demolisher . Abrikandilus are often used as ground troops in demonic wars, for they are excellent grunts on the battlefield and don\xe2\x80\x99t require weapons or armor to excel at combat. Their penchant for demolishing works of art functions as an additional demoralizing element in battle, for even when abrikandilus are defeated, the damage they have dealt endures as a constant reminder of the value of what they destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Ghostwalk \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 Hit Points 119 (14d10 + 42) Speed 50 ft., climb 50 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 17 (+3) INT: 9 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Wisdom +6 Skills Perception +6 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16 Languages understands Undercommon but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Ghostwalk . As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn\xe2\x80\x99t end this invisibility . While invisible, the ghostwalk spider has advantage on Dexterity ( Stealth ) checks and gains the following abilities. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies.\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons \n'b' Condition Immunities paralyzed , petrified , prone , restrained , stunned \n'b'\n'b' Incorporeal Movement (During Ghostwalk Only) . The ghostwalk spider 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' Spider Climb . The ghostwalk spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Walker . The ghostwalk spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points . While using Ghostwalk, the spider\xe2\x80\x99s bite and poison do half damage to targets that aren\xe2\x80\x99t affected by Ghostly Snare (see below). \n'b' Ghostly Snare (During Ghostwalk Only, Recharge 5-6) . Ranged Weapon Attack : +9 to hit, range 40/160 ft., one target. Hit : The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spider, Giant Black Widow \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Spider Climb . The giant black widow 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 giant black widow spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The giant black widow spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The giant black widow spider makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become poisoned until it is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The poison is cured on a success. The target dies if the poison reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the poison is cured. \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 12 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).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spiderbear, Adult \n'b'\n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Common, Spiderbear Challenge 3 (700 XP) \n'b' Special Traits \n'b' Spider Climb . The adult spiderbear 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 adult spiderbear knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The adult spiderbear ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The adult spiderbear makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage and is poisoned for 1 round. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft.; one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Web (Recharge 6) . Ranged Weapon Attack : +4 to hit, range 30/60 ft.; one target. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' About \n'b' If you cannot abide the thought of a spider with all its hairy legs crawling across your floor, imagine one large enough to bite off your head and smart enough to counter your attacks. That is the danger of the spiderbear. \n'b' Combining the raw strength of a bear with the swiftness and deadly poison of a spider, a spiderbear is a ferocious predator and perhaps one of the creepiest because of its cunning intellect, eight legs, and nasty claws. \n'b' The name a spiderbear has for its kind in its own language literally translates as \xe2\x80\x9cCave King.\xe2\x80\x9d Its ability to walk on cave walls and ceilings or up tree trunks makes it an inventive hunter. Combined with its exceptional ability to hide, its prey seldom know the spiderbear has attacked, even after the poison takes hold. \n'b' A spiderbear\xe2\x80\x99s home is its web. Like a monstrous spider, the silk a spiderbear spins is as thick as rope and far stronger. \n'b' The silk\xe2\x80\x99s natural adhesive makes it difficult for all but the spiderbear or its lesser spider kin to traverse without being stuck fast. Unlike a spider, a spiderbear decorates its web with the femur bones of its most recent kills. A spiderbear considers skulls with brains intact to be a fine delicacy and will take the time to savor its meal. Its web is also hung with metallic treasures found upon its victims. A spiderbear\xe2\x80\x99s web frequently bears a wealth of gold coins and magical gear. \n'b' Each of these glittery items is woven tightly into the web\xe2\x80\x99s structure and it typically takes looters a half hour to dig out the full wealth from it. \n'b' A colony of spiderbears organizes themselves from oldest to youngest. The younger ones occupy the mouth of a cave or the edge of a forest. The eldest spiderbear is found in the heart of the forest or the darkest recesses of the cave. When a creature comes into a spiderbear cave or forest, the young ones decide together if they will challenge it or leave it for their elders. If they decide to attack, only a single young spiderbear tries to vanquish the newcomer. If the brave arachnid dies quickly, the rest of the young ones stay hidden. \n'b' If the interloper does not succumb easily but the first few seconds of battle fall to the attacking spiderbear, its brethren join in swarming the foe. This process is characteristic of each age cluster. Should the spiderbears allow the trespasser to approach the eldest spiderbear, then all ages of spiderbears will surround the formidable creature and join the foray if the eldest signals to attack. Younger spiderbears, of course, leave the spoils to the eldest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spiderbear, Elder \n'b'\n'b' Huge monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d12 + 45) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 19 (+0) DEX: 12 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 17 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +3 Senses truesight 60 ft., passive Perception 15 Languages Common, Spiderbear Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Spider Climb . The elder spiderbear 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 elder spiderbear knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The elder spiderbear ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The elder spiderbear makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft.; one target. Hit : 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 4 (1d8) poison damage and is poisoned for 2 (1d4) rounds. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft.; one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Web (Recharge 4-6) . Ranged Weapon Attack : +4 to hit, range 30/60 ft.; one target. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 11, hp 12; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Reactions \n'b' Disarm . The elder spiderbear can knock a weapon out of a creature\xe2\x80\x99s hand if the creature missed the spiderbear. To do this, the elder spiderbear must see the attacker and must not have made a claw attack this round. When a melee attack fails against the elder spiderbear, it can make a claw attack against that creature. If the claw attack hits, the attack deals no damage, but the weapon is knocked out of the creature\xe2\x80\x99s hand and lands 5 feet away from the creature in a random direction. \n'b' About \n'b' If you cannot abide the thought of a spider with all its hairy legs crawling across your floor, imagine one large enough to bite off your head and smart enough to counter your attacks. That is the danger of the spiderbear. \n'b' Combining the raw strength of a bear with the swiftness and deadly poison of a spider, a spiderbear is a ferocious predator and perhaps one of the creepiest because of its cunning intellect, eight legs, and nasty claws. \n'b' The name a spiderbear has for its kind in its own language literally translates as \xe2\x80\x9cCave King.\xe2\x80\x9d Its ability to walk on cave walls and ceilings or up tree trunks makes it an inventive hunter. Combined with its exceptional ability to hide, its prey seldom know the spiderbear has attacked, even after the poison takes hold. \n'b' A spiderbear\xe2\x80\x99s home is its web. Like a monstrous spider, the silk a spiderbear spins is as thick as rope and far stronger. \n'b' The silk\xe2\x80\x99s natural adhesive makes it difficult for all but the spiderbear or its lesser spider kin to traverse without being stuck fast. Unlike a spider, a spiderbear decorates its web with the femur bones of its most recent kills. A spiderbear considers skulls with brains intact to be a fine delicacy and will take the time to savor its meal. Its web is also hung with metallic treasures found upon its victims. A spiderbear\xe2\x80\x99s web frequently bears a wealth of gold coins and magical gear. \n'b' Each of these glittery items is woven tightly into the web\xe2\x80\x99s structure and it typically takes looters a half hour to dig out the full wealth from it. \n'b' A colony of spiderbears organizes themselves from oldest to youngest. The younger ones occupy the mouth of a cave or the edge of a forest. The eldest spiderbear is found in the heart of the forest or the darkest recesses of the cave. When a creature comes into a spiderbear cave or forest, the young ones decide together if they will challenge it or leave it for their elders. If they decide to attack, only a single young spiderbear tries to vanquish the newcomer. If the brave arachnid dies quickly, the rest of the young ones stay hidden. \n'b' If the interloper does not succumb easily but the first few seconds of battle fall to the attacking spiderbear, its brethren join in swarming the foe. This process is characteristic of each age cluster. Should the spiderbears allow the trespasser to approach the eldest spiderbear, then all ages of spiderbears will surround the formidable creature and join the foray if the eldest signals to attack. Younger spiderbears, of course, leave the spoils to the eldest. \n'b' Spiderbear webs are built for deception. A common strategy is to have a web built on the ceiling supported with thin and easily broken strands. When half of the web comes down, any intruders stand trapped in the cave while the spiderbear pounces. \n'b' Adult spiderbears are rare. While there may be dozens or even hundreds of young spiderbears in a cluster, adult spiderbears typically number between three and six. Even the largest spiderbear cluster possesses less than a dozen adult spiderbears. Elder spiderbears are even rarer. If two elder spiderbears are in a single cluster, every surrounding village and town will notice. Every animal in the forest will quickly vanish, either having run away or been eaten. People that go anywhere near their domain will disappear at an alarming rate.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spiderbear, Young \n'b'\n'b' Small monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 6 (-2) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Common, Spiderbear Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Pack Tactics . The young spiderbear gains advantage on attack rolls against a creature if at least one of the spiderbear\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. Spiders are always considered a spiderbear\xe2\x80\x99s ally. \n'b' Spider Climb . The young spiderbear 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 young spiderbear knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The young spiderbear ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft.; one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage. \n'b' About \n'b' If you cannot abide the thought of a spider with all its hairy legs crawling across your floor, imagine one large enough to bite off your head and smart enough to counter your attacks. That is the danger of the spiderbear. \n'b' Combining the raw strength of a bear with the swiftness and deadly poison of a spider, a spiderbear is a ferocious predator and perhaps one of the creepiest because of its cunning intellect, eight legs, and nasty claws. \n'b' The name a spiderbear has for its kind in its own language literally translates as \xe2\x80\x9cCave King.\xe2\x80\x9d Its ability to walk on cave walls and ceilings or up tree trunks makes it an inventive hunter. Combined with its exceptional ability to hide, its prey seldom know the spiderbear has attacked, even after the poison takes hold. \n'b' A spiderbear\xe2\x80\x99s home is its web. Like a monstrous spider, the silk a spiderbear spins is as thick as rope and far stronger. \n'b' The silk\xe2\x80\x99s natural adhesive makes it difficult for all but the spiderbear or its lesser spider kin to traverse without being stuck fast. Unlike a spider, a spiderbear decorates its web with the femur bones of its most recent kills. A spiderbear considers skulls with brains intact to be a fine delicacy and will take the time to savor its meal. Its web is also hung with metallic treasures found upon its victims. A spiderbear\xe2\x80\x99s web frequently bears a wealth of gold coins and magical gear. \n'b' Each of these glittery items is woven tightly into the web\xe2\x80\x99s structure and it typically takes looters a half hour to dig out the full wealth from it. \n'b' A colony of spiderbears organizes themselves from oldest to youngest. The younger ones occupy the mouth of a cave or the edge of a forest. The eldest spiderbear is found in the heart of the forest or the darkest recesses of the cave. When a creature comes into a spiderbear cave or forest, the young ones decide together if they will challenge it or leave it for their elders. If they decide to attack, only a single young spiderbear tries to vanquish the newcomer. If the brave arachnid dies quickly, the rest of the young ones stay hidden. \n'b' If the interloper does not succumb easily but the first few seconds of battle fall to the attacking spiderbear, its brethren join in swarming the foe. This process is characteristic of each age cluster. Should the spiderbears allow the trespasser to approach the eldest spiderbear, then all ages of spiderbears will surround the formidable creature and join the foray if the eldest signals to attack. Younger spiderbears, of course, leave the spoils to the eldest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Beastman Warrior \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 12 (shield) Hit Points 6 (1d8+2) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages Urgan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Nose The beastman has tactical advantage on Perception checks involving scent. \n'b' Sudden Fury The beastman has tactical advantage on attacks during the first round of an encounter. \n'b'\n'b' ACTIONS \n'b'\n'b' Stone Club . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1d6+3 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This stocky, hairy sub-human is armed with a stone spear and wears a poorly cured animal pelt around his waist. \n'b' Beastmen are a primitive branch of humankind. Brutal, cruel, short-tempered, and contemptuous of anyone weaker than themselves, they are fierce warriors and raiders who pose a great threat to anyone traveling abroad in the wild lands. Beastmen are especially notorious for seizing captives and dragging them back to their lairs to be put to work as drudges, sacrificed to their bloodthirsty gods, or simply tortured to death in horrible ways for their amusement. \n'b' Beastmen hate humans (and most other intelligent races for that matter). They see all other peoples as enemies, and do not hesitate to kill any they cannot carry off into captivity. \n'b' They have been known to engage in cannibalism, although this is considered a sacred ritual among their kind and requires the appropriate ritual preparations-eating their foes is an act of dominance, not sustenance.\xc2\xa0Most adult beastmen are hunters; a beastman who cannot make his or her own kills and keep up with the rest of the tribe is usually left to die. They are strong, hardy foes, throwing themselves into battle at any opportunity.\xc2\xa0Beastmen know they are stronger and more fierce than most human warriors, so they do not hesitate to attack groups that outnumber them by a small margin.\xc2\xa0Beastman fear arcane magic and usually put captive spellcasters to death in peculiar and horrible ritual murders to ensure that the \xe2\x80\x9cbad magic\xe2\x80\x9d dies with its users. \n'b' Beastmen begin any fight with a burst of raw fury that often overwhelms weaker foes. They have no concept of honor or fair play-in fact, a large gang of beastmen often fall all over themselves in their hurry to get in a cheap hit against outnumbered enemies. A warrior doesn\xe2\x80\x99t care how he manages to blood his spearpoint as long as he isn\xe2\x80\x99t left out of the \xe2\x80\x9cfun.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spiderbot \n'b' Small construct , unaligned \n'b' Armor Class 16 \n'b' Hit Points Crony \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +3 \n'b' Skills Intimidation +3 \n'b' Senses passive Perception 10 \n'b' Languages Terran \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the spiderbot dies, it explodes in a burst of crackling lightning. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 9 (3d6) lighting damage and being shocked on a failed save, or half as much damage on a successful one. Spider Climb . The spiderbot can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d5 +2) piercing damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. \n'b' Blaster Cannon . Ranged Weapon Attack : +5 to hit, range 90/300 ft., one target. Hit : 9 (1d12 + 3) force damage. \n'b' Electric Burst (Recharge 5-6) . The spiderbot release a burst of lightning. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 9 (1d12 +3) lightning damage and become shocked on a failed save, or half as much damage on a successful save and are not shocked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spine Worm \n'b' Small aberration , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 25 ft., climb 25 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 30 ft., passive Perception 8 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Symbiotic Bond . The spine worm can bond with a willing or unconscious creature. The spine worm latches onto its host\xe2\x80\x99s spine and its host may control the worm\xe2\x80\x99s tentacles. These tentacles can lift, drop, hold, push, and grasp things. They each have a reach of 5 feet, and can lift up to 50 pounds. They can\xe2\x80\x99t wield weapons or shields or do anything that requires precision, such as using tools, magic items, or performing the somatic components of spells. The tentacles are natural melee weapons which have reach. As a bonus action, they can do one of the following: use an object , help , grapple, or make an unarmed attack dealing bludgeoning damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage and the target is grappled (escape DC 11) if it is a Medium or smaller creature. If the creature remains grappled in this way for 1 minute, it becomes the spine worm\xe2\x80\x99s host. Removing the spine worm causes 10 (3d6) piercing damage to the host. \n'b' Multiattack . The spine worm makes 2 tendril attacks. \n'b' Tendril . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Spine worms navigate the world through their sense of touch, seeking hosts only to increase their perceptive field by integrating themselves into their host\xe2\x80\x99s nervous and sensory systems. Spine worms are some of the most natural-looking of all aberrants, at first glance resembling overgrown centipedes until closer examination reveals a spine-like carapace and two large antennae that seem to possess minds of their own. \n'b' Touchy-feely . Spine worms perceive the world through touch, using the highly developed vibrational sensors in their legs to determine their surroundings and their sensitive antennae to feel out specific detail. With such heightened sensory capabilities, most physical contact \xe2\x80\x93 including pain \xe2\x80\x93 is perceived as pleasurable to a spine worm. While integrated with a host, a spine worm receives sensory information from its host\xe2\x80\x99s body as well as its own. The array of sensations provided by a host body is more than enough incentive for any spine worm to seek out a host of its own. When bonding with a host, a spine worm inserts its needle-like legs through the host\xe2\x80\x99s back and taps directly into their spinal cord. Spine worm hosts do not suffer from the change, gaining only a preference for and stronger sense of touch. \n'b' Alien Influence . The spine worm gives its host the following flaw: \xe2\x80\x9cI trust my sense of touch more than any of my other senses.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spiny Horror \n'b' Tiny beast , unaligned \n'b' Armor Class 12 (unarmored) \n'b' Hit Points 3 (1d4 \xe2\x80\x93 1) \n'b' Speed 30 ft., climb 20 ft., swim 15 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 8 (\xe2\x80\x931) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 6 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +1 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Latching Pounce . If the spiny horror moves at least 20 feet straight toward a creature and then hits with a Spine attack on the same turn, that target must succeed on a DC 12 Dexterity saving throw or the spiny horror latches on. While latched onto a target, the spiny horror can make one Bite attack against it as a bonus action. The spiny horror moves with the target and cannot remove itself. The target creature or an adjacent ally can make a successful DC 12 Strength check to remove the spiny horror. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spiny horror makes one Bite attack and four Spine attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Spine . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 3 (1d4 \xe2\x80\x93 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Spiny horrors are dark-furred animals weighing approximately five pounds, with a large number of long, jointed spines protruding from their bodies. They are predators, jumping to the attack . They cluster like large bats. Because of the spines, spiny horrors at first glance are often mistaken for large spiders. When attacking, a spiny horror digs its spines into its prey and bites with its small, sharp teeth. Spiny horrors are normally found in subterranean areas; however, packs occasionally find their way into cities, where they can become a serious menace with their ability to reproduce quickly.'}