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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spire Walker \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 49 (11d4 + 22) Speed 20 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6 Damage Resistances piercing from nonmagical attacks Damage Immunities lightning, thunder Senses passive Perception 10 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Energized Body . A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Lightning Burst . Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 60 ft., one target. Hit : 17 (4d6 + 3) lightning damage, and each creature, other than the target, within 10 feet of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Invisibility . The spire walker magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Steeple Step . The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature. \n'b'\n'b' ABOUT \n'b' This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch. \n'b' Storm Dancers . When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships\xe2\x80\x99 masts. Also called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants\xe2\x80\x94though these larger creatures often chase them off for being a nuisance. \n'b' Small and Metallic . Spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. They play roughand-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say \xe2\x80\x9cawww, we\xe2\x80\x99ll miss you\xe2\x80\x9d and go through their comrade\xe2\x80\x99s pockets before continuing with the game. \n'b' Love Copper and Amber . Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Blue Demon \n'b' Family: Demons \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 53 (+1) CON: 18 (+4) INT: 46 (+3) WIS: 36 (+3) CHA: 36 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7 Skills Deception +7, Insight +7, Perception +7 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17, telepathy 100 ft. Languages Abyssal Challenge 9 (5,000 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The blue demon makes one Bite attack, two Claw attacks, and one Tail attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, range 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, range 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). The blue demon has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +9 to hit, range 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 33 (6d10) poison damage on a failure or half as much on a success. \n'b'\n'b' ABOUT \n'b' A demon of this sort is eight feet tall, broad, and fast. It is humanoid in appearance, with metallic-blue, scaly skin, and a comb-like crest of spines running from the top of its knobby skull to between the shoulder blades. Its tail is prehensile, barbed, and poisonous.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit Assassin \n'b' Medium undead , any lawful \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 88 (16d8 + 16) \n'b' Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +7, Con +4, Wis +7 \n'b' Skills Acrobatics +7, Athletics +4, Insight +7, Intimidation +4, Perception +10, Religion +7, Stealth +10, Survival +7 \n'b' Damage Resistances acid, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses darkvision 60 ft., passive Perception 20 \n'b' Languages Common, Primordial \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the spirit assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn in combat yet. Any hit the spirit assassin scores against a surprised creature is a critical hit. \n'b' Ethereal Hunter . The spirit assassin can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. It has advantage on all Intelligence and Wisdom checks to find undead creatures or discern information about them. \n'b' Incorporeal Movement . The spirit assassin 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'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spirit assassin makes two weapon attacks, or one weapon attack and uses its Rain of Darts. \n'b' Essence-Stealing Strike. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) necrotic or radiant damage (spirit assassin\xe2\x80\x99s choice). \n'b' Shadowy Darts . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 11 (3d4 + 4) force damage, and the target\xe2\x80\x99s speed is reduced by 10 feet until the end of the spirit assassin\xe2\x80\x99s next turn. \n'b' Rain of Darts . (Recharge 5\xe2\x80\x936). The spirit assassin hurls an impossibly fast flurry of shadowy darts in a 30-foot cone. Each creature in that area must attempt a DC 15 Dexterity saving throw, taking 19 (6d4 + 4) force damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The spirit assassin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): \n'b'\n'b' At will : chill touch , minor illusion , misty step \n'b' 1/day each (each cast as if with a 3rd-level spell slot) : darkness , dispel magic , fog cloud , inflict wounds , nondetection (self only), pass without trace , silence \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The spirit assassin takes the Dash , Disengage , or Hide action. \n'b'\n'b' ABOUT \n'b' The spirit assassin is an unholy servant that is usually found in the employ of necromancers, or it may be a dark specter who wanders a cursed land in search of lives to end. The spirit assassin is one of the deadliest and most cunning Undead known to inhabit this world. \n'b' Capable of passing between the Ethereal and Material Planes, the spirit assassin can easily sneak up on unsuspecting victims and use its dark powers to drain the life force of its quarry. \n'b' It is said that in times of war desperate rulers seek out dark practitioners, such as hags or necromancers, and employ them to summon spirit assassins to find and slay their enemies. Foolish monarchs who refuse to uphold their end of a bargain with these dark practitioners usually find themselves the next victim of these Undead assassins. \n'b' A living assassin of great skill is a deadly threat, but one who has shed its mortal form is far more lethal. \n'b' Capable of passing through solid walls to seek their targets, using shadowy projectiles to bind their foes, and draining the life of their victims, the spirit assassin has an arsenal of dark powers which make it near impossible to stop. The spirit assassin has a plethora of illusions at its disposal, including the ability to create small objects, mimic simple sounds, or weave orbs of darkness .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit Flower \n'b' Small fey , chaotic good \n'b' Armor Class 12 Hit Points 35 (10d6) Speed : 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 10 (0) INT: 10 (0) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Nature +3, Perception +4, Survival +4 Senses : darkvision 60 ft., passive Perception 14 Damage Vulnerability : cold iron Damage Resistances : bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities : poison Condition Immunities : charmed , poisoned Languages : Druidic, elven, gnomish, sylvan Challenge : 6 (2,300 XP) \n'b' Special Traits \n'b' Incorporeal Movement : The spirit flower 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' Invisibility : Spirit flowers may become invisible (as the spell) 2/short rest. They can do this as a bonus action. \n'b' Innate Spellcasting : Spirit flowers are natural spellcasters who cast spells as a 9th-level druid . Their spellcasting ability is Wisdom (spell save DC 14). They focus on spells which heal, provide food and water, and give other means of succor, though they always maintain one or two combat-oriented spells just in case. They can innately cast the following spells, requiring no material components:\n'b'\n'b' Cantrips : guidance , resistance , shillelagh \n'b' 1st (4 slots) : create or destroy water , detect poison or disease, faerie fire , purify food or drink \n'b' 2nd (3 slots) : barkskin , hold person , locate animals and plants. In addition, they can cast invisibility as an innate ability twice, after which they must engage in a short rest before casting again. \n'b' 3rd (3 slots) : X \n'b' 4th (3 slots) : X \n'b' 5th (1 slots) : X \n'b'\n'b' Actions \n'b' Plant Home : As a standard action, a spirit flower may discorporate and house her spirit in any spirit flower within 10 feet, or do the reverse and appear anywhere within 10 feet of the plant she was occupying. The spirit flower must complete a long rest within a flower every day, or die. \n'b' Shillelagh . Melee Weapon Attack : +6 to hit, reach 5 ft., 1 target. Hit : 6 (1d8+2) bludgeoning damage. Spirit flowers avoid combat if at all possible and would much rather discorporate and escape into a nearby flower than fight. \n'b' About \n'b' These fey creatures manifest themselves as beautiful, translucent women wandering the desert and moving from one flower to the next, wherein they reside. \n'b' If these spirit women meet a traveler in distress during their wanderings, they immediately give whatever aid they can, using their magical abilities if necessary. They do not speak, and they administer care only to those who are in desperate straits and unattended. They will linger, however, if their attention is captured -some become enamored of young, handsome men. Others are captivated by small, pretty objects.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit Lamp \n'b' The skeletal figure draped in fine robes lifts its lantern, illuminating the area in a sickly light. \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +6 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities charmed , frightened , poisoned , unconscious Senses passive Perception 15 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Jumpy . The spirit lamp can\xe2\x80\x99t be surprised and can use a bonus action to take the Disengage action. \n'b' Lantern\xe2\x80\x99s Light . As a bonus action , the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern\xe2\x80\x99s light and is blind while the lantern is closed. The lantern\xe2\x80\x99s light pierces magical and nonmagical darkness and can\xe2\x80\x99t be dispelled by magical darkness . If a creature dies in the lantern\xe2\x80\x99s light, its spirit is trapped in the lantern. \n'b' Lantern Spirits . Spirits of creatures that died within the lantern\xe2\x80\x99s light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern\xe2\x80\x99s light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern\xe2\x80\x99s spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed. \n'b' Spirit Lantern . The spirit lamp\xe2\x80\x99s lantern is immune to damage and can\xe2\x80\x99t be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp , and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can\xe2\x80\x99t see anything outside of the lantern\xe2\x80\x99s light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern\xe2\x80\x99s new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse. \n'b' Undead Nature . The spirit lamp doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The spirit lamp makes three attacks. \n'b' Spirit Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) necrotic damage. \n'b' Lantern Beam . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 11 (2d10) fire damage. \n'b' About \n'b' Spirit lamps are cursed creatures carrying lanterns that trap the souls of their victims and unleash those souls to ravage the living. \n'b' Descent Into Madness . A living creature that touches the lantern is cursed, unable to release it and unable to see except in the lantern\xe2\x80\x99s light. Torn between fear of the darkness and the horrors it sees in the cursed light, the bearer is soon driven mad.\xc2\xa0Over time the bearer twists into the skeletal spirit lamp.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit of Abandon \n'b' Medium celestial, neutral good \n'b' Armor Class 24 Hit Points 525 (42d8+336) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 29 (+9) DEX: 24 (+7) CON: 27 (+8) INT: 22 (+6) WIS: 24 (+7) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold Damage Resistances fire, lightning, necrotic Condition Immunities charmed , frightened , paralyzed , petrified Skills Acrobatics +16, Arcana +15, Athletics +17, Insight +16, Perception +16, Perform +16, Persuasion +16, Stealth +17 Senses blindsight 60 ft., darkvision 60 ft., truesight 60 ft., passive Perception 26 Languages Celestial, Common; telepathy 300 ft., tongues Challenge 29 (135,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adoration . The first time each round a creature attempts to attack the Spirit of Abandon, that creature must succeed at a DC 24 Wisdom save or hesitate and waste the action (losing the spell or daily use, if applicable). If the Spirit of Abandon attacked that creature in the last round, the creature automatically succeeds at this save. Evil creatures gain advantage on the save. Creatures that are immune to being charmed are not affected. Endless Dance. When it hits with a weapon attack , the Spirit of Abandon deals an additional amount of radiant damage equal to its Charisma bonus (+7), already included in its stat block. Fulfillment of Desires. The Spirit of Abandon can focus its mind on any one creature that it can see within 30 feet of it. If the creature has an Intelligence of 3 or lower or doesn\xe2\x80\x99t speak any language, the creature is unaffected. The Spirit of Abandon initially learns the surface thoughts of the creature-what is most on its mind in that moment. The target must make a DC 24 Wisdom saving throw. If it fails, the Spirit of Abandon gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). In addition, the Spirit of Abandon\xe2\x80\x99s learns the creature\xe2\x80\x99s deepest underlying desires-those that would bring it true fulfillment if granted. If the creature\xe2\x80\x99s deepest desires are wicked or perverse in nature, the Spirit of Abandon also learns the creature\xe2\x80\x99s deepest non-harmful desire, if any, and whether its fulfillment might help the creature eschew the darkness constraining its heart. The Spirit of Abandon can produce an effect within the bounds of wish (not exceeding its normal constraints), but only to help grant a creature fulfillment as determined by this ability, and only once per creature. Participating in a creature\xe2\x80\x99s fulfillment and release from needless constraints is a religious and often sexual experience for both parties involved. For 24 hours afterward, both the Spirit of Abandon and the fulfilled creature receive advantage on all ability checks, attack rolls, and saving throws. \n'b' Innate Spellcasting . The Spirit of Abandon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : cure wounds , detect evil and good \n'b' 3/day : dispel magic (9th level), irresistible dance , mass heal , mind blank , project image , teleport \n'b' 1/day : find the path , locate object , locate person, time stop \n'b'\n'b' Legendary Resistance (3/Day) . If Spirit of Abandon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The Spirit of Abandon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Spirit of Abandon\xe2\x80\x99s weapon attacks are magical. \n'b' Special Equipment . The Spirit of Abandon wields a +3 flail that deals an extra 11 (2d10) radiant damage against fiends and undead. Tongues . The Spirit of Abandon can understand and be understood by speakers of any language. \n'b' Unlimited Abandon . Creatures with immunity to being charmed are not immune to being charmed by the Spirit of Abandon\xe2\x80\x99s spells and actions . However, if the creature has Legendary Actions, it has advantage on such saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Spirit of Abandon uses Euphoria. Then it makes four flail attacks. \n'b' Flail . Melee Weapon Attack : +21 to hit, reach 5 ft., one target. Hit : 16 (1d8 + 12) bludgeoning damage and 7 radiant damage. \n'b' Wing . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) bludgeoning damage and 7 radiant damage. Change Shape. The Spirit of Abandon magically polymorphs into a beast or humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Spirit of Abandon\xe2\x80\x99s choice). In a new form, the Spirit of Abandon retains its alignment, hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance , lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Euphoria . Creatures of its choice within 30 feet of the Spirit of Abandon must succeed at a DC 24 Charisma save to avoid becoming overwhelmed with euphoria. On a failed save, the creature becomes charmed and has disadvantage on Wisdom and Charisma saves until the beginning of the Spirit of Abandon\xe2\x80\x99s next turn from overwhelming sensations. Creatures that are charmed are incapacitated while they are charmed . Creatures that succeed on the save are immune to 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Spirit of Abandon 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 Spirit of Abandon regains spent legendary actions at the start of its turn. \n'b'\n'b' Wing Attack . The Spirit of Abandon makes one attack with its wing. \n'b' Detect . The Spirit of Abandon makes a Wisdom ( Perception ) check. \n'b' Move (2 Actions) . The Spirit of Abandon moves up to its speed without triggering opportunity attacks. \n'b'\n'b' ABOUT \n'b' The Spirit of Abandon is known as the embodiment of irrepressible passion and exultation, and is also named among mortals as the Spirit of Abandon and the Host of Delectation. Their unique form combines the most attractive traits of both femininity and masculinity-seen as such not only by humans, but by those of any species that have an encounter with the celestial lord. This being is of both genders and neither, unfettered by such distinctions. The Spirit of Abandon has no personal realm, instead journeying throughout the celestial realms and the mortal world unpredictably, trailing a wake of beauty, freedom, and sensuality. \n'b' The Spirit of Abandon\xe2\x80\x99s Faith. The Spirit of Abandon is the angelic patron of freedom, physical beauty, and sexuality, and their worshipers include artisans, courtesans, some fey, and those seeking to escape repression. Followers spend significant time experiencing life as every gender and sexuality, experimenting in order to overcome their preconceptions and ensure they each express their truest identity. \n'b' The Spirit of Abandon\xe2\x80\x99s holy symbol is a reclining figure draped in multicolored sashes, and the favored weapon of their priests is the flail.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit of Abandon \n'b' Medium celestial (unique) , neutral good \n'b' Armor Class 24 Hit Points 525 (42d8+336) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 29 (+9) DEX: 24 (+7) CON: 27 (+8) INT: 22 (+6) WIS: 24 (+7) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +16, Arcana +15, Athletics +17, Insight +16, Perception +16, Perform +16, Persuasion +16, Stealth +17 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks; acid, cold Damage Resistances fire, lightning, necrotic Condition Immunities charmed , frightened , paralyzed , petrified Senses blindsight 60 ft., darkvision 60 ft., truesight 60 ft., passive Perception 26 Languages Celestial, Common; telepathy 300 ft., tongues Challenge 29 (135,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adoration . The first time each round a creature attempts to attack the Spirit of Abandon, that creature must succeed at a DC 24 Wisdom save or hesitate and waste the action (losing the spell or daily use, if applicable). If the Spirit of Abandon attacked that creature in the last round, the creature automatically succeeds at this save. Evil creatures gain advantage on the save. Creatures that are immune to being charmed are not affected. \n'b' Endless Dance . When it hits with a weapon attack , the Spirit of Abandon deals an additional amount of radiant damage equal to its Charisma bonus (+7), already included in its stat block. \n'b' Fulfillment of Desires . The Spirit of Abandon can focus its mind on any one creature that it can see within 30 feet of it. If the creature has an Intelligence of 3 or lower or doesn\xe2\x80\x99t speak any language, the creature is unaffected. The Spirit of Abandon initially learns the surface thoughts of the creature-what is most on its mind in that moment. The target must make a DC 24 Wisdom saving throw. If it fails, the Spirit of Abandon gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). In addition, the Spirit of Abandon\xe2\x80\x99s learns the creature\xe2\x80\x99s deepest underlying desires\xe2\x80\x94those that would bring it true fulfillment if granted. If the creature\xe2\x80\x99s deepest desires are wicked or perverse in nature, the Spirit of Abandon also learns the creature\xe2\x80\x99s deepest nonharmful desire, if any, and whether its fulfillment might help the creature eschew the darkness constraining its heart. The Spirit of Abandon can produce an effect within the bounds of wish (not exceeding its normal constraints), but only to help grant a creature fulfillment as determined by this ability, and only once per creature. Participating in a creature\xe2\x80\x99s fulfillment and release from needless constraints is a religious and often sexual experience for both parties involved. For 24 hours afterward, both the Spirit of Abandon and the fulfilled creature receive advantage on all ability checks, attack rolls, and saving throws. \n'b' Innate Spellcasting : The Spirit of Abandon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : cure wounds , detect evil and good \n'b' 3/day each : dispel magic (9th level), irresistible dance , mass heal , mind blank , project image , teleport \n'b' 1/day each : find the path , locate object , locate person, time stop \n'b'\n'b' Legendary Resistance (3/Day) . If Spirit of Abandon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The Spirit of Abandon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Spirit of Abandon\xe2\x80\x99s weapon attacks are magical. \n'b' Special Equipment . The Spirit of Abandon wields a +3 flail that deals an extra 11 (2d10) radiant damage against fiends and undead. \n'b' Tongues . The Spirit of Abandon can understand and be understood by speakers of any language. \n'b' Unlimited Abandon . Creatures with immunity to being charmed are not immune to being charmed by the Spirit of Abandon\xe2\x80\x99s spells and actions . However, if the creature has Legendary Actions, it has advantage on such saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Spirit of Abandon uses Euphoria. Then it makes four flail attacks. \n'b' Flail . Melee Weapon Attack : +21 to hit, reach 5 ft., one target. Hit : 16 (1d8 + 12) bludgeoning damage and 7 radiant damage. \n'b' Wing . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : 16 (2d6 + 9) bludgeoning damage and 7 radiant damage. \n'b' Change Shape . The Spirit of Abandon magically polymorphs into a beast or humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Spirit of Abandon\xe2\x80\x99s choice). In a new form, the Spirit of Abandon retains its alignment, Hit Points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or Legendary Actions of that form. \n'b' Euphoria . Creatures of its choice within 30 feet of the Spirit of Abandon must succeed at a DC 24 Charisma save to avoid becoming overwhelmed with euphoria. On a failed save, the creature becomes charmed and has disadvantage on Wisdom and Charisma saves until the beginning of the Spirit of Abanadon\xe2\x80\x99s next turn from overwhelming sensations. Creatures that are charmed are incapacitated while they are charmed . Creatures that succeed on the save are immune to 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Spirit of Abandon 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 Spirit of Abandon regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Wing Attack . The Spirit of Abandon makes one attack with its wing. \n'b' Detect . The Spirit of Abandon makes a Wisdom ( Perception ) check. \n'b' Move (Costs 2 Actions) . The Spirit of Abandon moves up to its speed without triggering opportunity attacks. \n'b'\n'b' ABOUT \n'b' The Spirit of Abandon is known as the embodiment of irrepressible passion and exultation and is also named among mortals as the Spirit of Abandon and the Host of Delectation. \n'b' Their unique form combines the most attractive traits of both femininity and masculinity\xe2\x80\x94seen as such not only by humans, but by those of any species that have an encounter with the celestial lord. This being is of both genders and neither, unfettered by such distinctions. The Spirit of Abandon has no personal realm, instead journeying throughout the celestial realms and the mortal world unpredictably, trailing a wake of beauty, freedom, and sensuality. \n'b' The Spirit of Abandon\xe2\x80\x99s Faith. The Spirit of Abandon is the angelic patron of freedom, physical beauty, and sexuality, and their worshipers include artisans, courtesans, some fey, and those seeking to escape repression. \n'b' Followers spend significant time experiencing life as every gender and sexuality, experimenting in order to overcome their preconceptions and ensure they each express their truest identity. \n'b' The Spirit of Abandon\xe2\x80\x99s holy symbol is a reclining figure draped in multicolored sashes, and the favored weapon of their priests is the flail.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit of Death \n'b' Medium undead , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 52 (7d8 + 21) Speed 60 ft., fly 60 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Damage Immunities charmed , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., truesight 60 ft., passive Perception 13 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Consume Life . As a bonus action, the spirit can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the spirit regains 10 (3d6) hit points . \n'b' Detect Life . The spirit can magically sense the presence of living creatures up to 5 miles away that aren\xe2\x80\x99t undead or constructs. \n'b' Incorporeal Movement . The spirit 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' Turn Immunity . The spirit is immune to features that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Reaping Scythe . Melee Weapon Attack : +5 to hit, 5 ft. reach, one target. Hit : 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' This slight, robed skeleton flickers in and out of reality, with a sickle cradled in its arms. \n'b' In Faerie the concept of death is foreign to many, particularly those in Oz. But for mortals who visit from the Prime plane and are not in Oz proper, there are beings who ensure that death comes to them. These death spirits hover around targets dying natural deaths, waiting to snatch them as they expire. \n'b' Immortal Foes . Immortals who guard their mortal charges hate and fear these beings, who they see as parasites and vultures of mortals. If no guardian is present to ward them off at the time of death, only granting immortality can thwart them, and of all the mortals in Faerie only Santa Claus has ever achieved this.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beastmaster Statue \n'b' Huge construct , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 195 (17d12 + 85) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities : poison, psychic; bludgeoning, piercing, and slashing Condition Immunities : exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages all Challenge 2 (450 XP) \n'b' Special Qualities \n'b' Immutable Form . The statue is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The statue has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The statue makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Once animated, the statue will speak and answer one question before reverting to statue form. The statue will not attack anyone who obeys and respects these rules, but will defend itself if attacked while animated.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit of Love \n'b' Large fey , neutral good \n'b' Armor Class 19 (natural armor) Hit Points 225 (18d10 + 126) Speed 40 ft., fly 80 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 25 (+7) INT: 14 (+2) WIS: 24 (+7) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +11, Wisdom +13, Charisma +13 Skills Insight +13, Perception +13, Persuasion +13 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 60 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Love . Creatures within 120 feet of the spirit of love have disadvantage on attack rolls. \n'b' Blessed Weapon (If the spirit is an angel) . The spirit of love\xe2\x80\x99s weapon attacks are magical and it has advantage on attack rolls against all who oppose love. When it hits with any weapon, the weapon deals an extra 2d8 radiant damage. \n'b' Innate Spellcasting . The spirit of love\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 21). The spirit of love can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : animal friendship, bless , cure wounds , detect evil and good , heroism , speak with plants \n'b' 3/day each : calm emotions , enhance ability , glyph of warding , locate soul*, planeshift, teleport \n'b' 1/day each : foresight , magnificent mansion , mirage arcane , regenerate , resurrection , true resurrection \n'b'\n'b' Magic Resistance . The spirit of love has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spirit of love makes three Rainbow Ray attacks. \n'b' Rainbow Ray . Ranged Spell Attack : +13 to hit, range 40/120 ft., one target. Hit : 34 (5d10 + 7) radiant damage. \n'b' Change Shape . The spirit of love magically polymorphs into a beast or humanoid with a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the spirit of love\xe2\x80\x99s choice). In a new form, the spirit of love retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form. It also gains any statistics and capabilities (except class features, legendary actions, and lair actions ) that the new form has but that it lacks. \n'b'\n'b' ABOUT \n'b' Spirits of love are spirits who love to watch creatures treat each other with affection, and who commit themselves to spreading and promoting love and affection everywhere, even in the deepest corners of the coldest and darkest places. \n'b' Although they are incredibly powerful beings, the spirits of love generally choose not to show their might. They do not favor battle, enter combat only when they have to, and try to find pleasure in small, simple things. They walk among mortals to ensure their happiness, and they cherish the joy taken from the simple moments in daily life. However, if the need arises to be aggressive and something threatens what they stand for, they become the fiercest enemies imaginable. If need be, they sacrifice themselves for the sake of love without a moment\xe2\x80\x99s hesitation. \n'b' Different Forms . A spirit of love can be the spirit of a deceased lover, an angel, or a creature of other forms. It can act independently, be the servant of a deity of love, or be an angelic emissary. If the spirit is an angel, its alignment is lawful, its type is celestial, and it has resistance to radiant damage. Additionally, a spirit of love doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Rainbow Riders . Each time a spirit of love observes a simple expression of love, such as the union of two lovers, a family spending time together, or a mortal petting a stray dog it is elated and a rainbow is created. They can also use these rainbows to teleport from one end to the other.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit of Redemption \n'b' Large fey , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Charisma +8 Skills Insight +6, Perception +6, Persuasion +8, Religion +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The weapon attacks of the spirit of redemption are magical and it has advantage on attack rolls against those who forsake the path of redemption. When it hits with any weapon attack , the weapon deals an extra 2d8 radiant damage (included in the attack ). \n'b' Magic Resistance . The spirit of redemption has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spirit of redemption makes two melee attacks . \n'b' Scimitar of Redemption . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 9 (2d8) radiant damage. \n'b'\n'b' ABOUT \n'b' Spirits of redemption are the banner-carriers of freedom, the swords of the righteous vengeful, the shields of the redeemed, and the enemies of all sinners. \n'b' Different Forms . A spirit of redemption can be the spirit of a deceased villain who died in search of redemption, it can be an angel, or a creature of a completely other form. It can be the servant of a deity of love, an angelic emissary, or its very own master. If the spirit is an angel, its alignment becomes lawful, its type becomes celestial, and it gains resistance to radiant damage. A spirit of redemption doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Enemy of the Committed Sinner . A spirit of redemption offers all sinners a chance at redemption. It is the enemy of all who deviate from redemption\xe2\x80\x99s path. \n'b' Friend of the Redeemed . A spirit of redemption seeks, guides, and protects those who seek redemption. As long as one walks the path of redemption, the spirit makes sure that it is safe. \n'b' The Halo and the Sword . A spirit of redemption always wears a halo and carries a sword, both of which are made from the same material. The shape and material of the halo changes according to the type of the redeemed spirit; while a spirit could wear a halo of thorns and flowers, an angel could have a halo of light. If a spirit sees a creature\xe2\x80\x99s will of redemption to be worthy, it visits the creature and gives it a copy of its own halo. While carrying the halo, the creature gains 5 temporary hit points at the end of each rest and has a +1 bonus to AC as long as it walks the path of redemption. When the creature forsakes this path, the spirit visits it once more; this time to sever the bond it once formed. It cuts the halo, and cuts down the creature that failed it. Only the sword of the spirit can destroy the halo in such a way, and the spirit deals double damage to creatures who fail it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit of the Depths \n'b' Huge aberration , lawful evil\n'b' STATS STR: 20 (+5) DEX: 6 (-2) CON: 27 (+8) INT: 12 (+1) WIS: 11 (+0) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 176 (12d12 + 98) Speed 10 ft., swim 20 ft. Saving Throws Constitution +12, Wisdom +4, Charisma +11 Skills Deception +15, Persuasion +15 Damage Resistances cold, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone , restrained , unconscious Senses tremorsense 120 ft., passive Perception 10 Languages telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Amorphous . The spirit of the depths can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corruption . The spirit of the depths primarily feeds on the energy released by magical items as it corrupts them and makes them cursed versions of their original forms. The spirit of the lake will give out these cursed items as a \xe2\x80\x98reward\xe2\x80\x99 to those it has charmed . \n'b' Actions \n'b' Deceive . The spirit of the depths can use its action to summon a programmed illusion (spell save DC 19) without the need of components. It usually uses this project a spirit form on top of the water\xe2\x80\x99s surface in order to communicate with visitors to the lake. \n'b' Demand . The spirit of the depths can use its action to cast geas (spell save DC 19) as a 7th level spell without any components. If it targets a creature currently affected by its Deceive feature, that creature has disadvantage on the saving throw. \n'b' Consume . Melee Weapon Attack : +9 to hit, reach 120 ft., one Medium or smaller target. Hit : the target is grappled by pseudopod extended by the spirit of the depths (escape DC 15) and dragged into the water. At the start of each turn the creature is dragged 30 feet closer to the spirit of the depths. Once it reaches the spirit, it is automatically engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the spirit\xe2\x80\x99s turns. A grappled or engulfed creature that is affected by the spirit\xe2\x80\x99s Deceive feature has disadvantage on its escape attempts, as the illusion makes the process seem much more pleasant. \n'b' Tactics \n'b' Spirits of the depths use their Deceive and Demand abilities to gather more power, but they are always careful and more ready to try and escape than fight against any determined opposition. If they realize that a group has seen through their illusions, they might recruit other weak-willed followers to defend them against their enemies. \n'b' The true form of the spirit of the depths is an abomination that lies at the bottom of deep forest or mountain lakes. Its natural form is a slimy and amorphous dark green blob. However it is possessed of powerful and corruptive illusionary magic and it uses it to lure others into providing it more power. \n'b' The Bounty of the Water . At night, when it detects the presence of visitors, it projects a form that it believes will be most attractive to the petitioner(s). Using this form, it offers some arrangement: either a trade of a magical weapon for a more powerful one, or request for the creature to spread news about the lake and its guardian, or, if the visitor has little to offer, it simply compels the creature to come into the lake, where it can be grappled , slain and consumed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Boar Demon \n'b' Family: Demons \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 15 Hit Points 119 (14d10 + 42) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 43 (+1) CON: 17 (+3) INT: 34 (+2) WIS: 24 (+2) CHA: 24 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . A boar demon has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Stunning Gaze . When a creature that can see the boar demon\xe2\x80\x99s eyes starts its turn within 30 feet of the boar demon, the boar demon can force it to succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn if the boar demon isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature becomes paralyzed . A paralyzed creature must repeat the saving throw at the end of its next turn, remaining paralyzed on a failure or ending the effect on a success. The paralysis lasts until the creature is freed by a lesser restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the boar demon until the start of its next turn, when it can avert its eyes again. If the creature looks at the boar demon in the meantime, it must immediately make the save. The boar demon is unaffected by its own gaze. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A boar demon makes one Bite attack and two Longsword attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage. \n'b' Longsword . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' These horrible things are the servants of Set. Each has the head and legs of a warthog, and the thighs, torso, and arms of a human.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit Oni \n'b' Tiny aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 10 (3d4 + 3) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 19 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Common, Giant Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The spirit oni\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : invisibility (self only), mage hand \n'b' 1/day each : command , sleep \n'b' 1/week : commune \n'b'\n'b' Mask Symbiosis . A willing Small or Medium creature can wear the spirit oni as a mask. While wearing the mask, the creature sees through the spirit oni\xe2\x80\x99s eyes and speaks through its mouth, and has advantage on Wisdom ( Insight ) checks. The spirit oni cannot act independently while being worn as a mask. \n'b' Actions \n'b' Multiattack . The spirit oni makes two attacks: one with its bite and one with its gore. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) piercing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spirit Usher \n'b' Small or Medium undead \n'b' Armor Class 10 + PB (natural armor) Hit Points 3 + three times the\xc2\xa0 ranger level of the haunted warden (the spirit has a number of hit dice [d8s] equal to the\xc2\xa0 ranger level) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 10 (+0) CON: 10 (+0) INT: 11 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages understands the languages you speak Challenge \xe2\x80\x93 Proficiency Bonus (PB) equals your bonus \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The spirit usher can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The spirit usher 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' Spirit Tether . The spirit usher is magically bound to you, and you can communicate telepathically with one another as long as you are both on the same plane of existence. \n'b' Innate Spellcasting . The spirit usher\xe2\x80\x99s spellcasting ability is Charisma (spell save DC equals 10 + your PB, spell attack modifier equals your spell attack modifier). It can innately cast mage hand and the spells you chose in the Spirit Usher feature, requiring no material components. \n'b'\n'b' ACTIONS \n'b'\n'b' Etherealness . The spirit usher enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'\n'b' ABOUT \n'b' A spirit usher only exists when formed by a haunted warden ranger. While merged, the ranger gains the spirit usher\xe2\x80\x99s ethereal sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while the ranger and spirit are merged, the ranger gains the spirit usher\xe2\x80\x99s damage resistances and damage immunities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spiritor \n'b' Small elemental , any alignment \n'b' Armor Class : 18 Hit Points 10 (3d6) Speed : fly 80 ft.\n'b' STATS STR: 10 (0) DEX: 16 (+3) CON: 10 (0) INT: 7 (-2) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Nature +0, Perception +2 Senses : darkvision 60 ft., passive Perception 12 Damage Vulnerabilities : necrotic Damage Resistances : thunder, lightning, and slashing, piercing, or bludgeoning from ranged weapons Damage Immunities : poison Condition Immunities : poisoned Languages : Auran, Common, Terran Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b' Air Mastery : Airborne creatures suffer disadvantage to attack rolls against spiritors, and spiritors have resistance to all ranged weapon attacks. \n'b' Dazzle (recharge 6) : The spiritor may discharge a fan-shaped burst of prismatic energy, affecting creatures as per the spell color spray . \n'b' Actions \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 target. Hit : 2 (1d4) bludgeoning damage. \n'b' About \n'b' The spiritor resembles a multi-colored elemental, a swirling mass of vibrant hues, its physical form comprised of particles from all the Inner Planes, with the majority of its components being from the Plane of Air. A spiritor was once a Sorcerer\xe2\x80\x99s familiar, but it has gained freedom, and thus form. \n'b' Spiritors appear as translucent, vaguely humanoid sheets of brightly colored air. They live only to experience life in its entire splendor and to embark upon quests of their own, as they are no longer subservient to their summoners. \n'b' Elder and Ancient Spiritors \n'b' Spiritors advance in Hit Dice by aging, gaining one HD per five years of freedom, so that after a century, the spiritor has advanced to a staggering 20 Hit Dice. For every four hit dice thus attained, the spiritor\xe2\x80\x99s Challenge increases by 1, and they increase any two ability scores by +1 each.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Splendid Blade \n'b' Medium ravager (prince), chaotic evil \n'b' Armor Class 22 (Cankerous bone plate) \n'b' Hit Points 255 (34d8 + 102); Wound Threshold 64 \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 16 (+3) INT: 15 (+2) WIS: 13 (+1) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +13 \n'b' Skills Athletics +11, Insight * +13, Perception +7, Persuasion +13, Stealth +5 \n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances fire \n'b' Damage Immunities acid, necrotic, poison \n'b' Condition Immunities blinded *, charmed , frightened , numbed*, poisoned \n'b' Senses passive Perception 17 \n'b' Languages Common, Cyrillan, Draconic, Elvish, Phantasm, Undercommon \n'b' Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to Ana\xc3\xafdeia, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Fast as Lightning (I) . Ana\xc3\xafdeia adds 5 to her initiative rolls and can use two reactions per turn, as long as they are used to activate different effects. \n'b' Mighty Leap . Ana\xc3\xafdeia\xe2\x80\x99s long jump is 40 ft. and her high jump is 20 ft, as long as she has a running start. Without a running start, her long jump is 20 ft and her high jump is 10 ft. \n'b'\n'b' * With the Duskblade \n'b' Protection Traits \n'b'\n'b' Aura of Protection . Whenever Ana\xc3\xafdeia or a friendly creature within 30 feet of her must make a saving throw, the creature gains a capped bonus of +7 to the saving throw. Ana\xc3\xafdeia must be conscious to grant this bonus. \n'b' Legendary Resistance (3/Day) . If Ana\xc3\xafdeia fails a saving throw, she can choose to succeed instead. \n'b'\n'b' Attack Traits \n'b'\n'b' Duskblade . Ana\xc3\xafdeia wields the Duskblade (see Duhv\xe2\x80\x99k\xc3\xabl, the Duskblade). Bonuses and special actions are included. \n'b' Improved Cankerous Smite . When she hits a creature with a melee weapon attack , Ana\xc3\xafdeia can expend one spell slot to deal an extra 5 (1d10) necrotic damage to the target plus an extra 5 (1d10) necrotic damage per spell slot level used. The damage increases by 5 (1d10) if the target is a fey, fiend, or ravager. \n'b' Improved Critical . Ana\xc3\xafdeia scores a critical hit on a roll of 19 or 20. \n'b' Great Weapon Fighting . When Ana\xc3\xafdeia rolls a 1 or 2 on a damage die for an attack she makes with a melee weapon that she is wielding with two hands, she can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property. \n'b'\n'b' Arcane Traits \n'b'\n'b' Spellcasting . Ana\xc3\xafdeia is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +3 to hit with her spell attacks). Ana\xc3\xafdeia has the following paladin spells prepared: \n'b'\n'b' 1st level (4 slots) : bless , command , convergence**, cure wounds , heroism , protection from Evil and Good, shield of faith \n'b' 2nd level (3 slots) : aid , find steed (cast as an action, see Moros, Cankerous Mount), lesser restoration , locate object , branding smite \n'b' 3rd level (3 slots) : dispel magic , haste , magic circle , protection from energy \n'b' 4th level (3 slots) : banishment , death ward *, freedom of movement , overpowering weapon** \n'b' 5th level (2 slots) : aura of holy armament**, dispel Evil and Good, find flying steed** (cast as an action, see K\xc3\xa8r, Flying Cankerous Mount), geas , hold monster , raise dead \n'b'\n'b' (*) Ana\xc3\xafdeia casts these spells before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack . If possible, Ana\xc3\xafdeia can use her Ferocious Vitality action. Then, she makes two Duskblade attacks, or two Dusk Tide attacks. \n'b' Blast of Darkness . Within a radius of 60 feet, any creature that is not a ravager must make a DC 17 Constitution saving throw. On a failure, it takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, the damage is halved, and the target is not blinded . Feys and celestials have disadvantage on the saving throw against the Blast of Darkness. 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' Duskblade . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage and 3 (1d6) necrotic damage. \n'b' Dusk Tide . Ranged Weapon Attack : +14 to hit, one line 90 ft. long and 10 ft. wide, all creatures in the line. Hit : 22 (4d10) necrotic damage. \n'b' Cleansing Touch (Recharge 5-6) . Ana\xc3\xafdeia puts an end to one spell on herself or on one willing creature within 5 feet from her that she touches. \n'b' Ferocious Vitality (4/Day) . Ana\xc3\xafdeia can regain hit points by using health die, as if taking a short rest. Her Hit Dice pool is equal to 34 (d8 + 3). \n'b' Hero of Legend . For 1 minute at the start of each of her turns, Ana\xc3\xafdeia gains 14 temporary hit points and inspiration. She can give this inspiration to another allied creature that she can see and that can see her (see Adventurers, Character\xe2\x80\x99s History , Personnality: Inspiration). Temporary hit points gained through this trait disappear when it ends. \n'b'\n'b' REACTIONS \n'b'\n'b' Evasive Leap . When Ana\xc3\xafdeia is targeted by an area effect, she can use her reaction to make a standing long jump or high jump without a running start. If her jump takes her away from the area of the effect, she is unaffected. This movement triggers opportunity attacks. \n'b' Fast as Lightning (II) . When Ana\xc3\xafd\xc3\xa9ia fails a Dexterity saving throw, she can re-roll the d20. The result of the second roll replaces that of the first. \n'b' Parry . Ana\xc3\xafdeia adds 6 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. \n'b' Mighty Blow (Recharges after a Short or Long Rest) . If Ana\xc3\xafd\xc3\xa9ia succeeds on an attack roll, she can decide she made a critical hit. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Ana\xc3\xafdeia 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. Ana\xc3\xafdeia regains spent legendary actions at the start of her turn. \n'b'\n'b' Duskblade . Ana\xc3\xafdeia makes one Duskblade attack . \n'b' Movement . Ana\xc3\xafdeia can move up to her speed without provoking opportunity attacks. \n'b' Spellcasting (Costs 2 Actions) . Ana\xc3\xafdeia casts a spell from her spell list.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Splinter Drake \n'b' Large plant , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 (+10 in forest), Survival +5 Damage Resistances cold, fire Condition Immunities blinded , charmed , deafened, exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages Common, Sylvan Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Land\xe2\x80\x99s Stride . Moving through nonmagical difficult terrain costs the splinter drake no extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them. \n'b' Actions \n'b' Multiattack . The splinter drake makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Thorn Volley (Recharge 5-6) . The splinter drake emits a spray of thorns in a 40-foot cone. Creatures within this area must make a DC 16 Dexterity saving throw, taking 21 (6d6) piercing damage and 28 (8d6) poison damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' About \n'b' This creature looks like a wingless dragon about 12 feet long whose flesh is actually dark-brown bark with a greenish hue. A bushy mane of twigs, branches, leaves, and vines circles its dragon-like head and a series of thorny spines runs the length of its back. Two backward-curved horns, apparently constructed of the same hardened bark as its body, jut from the creature\xe2\x80\x99s head. A dark-brown snake-like tongue flicks across its fangs as it advances. \n'b' Splinter drakes are plant creatures that resemble large wingless dragons. They haunt dense forests and make their lairs amid the tangled underbrush, generally in hard-to-locate places. Much like true dragons, splinter drakes are extremely territorial and attack creatures that wander carelessly into their domain and remain for an extended amount of time. \n'b' A typical splinter drake\xe2\x80\x99s territory covers an area of several square miles around its lair. Unlike true dragons, splinter drakes do not value nor keep treasure. Any treasure found in or around their lairs are likely all that remains of a past meal. They generally keep company with evil fey, evil druids, and corrupt rangers. Such allies are allowed a bit of leeway when treading on a splinter drake\xe2\x80\x99s territory, but if certain boundaries are crossed or privileges abused, splinter drakes have no problems eating someone they once called friend. \n'b' Splinter drakes generally do not associate with others of their kind, except during mating season (early spring) when a mated pair is likely to be encountered. During mating, the female splinter drake deposits a host of eggs (or seeds) into the ground. Within several months, 1d4 new splinter drakes grow from the ground. Splinter drakes reach maturity within 1 year. A splinter drake is about 12 feet long and weighs around 800 pounds. \n'b' Splinter drakes typically ambush potential prey whenever possible, striking from surprise with their thorny breath weapon and poison. Once it releases its first blast, it charges into battle and slashes and tears at its foes with its claws and bites. If outnumbered or combat turns against it, a splinter drake seeks the quickest means of exit possible unless cornered, defending its lair, or starving, in which case it fights to the death.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Splinter Matron \n'b' Medium fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d8 + 64) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 19 (+4) INT: 11 (+0) WIS: 9 (\xe2\x80\x931) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Cha +5 Skills Perception +2, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages Elvish, Sylvan Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The splinter matron has advantage on saving throws against spells and other magical effects. \n'b' Protective Frenzy . For 1 minute after a splinter matron\xe2\x80\x99s tree takes damage, she has advantage on attack rolls against any creature that damaged her tree, and when she hits such a creature with her Claw, the Claw deals an extra 1d8 slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The splinter matron makes two Claw or Splinter attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage plus 7 (2d6) poison damage. If the target is a creature other than an Undead or Construct, it must succeed on a DC 15 Constitution saving throw or take 4 (1d8) piercing damage at the start of each of its turns as splinters break off from the claws and dig into the wound. Any creature can take an action to remove the splinters with a successful DC 14 Wisdom ( Medicine ) check. The splinters fall out of the wound if the target receives magical healing . \n'b' Splinter . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 22 (4d8 + 4) piercing damage. \n'b' Splinter Spray (Recharge 6) . The splinter matron blasts a spray of splinters in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 45 (10d8) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can make a DC 15 Constitution 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' This woman\xe2\x80\x99s form is twisted, gnarled, and woody, with cracked and pitted skin. Her hands split into long, branch-like claws. \n'b' Splinter matrons are survivors, dryads from trees in areas that were once lush and green forests but have\xe2\x80\x94due to shifting rains or magical catastrophes\xe2\x80\x94become barren wastelands. The dryad and her tree cling to life, but as the tree becomes more withered, twisted, and diseased, so too does the dryad change, becoming a mad, desperate thing that focuses upon survival above all else. Over decades, even centuries, they turn into feral beasts that view any creatures near their tree as a possible attacker and respond mercilessly to repel the intruder. \n'b' Hatred of Fey . While they view all creatures as enemies, splinter matrons particularly despise other fey, who they despite for as having abandoned them. A splinter matron will go out of her way to kill any fey she meets. \n'b' Sought by Night Hags . While night hags create tree skinners from dryads driven mad by the death of their trees, they view happening upon a splinter matron as a true gift. A splinter matron that has undergone the tree skinner transformation ritual becomes an unholy terror that makes common tree skinners look harmless by comparison.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beating Growth, Worm \n'b' Tiny ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 11 (natural armor) Hit Points 21 (6d4 + 6); Wound Threshold 6 Speed 5 ft.\n'b' STATS STR: 4 (-3) DEX: 6 (-2) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +5, Stealth * +2 Damage Vulnerabilities radiant Damage Immunities acid, necrotic Condition Immunities blinded , charmed , deafened , frightened , possessed Senses tremorsense 30 ft., passive Perception 15 Languages Phantasm Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the beating worm, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Regenerate . The beating worm regains 5 hit points at the start of its turn if it has at least 1 hit point. If the beating worm takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the worm\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The beating worm makes two Corrosive Secretion attacks. \n'b' Corrosive Secretion . Melee or Ranged Weapon Attack : +0 to hit, reach 5 ft. or range 10/30 ft., one target. Hit : 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 11 Dexterity saving throw or be blinded until the end of its next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The beating growth 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 beating growth regains spent legendary actions at the start of its turn. \n'b'\n'b' Corrosive Secretion . The beating growth uses its corrosive secretion. \n'b' Command of the Hive (Costs 2 Actions) . The beating growth gives an order to a ravager in the nest. That ravager will then obey the order as best it can. It can also expend its reaction to make one of the following actions , unless it goes against the given order: Attack (only one), Dash , Dodge , Help , Search , Use an Object . \n'b' Necessary Sacrifice (Costs 2 Actions) . The beating growth consumes the life essence of a ravager ally within 60 ft of it or less. The targeted ravager dies, and its remaining hit points are added to the hit points of the beating growth. \n'b' Iron Will (Costs 3 Actions) . The beating growth imposes its will on any corrupted creature within 60 ft. of it. All creatures with at least one point of permanent corruption must succeed on a DC 17 Wisdom saving throw or suffer the equivalent of the hold monster spell until the end of their next turn. A creature in the minor corruption stage has advantage on the saving throw. A creature in the severe stage has disadvantage on the saving throw. A creature in the critical stage automatically fails the saving throw.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sp\xc3\xb6kvatten \n'b' Medium fey , neutral evil \n'b' Armor Class 14 Hit Points 78 (12d8 + 24) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX: 18 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +10, Insight +6, Nature +3, Perception +9, Persuasion +10, Stealth +10 Damage Immunities cold Senses darkvision 60 ft. passive Perception 19 Languages Aquan, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechanger . The sp\xc3\xb6kvatten can use its action to magically polymorph into a Large cloud of mist, into a beast or humanoid of challenge rating 2 or lower, or back into its true form (that of a Medium fey). Anything it is carrying or wearing transforms with it. It reverts to its true form if it dies. While in beast or humanoid form, the fey retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions ) that the new form has but that it lacks. In mist form, the sp\xc3\xb6kvatten can only use its icy fog ability, and it is unable to speak or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage. \n'b' Actions \n'b' Cold Touch . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 26 (4d10 + 4) cold damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Icy Fog (Recharge 5-6) . The sp\xc3\xb6kvatten exhales a cloud of freezing mist in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The misty form of the stag suddenly transforms into that of a tall, graceful elven woman, rising from the cold waters of the lake. \n'b' The wicked fey known as the sp\xc3\xb6kvatten lives in lonely ponds, streams, and waterfalls, lying in wait for its prey. In its natural form, a sp\xc3\xb6kvatten resembles a beautiful elven woman with pale skin, long black hair, and pupilless black eyes. When prey (animals or humanoids) approaches, the sp\xc3\xb6kvatten can transform into a cold, clinging mist. \n'b' When hunting animals, the creature can simply envelop its prey in a chill grasp, paralyzing and killing it. Intelligent prey requires more subtlety, and in such cases, the sp\xc3\xb6kvatten can take on the shape of any animal or humanoid \xe2\x80\x93 impersonating an especially impressive target for hunters, a lost child, or an especially attractive individual to draw its quarry closer. \n'b' The sp\xc3\xb6kvatten\xe2\x80\x99s victims are drawn close to the creature\xe2\x80\x99s lair, and if possible, into the icy water where they will be easier to subdue. Slain and frozen victims are consumed later at the sp\xc3\xb6kvatten\xe2\x80\x99s leisure or stored under the cold water for future use.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sporc \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 209 (22d10 + 88) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 2 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 15 \n'b' Languages Abyssal, Orc \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The sporc has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the sporc to sleep . \n'b' Spider Climb . The sporc can climb difficult surfaces, including hanging upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the sporc has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Web Walker . The sporc ignores movement restrictions caused by webbing. \n'b' Wild Swing . When reduced to half their hit points , sporcs begin swinging wildly, fighting with no concern for their own safety. While doing so, they have advantage on their attack rolls and all attacks against them have advantage. \n'b' Void Sight . Magical darkness doesn\xe2\x80\x99t impede the sporc\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The sporc\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' At will : dancing lights , web \n'b' 1/day each : darkness , faerie fire \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sporc makes one Bite attack , and two other attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage. \n'b' Great Axe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Web . Ranged Weapon Attack : +7 to hit, range 100/400 ft. one target. Hit : target is restrained (escaped DC 16). \n'b'\n'b' ABOUT \n'b' Sporcs have the furry lower half of a spider and the muscular torso of a rampaging orc . They have four legs capable of climbing over any surface and four arms capable of wielding a variety of hand weapons. Their facial features are a mixture of spider and orc , with a hog-like snout accentuated by three pairs of eyes that run up its brow. Their powerful lower jaw has a pair of spider mandibles that drip toxic venom.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Dagon, Demon Lord Prince of the Sea \n'b' Family: Demons \n'b' Large fiend (demon lord), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 472 (35d10 + 280) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 25 (+7) DEX: 18 (+4) CON: 27 (+8) INT: 18 (+4) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +16, Wisdom +13, Charisma +12 Skills Athletics +15, History +12, Insight +13, Intimidation +12, Perception +13 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 23 Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal; telepathy 120 ft. Challenge 26 (90,000 XP) \n'b' Special Traits \n'b'\n'b' Special Equipment . Dagon carries Embrace of the Uncaring Sea, a powerful magic trident. \n'b' Innate Spellcasting . Dagon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : cloudkill (works underwater only), control water , create and destroy water, darkness , detect evil and good , detect magic , detect thoughts , magic missile (as the 4th level spell), teleport , telekinesis , tongues , water breathing \n'b' 3/day each : conjure animals (aquatic creatures only), conjure elemental (water elemental only), dispel magic , dominate beast (aquatic creatures only), fear \n'b' 1/day each : confusion , feeblemind , finger of death , hold person , hold monster , lightning bolt , stoneskin , time stop , web , wish \n'b'\n'b' Legendary Resistance (3/day) . If Dagon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Dagon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Dagon\xe2\x80\x99s weapon attacks are magical. \n'b' Unholy Aura . An unholy aura surrounds Dagon out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 21 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened , they are paralyzed . A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Water Mastery . Dagon has advantage on attack rolls, ability checks, and saving throws when even partly immersed in sea water. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Dagon makes three melee weapon attacks. \n'b' Embrace of the Uncaring Sea . Melee or Ranged Weapon Attack : +18 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit : 24 (4d6 + 10) piercing damage, or 28 (4d8 + 10) piercing damage if used with two hands to make a melee attack , plus 17 (5d6) poison damage. If Dagon rolls a natural 19 or 20, the target must make a DC 21 Constitution saving throw or be afflicted by the crushing pressure of the sea. A creature afflicted by this cannot breathe, use verbal components, or take actions or reactions . At the end of each of the target\xe2\x80\x99s turns, it can repeat the saving throw, ending the effect on a success. Magic such as heal can end this affliction early. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 7) slashing damage and target is poisoned until the beginning of Dagon\xe2\x80\x99s next turn. \n'b' Command Aquatic Creature (Recharge 5-6) . One creature with a swim speed that Dagon can see within 120 feet of it hears the telepathic commands of Dagon and must make a DC 21 Wisdom saving throw. On a failed save, the creature is charmed for 24 hours. While charmed , it must follow the orders of Dagon to the best of the target\xe2\x80\x99s ability and it is immune to being charmed or frightened by another effect or spell. A target can repeat the saving throw when it takes damage, ending the effect on a success. \n'b'\n'b' Legendary Actions \n'b' Dagon 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. Dagon regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . If at least halfway submerged in water, Dagon can move up to half its swim speed without provoking opportunity attacks. \n'b' Command Aquatic Creature (Costs 2 Actions) . Dagon uses its Command Aquatic Creature ability, even if it has not recharged. \n'b' Ink Cloud (Costs 3 Actions) . Dagon exhales a 60-foot cone of inky blackness. Underwater it is as black ink, while above water it manifests as a thick cloud, and the area counts as heavily obscured . It remains until dispersed by a strong current or wind (at least 20 miles per hour). Dagon can end this effect on its turn as a bonus action. Creatures who enter or begin their turn in the area must make a successful DC 22 Constitution saving throw or take 18 (4d8) poison damage. \n'b'\n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Dagon can take a lair action to cause one of the following effects; Dagon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Maelstrom . The currents and eddies of the underwater realm Dagon occupies swirl in a maelstrom out to a radius of 100 feet. All creatures in that area, other than Dagon, must make a DC 21 Strength saving throw. On a failed save, the target is moved in a random direction 30 feet. \n'b' Control Temperature . Dagon selects an area of water within 100 feet no larger than a 20-foot sphere and causes it to heat to boiling or cool drastically. Any creature within that area must make a DC 21 Constitution saving throw, taking 27 (6d8) cold or fire damage on a failed save, or half as much on a successful saving throw. \n'b'\n'b' Regional Effects \n'b' The region containing Dagon\xe2\x80\x99s lair is warped by its magic, creating one or more of the following effects: Aquatic Bestiary. Aquatic creatures of all types are drawn to Dagon\xe2\x80\x99s presence; often they are only hostile to non-aquatic creatures. \n'b' Unusual Weather . Once per day, Dagon can control the weather surrounding his lair out to a 6-mile radius. The effect is identical to the control weather spell. \n'b' Adverse Conditions . Within 1 mile of the lair, Celestial creatures find the air or water difficult to breathe and tread. These creatures must make a DC 18 Constitution saving throw whenever they take a long rest . On a failed save, the creature does not benefit from that long rest . \n'b' If Dagon is slain, changed weather reverts to normal as described in the spell, and the other effects fade in 1d10 days. \n'b' About \n'b' This creature has the upper body, arms, and head of a green-skinned humanoid, and the lower torso of a great scaled fish. A thin, almost translucent fin runs the length of his back, and a long mane of black hair falls from his head and down his finned back. His eyes are crimson. \n'b' Dagon is the demon prince of sea creatures. He is worshipped as a deity by legions of sahuagin , locathah, skum, lizardfolk , tritons (those that have accepted the ways of evil), and some merfolk . His Abyssal lair is not unlike the Elemental Plane of Water in that it is composed entirely of water. Pockets of air, though, are rumored to be trapped in invisible \xe2\x80\x9cbubbles\xe2\x80\x9d throughout his lair (so as to allow the non- water breathing demons to exist comfortably). Dagon makes his home in a great underwater iron citadel called Thos located in the deepest recesses of his home plane. \n'b' Dagon appears as a 10-foot-tall merman and weighs about 2,000 pounds. He can move on land using his fists to drag or pull his body but prefers to remain in water whenever possible. \n'b' Dagon prefers to use his trident in battle but can attack with his powerful fists if he so chooses. \n'b' Servants of Dagon \n'b' Followers of Dagon are mermen, locathah, sahuagin , lizardfolk , skum, and evil humanoids that revere the seas and oceans. Devout followers of Dagon are called Scaled Ones and must sign a pact of evil with Dagon.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spore Rat \n'b' Small plant , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 21 (6d6) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 11 (+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 Athletics +0, Perception +5 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Skilled Explorer . The spore rat ignores nonmagical difficult terrain created by plants. The spore rat also has advantage on saving throws against spells and magical effects involving plants. \n'b'\n'b' ACTIONS \n'b'\n'b' Infectious Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. The creature must make a DC 10 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Spore Cloud (2/day) . The spore rat releases a cloud of toxic spores within a five-foot radius. All creatures adjacent to the spore rat must make a DC 10 Constitution saving throw or have its Strength score reduced by 1d4. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b'\n'b' ABOUT \n'b' We were chasing wererats through the sewers when we came upon another pack of giant rats. More of an annoyance than a threat to experienced sewer runners like us, but these were unlike any giant rats we had ever seen. Their fur was more green than brown, and it had an odd texture. They came swarming toward us, and we readied ourselves. As they neared, the rats spurted out clouds of choking spores that filled the narrow sewer. It was close, and we learned not to underestimate rats again. Ult\xc3\xa4r, son of Ult\xc3\xa4r, adventurer\n'b'\n'b' These dog-sized rats are covered in greenish-brown growths that mat to form a fur-like covering. This mat is not fur; it is a colony of dozens of species of fungi and mosses. These colonies give them a distinct advantage when attacking: Their bites inject poison spores into their prey and if threatened, the spore rat can unleash a cloud of choking spores. Spore rats behave much like other giant rats, living in large packs, making nests in forgotten or out-of-the-way places, and opportunistically feeding on anything they find.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Spring-Heeled Jack \n'b' Small fey , chaotic evil \n'b' Armor Class 14 (a dark sense of humor) Hit Points 65 (10d6 + 30) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Deception +4, Nature +4, Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses Darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The spring-heeled jack\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : feather fall , pass without trace \n'b' 1/day : passwall \n'b'\n'b' Stink Eye . If a creature starts its turn within 10 feet of spring-heeled jack and the two of them can see each other, spring-heeled jack can force the creature to make a DC 13 Constitution saving throw if spring-heeled jack isn\xe2\x80\x99t incapacitated . On a failed save, the creature is frightened for 1 minute. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see spring-heeled jack until the start of its next turn, when it can avert its eyes again. If it looks at spring-heeled jack in the meantime, it must immediately make the save. A frightened creature can repeat the saving throw at the end of its turn. If the saving throw is a natural 1 the target also flees until it cannot see spring-heeled jack. It uses its action to Dash at the start of its turn. \n'b' Vault . The spring-heeled jack\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' Bloody Knife . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The spring-heeled jack exhales a 15-foot cone of fire. Each creature in that area must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. On a natural 1 the target takes 12 fire damage and thinks the situation is hilarious and is incapacitated from laughing until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Half fable, half truth, Spring-Heeled Jack is the subject of popular gossip as well as mythic folklore. Often said to be a fiend of unknown origins, the cruel-eyed night terror is infamous for his love of trickery and spontaneous bursts of violence. Those who have seen his visage and lived to tell their story often have scars to prove the authenticity of their account, as Spring-Heeled Jack\xe2\x80\x99s menacing knife is almost as famous as he is. \n'b' By all accounts, Spring-Heeled Jack is a small and roguish-looking man with horns, garbed in tattered vest, cape, and trousers. However odd his clothing may be, it is generally agreed that the sight of his dreadful cape or even the shadow of his hideously quick movements chills the hearts of men. \n'b' Spring-Heeled Jack stands about 4 feet tall and weighs about 80 pounds. \n'b' Cruel Namesake . Spring-Heeled Jack is a cruel being with a mysterious past; the stories of his origin vary wildly, though it is widely thought that he was at one point human, and through some twist of fate or evil transaction lost his humanity in exchange for fiendish powers. The truth, however, is far different, as while the original Spring-Heeled Jack may indeed have been a unique creature, those encountered now represent a whole race of fey creatures related to the quickling that imitate his murderous cruelty. These new jacks are fond of traveling to the Material Plane, where they take to the night and earn a reputation for gruesome killing sprees and a tendency to flee the scene of a crime by leaping onto buildings, like their famous namesake. These heinous crimes usually render a jack one of the most loathed criminals in a particular area, and communities where he is seen act swiftly and with urgency to capture him. Knowing precisely how far he can push the local populace, a spring-heeled jack often disappears for several weeks after a particularly violent crime before revealing himself again.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Springjaw Centipede Swarm \n'b' Medium swarm of small constructs , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 6 (2d4+1) Speed 30 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the swarm can speak its command word to transform one or more of its five centipedes into jaw traps, reducing the swarm\xe2\x80\x99s maximum hit points by 1; or transform one or more jaw traps back into centipede form, increasing the swarm\xe2\x80\x99s maximum hit points by 1. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. \n'b' Jaw Trap . Jaw traps are affixed to the ground by the centipede\xe2\x80\x99s mandibles. When a creature steps on a jaw trap, they must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement speed becomes 0. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. This destroys the trap. Each failed check deals 2 (1d4) piercing damage to the trapped creature. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Small insect. \n'b' Springsteel Chitin . The centipede is designed to pop back together quickly. A creature that is proficient with tinker\xe2\x80\x99s tools, or another springjaw centipede, can use its action to repair a destroyed springjaw centipede in its current form. \n'b' Dull Camouflage . The centipede swarm has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (true form) . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 +1) piercing damage. \n'b'\n'b' ABOUT \n'b' Modeled after the forms of giant centipedes that roam the Under Dark, springjaw centipedes are multipurpose constructs designed by deep gnomes for scouting, hunting, and trapping intruders. \n'b' Constructed with earth-toned metals, springjaw centipedes are able to traverse the cavernous walls and ceilings of the Under Dark undetected, and are a favorite of deep gnome tinkers. \n'b' Three in One . Springjaw centipedes are uniquely designed with the ability to segment their body and mind into three separate constructs. While separated, the tinier components of a springjaw centipede are able to act as hunting traps, using several of its bladelike legs to latch itself firmly in the ground, and laying its body and remaining legs flat in wait for any unwary creatures to stumble onto its hidden form. \n'b' Though unintentional, these traps often act as alarms as well, as creatures that find themselves trapped by a springjaw usually can\xe2\x80\x99t help but cry out in pain and surprise. When the separate sections of a springjaw rejoin, their minds integrate, giving the whole construct the memories of each of its component parts. \n'b' Springjaw Minefields . Drow and duergar hunters in the Under Dark have been known to seek out and deactivate springjaw traps to use for their own purposes. Hazardous \xe2\x80\x9cminefields\xe2\x80\x9d of springjaw traps can often be found around the prisons and slave pens of duergar and drow . Adventurers should be wary; where one springjaw trap is found, many more may be concealed nearby.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Springjaw Doll \n'b' Small construct , unaligned \n'b' Armor Class 11 Hit Points 13 (3d6 + 3) Speed 25 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The doll doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the doll remains motionless, it is indistinguishable from a normal doll. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the doll can\xe2\x80\x99t bite a different creature. \n'b' Finger Bolts . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Turn the Screw . One creature grappled by the doll takes 3 (1d4 + 1) piercing damage. The doll then makes a finger bolts attack against the creature as a melee attack with a reach of 5 feet. \n'b'\n'b' REACTIONS \n'b'\n'b' Wind-Up Scream (1/Day) . When the doll is hit with a melee attack , it lets loose a shrill, mechanical screech to alert its master of dangerous intruders. The screech is audible within 300 feet. Each creature within 5 feet of the doll must succeed on a DC 15 Constitution save or be deafened until the end of the doll\xe2\x80\x99s next turn. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Springjaw dolls have no treasure on their own, but they are often used to guard the treasures of their creators. Once disabled, a springjaw doll itself makes a fine prize for a burglar who knows how to rewind and reprogram the complex toy. \n'b' A springjaw doll appears to be nothing more than a finely made porcelain doll standing about 2-1/2 feet tall and weighing 20 pounds. Underneath its innocent exterior, however, the doll hides a complex structure of heavy clockwork machinery. When a springjaw doll attacks, its face splits open, revealing terrifying metallic jaws capable of clamping down and rending flesh. \n'b' Tinkers and toymakers construct springjaw dolls to guard their shops and domiciles. Most people don\xe2\x80\x99t even realize that these unassuming dolls are fierce and even sometimes deadly-wardens. Like other clockwork creatures, upon its creation a springjaw doll can be programmed to perform a small selection of actions or a specific routine. A particularly talented or haughty engineer might craft a springjaw doll for a purpose as menial as cracking walnuts; while springjaw dolls have no will or personality of their own, dolls created to perform such inglorious drudgery nevertheless have a peculiar tendency to nip at their master\xe2\x80\x99s fingers a little more often than can be attributed to pure chance. \n'b' Every springjaw doll looks different depending on the whims of its creator, but some dolls have vastly different abilities than the one presented here. Such dolls might fire bolts of electricity out their fingers (in which case they lack weakness to electricity), while others might instead breathe oil and fire. Larger variants of springjaw dolls also exist; such human-sized dolls might be mistaken for wax sculptures, lifelike mannequins, or common dressmakers\xe2\x80\x99 dummies to better surprise would-be thieves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sprite \n'b' Tiny fey , neutral good \n'b' Armor Class 15 (leather armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Senses passive Perception 13 Languages Common, Elvish, Sylvan Challenge 1/4 (50 XP) \n'b' Actions \n'b' Longsword : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' Shortbow : Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' Heart Sight : The sprite touches a creature and magically knows the creature\xe2\x80\x99s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature\xe2\x80\x99s alignment. Celestials, fiends, and undead automatically fail the saving throw. \n'b' Invisibility : The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. \n'b' About \n'b' This lithe, diminutive creature looks like a humanoid with wispy, mothlike wings and long, thin ears. \n'b' Familiar . This creature is an option for spellcasters using the find familiar spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sprite Knight \n'b' Tiny fey , neutral good \n'b' Armor Class 16 (studded leather) Hit Points 10 (4d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 18 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses passive Perception 14 Languages Sylvan, Common, Elvish Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The sprite knight\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The sprite knight can innately cast the following spells, requiring no components.\n'b'\n'b' At will : druidcraft, faerie fire \n'b' 1/day : charm person , fog cloud , mirror image \n'b'\n'b' Actions \n'b' Multiattack . The sprite knight makes two attacks. \n'b' Longsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 7 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an additional action to shake it awake. \n'b' Heart Sight . The sprite knight touches a creature and magically knows the creature\xe2\x80\x99s current emotional state. If the target fails a DC 13 Charisma saving throw, the sprite knight also knows the creature\xe2\x80\x99s alignment. Celestials, fiends, and undead automatically fail the saving throw. \n'b' Invisibility . The sprite knight magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite knight wears or carries is invisible with it. \n'b' About \n'b' The sprite knight is the elite warrior of the sprite community. They are loyal to the Seelie Court and serve Titania and Oberon. Like other sprites, they make their homes in trees, toadstools, flowers, glades, and treants. Aggressive and tough for their size, these fey creatures can be a handful. \n'b' Proud Protectors . Sprite knights are the first of the sprites to confront intruders in their territory. These tiny fey defend their homes with swords and poisoned arrows. Like other sprites, they can also turn invisible. \n'b' Judges of the Heart . All sprites are very perceptive and can sense a creature\xe2\x80\x99s alignment and emotions. The sprite knight is no exception and allies itself with other good creatures.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sprite Thief \n'b' Tiny fey , chaotic evil \n'b' Armor Class 15 Hit Points 5 (2d4) Speed 10 ft., fly 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7, Survival +4 Senses passive Perception 14 Languages Common, Elvish, Sylvan, thieves\xe2\x80\x99 cant Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Cunning Action . On each of its turns, the sprite can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Magic Resistance . The sprite has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 slashing damage plus 2 poison damage. \n'b' Shortbow . Ranged Weapon Attack : +7 to hit, range 40/160 ft., one target. Hit : 1 piercing damage plus 2 poison damage. \n'b' Invisibility . The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. \n'b' About \n'b' One of the most challenging kind of rogues to deal with is the sprite thief. Unlike the good-aligned sprites, these fey rascals can be a handful. They are known to cause all kinds of trouble. Tavern owners often have to go to extraordinary lengths to get rid of these fey from their establishments. \n'b' A trickster arch fey has given these fey the power to resist some magic. This boon had made these tiny creatures even more difficult to deal with. \n'b' Aggressive Fey . Sprite thieves are bold and don\xe2\x80\x99t shy away from conflict. However, they are quick to turn invisible and fly away if they need to. They won\xe2\x80\x99t think twice about bullying small and tiny creatures. \n'b' Greedy Hearts . Their twisted hearts desire gold and jewels above all else. They make hidden hideouts in the roofs of warehouses and other out-of-the-way locations. \n'b' Guild Member . Sprite thieves will often join the Thieves\xe2\x80\x99 Guild and have good reputations with this sort of faction. Their skills can be very useful to criminal organizations, especially when working as part of a team.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bebilith \n'b' Huge fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 187 (15d12 + 90) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 23 (+6) INT: 10 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +10 Skills Perception +5, Stealth +5 Damage Resistances acid, lightning Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Telepathy 120 ft. (Abyssal only) Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Keen Smell . A bebilith has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The bebilith has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . A bebilith\xe2\x80\x99s weapon attacks are magical. \n'b' Rend Armor . When a bebilith hits a creature wearing nonmagical armor or carrying a shield with both claw attacks in the same round, the armor or shield takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A damaged shield or suit of armor can be repaired by a blacksmith. \n'b' Actions \n'b' Multiattack . A bebilith makes three attacks: one with its bite and two with its claws \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 18 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease. If the saving throw fails, the target takes 22 (4d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. \n'b' Claws . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 22 (3d8 + 9) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Squirrel \n'b' Tiny beast , unaligned \n'b' Armor Class : 10 Hit Points 1 (1d4-1) Speed : 30 ft., climb 30 ft.\n'b' STATS STR: 2 (-4) DEX: 13 (+1) CON: 9 (-1) INT: 2 (-4) WIS: 10 (0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Acrobatics +5, Perception +5, Stealth +4 Senses : darkvision 30 ft., passive Perception 15 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b' Dexterous : Squirrels have advantage on all dexterity saves. \n'b' Scent : Squirrels have advantage on all wisdom checks related to their sense of smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' A species of rodent found in almost any clime or terrain. These statistics can be used for gray squirrels, ground squirrels, chipmunks, woodchucks, prairie dogs, and marmots (among others). \n'b' Flying Squirrels \n'b' Flying squirrels use the same statistics as regular squirrels, but have a glide speed of 30 ft. in addition to ground and climbing. Using their wing flaps, flying squirrels can glide at a ratio of 2 feet horizontally for every 1 foot vertically. In other words, a flying squirrel which starts out 50 feet above the ground can glide to a distance 100 feet before touching ground. While gliding, a flying squirrel cannot take any other action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord of Apes \n'b' Family: Demons \n'b' Gargantuan fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 370 (20d20 + 160) Speed 60 ft., climb 60 ft.\n'b' STATS STR: 29 (+9) DEX: 19 (+4) CON: 27 (+8) INT: 18 (+4) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +17, Dex + 12, Wis +12 Skills Arcana +12, Insight +12, Intimidate +14, Perception +12, Religion +12 Damage Vulnerabilities cold Damage Immunities acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , frightened , poisoned , stunned Senses truesight 120 ft., passive Perception 22 Languages Celestial, Common, Draconic, Infernal, Primordial, telepathy 300 ft. Challenge 27 (105,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (4/Day) . If the Demon Lord of Apes fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The Demon Lord of Apes has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Demon Lord of Apes\xe2\x80\x99s weapon attacks are magical. \n'b' Diseased Ichor . Every time the Demon Lord of Apes takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by the Demon Lord of Apes\xe2\x80\x99s Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Innate Spellcasting . The Demon Lord of Apes\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The Demon Lord of Apes can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dispel magic , fireball , hold monster , wall of fire \n'b' 3/day each : fire storm , power word stun \n'b' 1/day each : meteor swarm , power word kill \n'b'\n'b' Speak with Apes . The Demon Lord of Apes can communicate simple concepts to apes. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Demon Lord of Apes uses its Frightful Presence and makes one bite attack and two with claw attacks. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 20 (2d10 + 9) slashing damage. If the Demon Lord of Apes scores a critical hit, it rolls damage dice three times instead of twice. \n'b' Immolating Breath (Recharge 5-6) . The Demon Lord of Apes exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. \n'b' Immolating Corona . The Demon Lord of Apes\xe2\x80\x99s fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of the Demon Lord of Apes take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet. \n'b' Frightful Presence . Each creature of the Demon Lord of Apes\xe2\x80\x99s choice that is within 120 feet of the Demon Lord of Apes and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 Demon Lord of Apes\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of Apes 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 Demon Lord of Apes regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The Demon Lord of Apes moves up to half its speed, using any move it wishes. \n'b' Burn from Inside . The Demon Lord of Apes targets a creature within 120 feet that has the Demon Lord of Apes\xe2\x80\x99s Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach. \n'b' Spell (Costs 2 Actions) . The Demon Lord of Apes casts a spell. Can\xe2\x80\x99t be used twice in the same round. \n'b' Fiery Corona (Costs 2 Actions) . The Demon Lord of Apes uses Immolating Corona. Can\xe2\x80\x99t be used twice in the same round. \n'b'\n'b' Lair \n'b' The Demon Lord of Apes is trapped within the volcano in its island prison. Imprisonment hasn\xe2\x80\x99t prevented the Demon Lord of Apes from mustering an army and turning its confinement into a nightmarish bastion. If the Demon Lord of Apes is encountered in its lair, it has a challenge rating of 28 (120,000 XP). \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Demon Lord of Apes takes a lair action to cause one of the following effects. The Demon Lord of Apes can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' The Demon Lord of Apes targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target\xe2\x80\x99s feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage. \n'b' The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone . All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round. \n'b' Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the Demon Lord of Apes can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured . It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated. \n'b' The pain of all creatures other than demons within 120 feet of the Demon Lord of Apes is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' The Demon Lord of Apes can\xe2\x80\x99t repeat an effect until all have been used, and it can\xe2\x80\x99t use the same effect two rounds in a row. \n'b' Regional Effects \n'b' The region containing the Demon Lord of Apes\xe2\x80\x99s lair is warped by its presence, which creates one or more of the following effects. \n'b'\n'b' The Demon Lord of Apes can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano\xe2\x80\x99s cone. \n'b' When intelligent creatures within 6 miles sleep, they dream with The Demon Lord of Apes. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join the Demon Lord of Apes\xe2\x80\x99s cult. \n'b' Water within 1 mile of the lair carries the Demon Lord of Apes\xe2\x80\x99s Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'\n'b' When the Demon Lord of Apes dies, all these regional effects fade immediately.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Squirrel \n'b' Tiny beast (ozbeast), neutral \n'b' Armor Class 10 Hit Points 9 (6d4 \xe2\x80\x93 6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 9 (-1) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +2 Senses passive Perception 15 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Keen Smell . The squirrel has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The squirrel king has advantage on an attack roll against a creature if at least one of the squirrel king\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This squirrel is wearing a crown! Like other beasts in Faerie, squirrels are intelligent and have a king. They do not take kindly to anyone eating their nuts and are not above tying up those who cross them. \n'b' Squirrel nobles are identified by their crowns. They speak on behalf of all squirrels in their forest. \n'b' When roused to anger, squirrels can form into a swarm that is capable of significant harm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Squirrel Swarm \n'b' Medium swarm of Tiny beasts (ozbeast), neutral \n'b' Armor Class 10 Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 9 (-1) DEX: 11 (+0) CON: 9 (-1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Skills Perception +2, Stealth +2 Senses passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The squirrel has advantage on Wisdom ( Perception ) checks that rely on smell. \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 squirrel. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +2 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer and the target is grappled (escape DC 10). \n'b' Nuts . Ranged Weapon Attack : +2 to hit, range 10 ft., one target. Hit : 5 (2d4) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' This squirrel is wearing a crown! Like other beasts in Faerie, squirrels are intelligent and have a king. They do not take kindly to anyone eating their nuts and are not above tying up those who cross them. \n'b' Squirrel nobles are identified by their crowns. They speak on behalf of all squirrels in their forest. \n'b' When roused to anger, squirrels can form into a swarm that is capable of significant harm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Srin-Po \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +4, Intimidation +7, Persuasion +7 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shield of Dread . When the srin-po causes a creature to become frightened , it regains 5 temporary hit points . \n'b' Sunlight Sensitivity . While in sunlight, the srin-po has disadvantage on attack rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The srin-po makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and the target\xe2\x80\x99s Wisdom is reduced by 1d4. The target becomes unconscious if this reduces its Wisdom to 0, and can\xe2\x80\x99t be awoken until it regains at least 1 point of Wisdom. A target reduced to 0 Wisdom regains 1 point of Wisdom in 1d4 hours. Otherwise, the reduction lasts until the target finishes a long or short rest. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage and the target must succeed on a DC 15 Wisdom saving throw or become frightened . If the creature is already frightened , it becomes paralyzed ; and if it is already paralyzed it drops to 0 hit points and is dying. A frightened or paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The srin-po are a class of undead often referred to as ghoul aristocrats. The association with ghouls is incorrect, as srin-po are actually a unique form of undead, created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried. From this the srin-po is born, the now undead noble literally digging out of their grave with their bare hands. A srin-po stands 7 feet tall, and weighs around 230 pounds. \n'b' Terror in the Dark . For the rest of its existence, the srin-po thrives on the dread of others, making short sojourns to the surface in order to punish those whose race it once belonged to. By the time they make these journeys, the srin-po has developed a strong aversion to sunlight, ensuring their attacks occur at night. These undead take malign strength from watching others fall to their fearful touch. \n'b' Twisted Society . When not engaged in acts of murder, the srin-po enjoy academic and social retreats. Srin-po, unlike other undead, form social groups, where they discuss topics from their respective former lives. Many bring captured living cattle to these events, the undead nobles feasting on the fear and flesh of their captives as a true noble might slowly sip at a wine.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ssadar \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Ignan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kinship with Fire . When the ssadar is subjected to fire damage, it takes no damage and instead has advantage on melee attack rolls until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ssadar makes two attacks: one with its bite and one with its longsword. Alternatively, it can use Spit Fire twice. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Spit Fire . Ranged Weapon Attack : +4 to hit, range 60 ft., one target. Hit : 7 (2d6) 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 2 (1d4) fire damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' This bipedal reptilian creature has scales of gold that turn to red in the shadow. It has clawed hands but wields a sword. \n'b' Its breath smells of brimstone, and a hint of smoke can be seen escaping through its nostrils. \n'b' Jungle Dwellers . The ssadar dwell in the jungle and rarely travel to other climates. \n'b' They prefer the heat, the moisture, and the cover provided by the jungle foliage, though they are capable of surviving in the desert. They live in small cities, usually at the base of mountains near abundant water sources, and they closely monitor the surrounding regions to make sure that non-ssadar are not attempting to approach. Those who make their way toward-or, more rarely, into-their cities are attacked. If captured, intruders are usually sacrificed to their evil lizard gods. \n'b' Pyramid Builders . The ssadar are builders of terraced pyramids with engravings of dragons and their lizard gods. \n'b' These are temples where they congregate, worship, and perform ritual sacrifices. Most of their cities are built around these magnificent structures, though abandoned pyramids can also be found in the trackless depths of the jungle. The entrance to these structures is at the top, and each of them contains a multi-level labyrinth of chambers inside. \n'b' One with Fire . Ssadars have an affinity for fire and hold beings of fire in high esteem. Ssadar priests bless ssadar warriors by imbuing them with fire before sending them into battle. A non-ssadar fire-wielder who enters a ssadar city might earn enough respect from the ssadar to be sacrificed last or in a grander ritual to the greatest of their gods.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stained Glass Knight, Greater \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, fire, piercing, slashing Damage Immunities acid, cold, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Crystal Construction . The stained glass knight\xe2\x80\x99s blade is part of its body, and cannot be disarmed or damaged separately. Cold damage does not harm the stained glass knight, but removes its resistance to slashing and piercing for one round. Thunder damage removes its resistance to slashing and piercing damage as well. \n'b' False Appearance . The stained glass knight can embed itself into a stained glass window large enough to hold it. While an embedded stained glass knight remains motionless, it is indistinguishable from an inanimate window. \n'b' Shards . The stained glass knight is comprised of innumerable pieces of enchanted glass, honed to magical sharpness. Creatures striking the stained glass knight with a natural weapon, unarmed strike, or spell attack with a range of touch, suffers 3 (1d6) points of slashing damage. \n'b'\n'b' Actions \n'b'\n'b' Glass Blade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b'\n'b' About \n'b' These animate artworks are created to guard castle and cathedral alike, as beautiful as they are deadly to those who would stand against them or try their hand in battle against them. They stand silent sentinel over monasteries and chapels, ready to leap forth at their creator\xe2\x80\x99s command or when intruders would desecrate the holy places. \n'b' The exact appearance of a stained glass knight varies greatly depending on the faith of those creating them, but typically appears garbed in the sacred vestments and armamentarium of their religion.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stained Glass Knight, Lesser \n'b' Medium construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 51 (6d8 + 24) Speed 30 ft.\n'b' STATS STR: 15 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, fire, piercing, slashing Damage Immunities acid, cold, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Crystal Construction . The stained glass knight\xe2\x80\x99s blade is part of its body, and cannot be disarmed or damaged separately. Cold damage does not harm the stained glass knight, but removes its resistance to slashing and piercing for one round. Thunder damage removes its resistance to slashing and piercing damage as well. \n'b' False Appearance . The stained glass knight can embed itself into a stained glass window large enough to hold it. While an embedded stained glass knight remains motionless, it is indistinguishable from an inanimate window. \n'b' Shards . The stained glass knight is comprised of innumerable pieces of enchanted glass, honed to magical sharpness. Creatures striking the stained glass knight with a natural weapon, unarmed strike, or spell attack with a range of touch, suffers 3 (1d6) points of slashing damage. \n'b'\n'b' Actions \n'b'\n'b' Glass Blade . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b'\n'b' About \n'b' These animate artworks are created to guard castle and cathedral alike, as beautiful as they are deadly to those who would stand against them or try their hand in battle against them. They stand silent sentinel over monasteries and chapels, ready to leap forth at their creator\xe2\x80\x99s command or when intruders would desecrate the holy places. \n'b' The exact appearance of a stained glass knight varies greatly depending on the faith of those creating them, but typically appears garbed in the sacred vestments and armamentarium of their religion.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stained-glass Moth \n'b' Small construct , unaligned \n'b' Armor Class 12 Hit Points 45 (6d6 + 24) Speed 20 ft., climb 20 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Vulnerabilities bludgeoning, thunder Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The stained-glass moth doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the stained-glass moth remains motionless against a window, wall, or ceiling, it is indistinguishable from an ordinary stained-glass window or artwork. \n'b' Flyby . The stained-glass moth doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immutable Form . The stained-glass moth is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The stained-glass moth has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stained-glass moth uses Blessed Wings. It then makes two Wing Slice or Radiant Wing attacks. \n'b' Wing Slice . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Radiant Wing . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 6 (1d8 + 2) radiant damage. \n'b' Blessed Wings . The stained-glass moth marks one creature it can see within 30 feet of it with holy power. If the target is a hostile creature, the next attack roll made against the target before the start of the moth\xe2\x80\x99s next turn has advantage. If the target is a friendly creature, it gains a +2 bonus to AC until the start of the moth\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The afternoon\xe2\x80\x99s warmth cascades through the church windows to light up the narthex with brilliant hues of red, blue, and purple from the ornamental windows. Several of the beams of vibrant light flicker and then shift entirely as an entire window seems to flutter of its own accord, swooping across the room. \n'b' Stained-glass moths are clockwork constructs created to protect places of worship. Delicate, beautiful, and designed to blend in with chapel artwork like stained glass, these moths brighten their cathedrals during the day and offer protection at night, aiding the priests in the defense of the temple. \n'b' Symbols of Faith . The wings of a stained-glass moth are beautiful depictions of persons or scenes specific to the faiths of the holy places they protect, and no two moths appear the same. For temples and churches with more than one stained-glass moth, the acolytes and young priests to refer to the moths by the names of the saints, relics, or festivals their wings depict, though elder priests discourage this practice to avoid newcomers to the faith conflating scripture and temple dressing. Particularly old stained-glass moths sometimes develop quirks or personality traits based on the expected or described behaviors of their namesakes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stalker Walker \n'b' Large fey , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 25 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Fey Ancestry . The stalker walker has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Magic Resistance . The stalker walker has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The stalker walker makes two attacks. \n'b' Unarmed . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the stalker walker can only grapple one more target. If this attack is a critical hit, the target also can\xe2\x80\x99t breathe or speak until the grapple ends. \n'b' About \n'b' Watching the market from high above are a group of strange fey. They have incredibly long arms and legs and conduct their surveillance from a lofty height. Stalker walkers are hired by merchants to watch their market stalls or stores. Greed motivates these monsters; they will do anything for gold or a delicious meal. \n'b' Sizeable Sentinels . They are very tall and can observe much of what is going on in the streets. If they need to, they can suddenly reach down with their long arms and deal with pickpockets and other criminals. \n'b' View from the Top . Stalker walkers will patrol markets and crane their long necks to observe the action. The slums are often so chaotic many creatures won\xe2\x80\x99t even look up and notice the odd monsters.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bedlam \n'b' Large aberration , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 112 (15d10 + 30) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 15 (+2) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities petrification Senses darkvision 60 ft., passive Perception 12 Languages Common, choice of two others Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Chaotic Resonance . The bedlam emanates an aura of pure chaos. The aura deals 7 (2d6) psychic damage to any creature that ends its turn within 30 feet of the bedlam. Creatures attempting to cast a spell or use a magic item in this area have a 50% chance of the spell fizzling or the item not functioning. Creatures that are chaotic in nature ignore the effect of the bedlam\xe2\x80\x99s chaotic resonance. \n'b' Magic Resistance . The bedlam has advantage on saving throws against spells and other magic effects. \n'b' Sense Law . The bedlam can sense the presence and location of any creature within 120 feet of it that is lawfully aligned, regardless of interposing barriers, unless the creature is protected by a spell such as nondetection . \n'b' Actions \n'b' Multiattack . The bedlam makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Chaos Burst (Recharge 5-6) . The bedlam releases a burst of crackling gray energy in a 20-foot radius. Creatures in this area must make a DC 14 Wisdom saving throw, taking 22 (5d8) psychic damage on a failed save, and half as much damage on a successful one. Creatures that are chaotic in nature ignore the bedlam\xe2\x80\x99s chaos burst. \n'b' About \n'b' This creature has no set form. Before your eyes, it seems to shift from a vaguely humanoid form with yellow eyes and no other discernible facial features to a swirling mass of grayish-black crackling matter. \n'b' In its latter form, blue-gray energy arcs and dances through its form, making it resemble a thundercloud shot through with lightning. It seems to constantly alter its form as if it has no control over it. \n'b' A bedlam has no control over its form, but its ever-shifting form does not hamper its abilities in combat. It is a semi-amorphous, nearly vaporous creature composed of pure chaos that makes its lair in areas tainted with strong concentration of chaotic energies, such as temples to chaotic gods or areas that were once lawfully aligned but have been poisoned by the effects of chaos. Bedlams are sometimes employed by chaotic wizards or clerics to guard a particular area. Being intelligent, the bedlam strikes a deal with said employer so that it benefits from the bargain as well. Such deals never last long as the bedlam is an unstable and erratic creature, given to flights of fancy. A bedlam enjoys chaos and seeks to spread it wherever it goes. \n'b' Bedlams seek to induce chaos and destroy or weaken law with every move. Since it continuously detects law, it uses this ability to discern whether or not those it encounters are of a lawful nature or not. Nonlawful creatures are generally just subjected to one or two chaotic bursts before the creature moves on. If lawful creatures are present, the bedlam unleashes a chaotic burst and moves to melee, forming two limbs from its chaotic mass which it uses to pound its opponents.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord of Bats and Fire \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 537 (43d10 + 301) Speed 30 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 22 (+6) CON: 25 (+7) INT: 12 (+1) WIS: 22 (+6) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Con +14, Wis +13, Cha +14 Skills Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13 Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison, thunder Damage Vulnerabilities cold Condition Immunities charmed , deafened , frightened , paralyzed , petrified , poisoned , stunned Senses blindsight 120 ft., darkvision 40 ft., passive Perception 23 Languages Common, Derro, Draconic, Dwarvish, Infernal, Kobold, Primordial, +3 additional; telepathy 300 ft. Challenge 22 (62,000 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . The Demon Lord of Bats and Fire can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn\xe2\x80\x99t transformed. Either form turns into a pile of greasy ash if destroyed. \n'b' Echolocation . The Demon Lord of Bats and Fire can\xe2\x80\x99t use his blindsight while deafened . \n'b' Keen Hearing . The Demon Lord of Bats and Fire has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Gift of Vampirism . The Demon Lord of Bats and Fire may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by The Demon Lord of Bats and Fire until such time as he sees fit to grant them free will. The Demon Lord of Bats and Fire may have no more than ten enslaved vampires at any given time. \n'b' Heat Mantle . The Demon Lord of Bats and Fire is infused with the heart of volcanoes. A creature who strikes The Demon Lord of Bats and Fire with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically. \n'b' Innate Spellcasting . The Demon Lord of Bats and Fire\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , detect evil and good , dispel magic , plane shift , shapechange , telekinesis , teleport \n'b' 3/day : banishment , haste , symbol \n'b' 1/day : earthquake \n'b'\n'b' Magic Resistance . The Demon Lord of Bats and Fire has advantage on saving throws against spells and other magical effects. \n'b' Summon Bats (1/Day) . The Demon Lord of Bats and Fire can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour. \n'b' Summon Demons (1/Day) . The Demon Lord of Bats and Fire can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Demon Lord of Bats and Fire makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or take 1d4 Strength damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or take 1d4 Strength damage. \n'b' Fire Breath (Recharge 5-6) . The Demon Lord of Bats and Fire can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) fire damage and 1d4 Constitution damage, or one-half fire damage and no Constitution damage with a successful DC 22 Dexterity saving throw. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of Bats and Fire 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 Demon Lord of Bats and Fire regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The Demon Lord of Bats and Fire makes a Wisdom ( Perception ) check. \n'b' Wing Attack (Costs 2 Actions) . The Demon Lord of Bats and Fire beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. The Demon Lord of Bats and Fire can then fly up to half his flying speed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star Blight \n'b' Medium ooze , chaotic evil \n'b' Armor Class 17 Hit Points 310 (23d8 + 189) Speed 30 ft., climb 30 ft., fly 90 ft.\n'b' STATS STR: 24 (+7) DEX: 24 (+7) CON: 28 (+9) INT: 17 (+3) WIS: 19 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, poison Condition Immunities blinded , charmed , deafened , frightened , grappled , paralyzed , poisoned , prone , stunned , unconscious Senses blindsight 120 ft. (blind beyond this radius), Passive Perception 14 Languages Common, Deep Speech; telepathy (within its cursed domain only) Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cursed Domain . Once per year, the star blight can concentrate for 1 hour to transform a 5-mile-radius area into a domain of evil for 20 days. The epicenter of this domain can be identified via a detect evil and good spell. The epicenter of the blight\xe2\x80\x99s domain may be targeted by a remove curse spell to suppress this affliction for five hours. When the blight\xe2\x80\x99s domain is suppressed, it must succeed on a Wisdom saving throw, with a DC equal to the caster\xe2\x80\x99s spell saving throw DC, or have disadvantage on all attack rolls, saving throws, and ability checks for the duration of the suppression. If the epicenter of its cursed domain is a spacecraft, its domain moves with the craft and permeates all of its inner compartments. Distance Distortion. Gravity and light distort around the star blight. The star blight is lightly obscured to adjacent creatures and heavily obscured to all other creatures. This ability has no effect on creatures with truesight. In addition, creatures within the blight\xe2\x80\x99s cursed domain have disadvantage on skill checks made to navigate and pilot. \n'b' Rejuvenation . If the star blight is slain in its cursed domain, a new star blight spontaneously forms in 1d10 days at the epicenter of the slain blight\xe2\x80\x99s cursed domain unless the blight\xe2\x80\x99s corpse is targeted with a remove curse spell. \n'b' Starflight . The star blight can survive in the void of outer space and fly at incredible speed. Although exact travel times vary, a trip within a single solar system takes 3d20 hours, while a trip beyond takes 3d20 days. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The star blight makes four slam attacks. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage and 10 (3d6) cold damage, and creatures that are not immune to cold damage must make a DC 18 Constitution saving throw. On a failed save, the target loses any resistance it has to cold damage for 1 round and becomes stunned for 1d6 rounds. On a success, the target is instead poisoned for 1 round. \n'b' Exotic Radiation Burst (3/Day) . Creatures within the blight\xe2\x80\x99s cursed domain must make a DC 18 Constitution saving throw, reducing a random ability score (d6 roll: 1- Strength , 2- Dexterity , 3- Constitution , 4- Intelligence , 5- Wisdom , 6- Charisma ) on a failure. Creatures adjacent to the blight have this ability score reduced by 2d4, creatures within 30 feet have this ability score reduced by 1d4, and all other creatures in the blight\xe2\x80\x99s cursed domain reduce this ability score by 1. A successful save halves this reduction (minimum 0). A creature dies if this reduces one of its ability scores to 0. Otherwise, this reduction lasts until the creature finishes a short or long rest. Alternatively, the blight can damage objects with this radiation, dealing 70 (20d6) points of damage to objects not being worn or carried within 10 feet, and 35 (10d6) points of damage to objects not being worn or carried further than 10 feet away but within 60 feet. This damage bypasses any damage threshold an object may possess. \n'b' Spore jet . When an enemy scores a critical hit with a piercing or slashing weapon against it, the sky spore can use its floating spores ability as a reaction even if it has not recharged. \n'b'\n'b' ABOUT \n'b' A star blight is an amorphous mass of inky blackness holding within it a tapestry of stars, many of which look like glowing red eyes. Only when it moves does it betray its nature as an autonomous being, a type of sentient ooze that once dwelt upon impossibly tall mountains on nearly airless worlds drinking in cosmic radiation and eldritch rays, when their attention was drawn by civilizations wandering the stars. The blights followed the curious travelers to their new homes and attached themselves to popular spaceways. Along the way, they consumed ambient energies thrown off by a multitude of stars and even devoured decaying stars. While they require a portion of this energy to sustain themselves, they keep most of it in reserve, so they can breach ships or harm creatures. They find most humanoids easy prey when separated from their vessels and equipment and delight in toying with their exposed victims, against which they enjoy considerable advantages. The blights make space travel more difficult by bending light and gravity in strange ways, fooling sensors and physical observation alike. Star blights measure 7 feet in diameter and weigh 300 pounds. \n'b' Born in the heart of a supernova, sometimes the formation of a neutron star is accompanied by the birth of a kindred fey spirit. Supermassive singularities, also called living singularities by some races, appear as a glowing ball of silver light less than a meter across. Supermassive singularities can perceive and manipulate energy along a wide range of the electromagnetic spectrum allowing them to affect light, electricity, gravity, magnetic fields and even x-rays. Emitting deadly bursts of x-rays are the supermassive singularity\xe2\x80\x99s primary means of defense, but other favorite tactics include slowing foes with gravity wells and disarming foes with ranged x-ray pulses within an active magnetic field. \n'b' Singular Pride . While not always malicious, supermassive singularities have the arrogance typical of most powerful fey and they have absolutely no concern for the consequences their actions have on \xe2\x80\x9clesser\xe2\x80\x9d mortal creatures that they encounter. However, there is at least one account of a crew of shipwrecked survivors appeasing a supermassive singularity with lavish gifts in exchange for it using its abilities to return them to an inhabited world.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star Incarnate \n'b' Huge celestial , lawful good \n'b' Armor Class 22 (natural armor) Hit Points 261 (18d12 + 144) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 26 (+8) INT: 29 (+9) WIS: 29 (+9) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +16, Wisdom +16, Charisma +16 Skills Arcana +16, History +16, Nature +16, Perception +16, Religion +16 Damage Resistances cold, fire, lightning, thunder Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 26 Languages all, telepathy 120 ft. Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The star incarnate\xe2\x80\x99s attacks are magical and it has advantage on attack rolls against evil-aligned creatures. When it hits a creature with any weapon, the weapon deals an extra 2d8 fire damage and 2d8 radiant damage (included in the attack ). \n'b' Celestial Arcana (7/Day) . The star incarnate can cast any spell of 8th level or lower requiring no components. The spell\xe2\x80\x99s casting time must be equal to or shorter than 1 action, and the spellcasting ability for such spells is Charisma . \n'b' Celestial Recall . The star incarnate perfectly remembers the life of all mortals. \n'b' Fate Curse . The star incarnate can curse a creature within 100 feet of it as a bonus action. For 1 minute, the cursed creature has disadvantage on ability checks, attack rolls, and saving throws. \n'b' Immutable Form . The star incarnate is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The star incarnate has advantage on saving throws against spells and other magical effects. \n'b' Starfall . When the star incarnate drops below 150 hit points , stars start to fall and hit its enemies. At the start of each of the star incarnate\xe2\x80\x99s turns, each enemy in a 120-foot radius must succeed on a DC 23 Dexterity saving throw or take 21 (8d6) radiant damage. This is not a magical effect. \n'b'\n'b' ACTIONS \n'b'\n'b' +3 Morningstar of Skies . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 23 (3d8 + 10) piercing damage plus 9 (2d8) fire and 9 (2d8) radiant damage. \n'b' Starray . Ranged Spell Attack : +16 to hit, range 100/300 ft., one target. Hit : 35 (3d12 + 16) radiant damage. \n'b'\n'b' ABOUT \n'b' A star incarnate is the incarnation of all the stars that decorate the night sky. As the brightest lights shining in the dark sky, they act as the greatest emissaries of deities of fate, and the forces of good. \n'b' Celestial Quest Giver . A star incarnate rarely interferes by challenging villains itself. It mostly observes mortals and twists their fates so that they can intervene when a danger arises. It can deliver a message to a champion in the form of visions, make sure that the future members of an adventuring party are all in a particular tavern at a specific time, or create heroes out of ordinary mortals. \n'b' Divine Creation . A star incarnate doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Keeper of Fate . While seers use stars to uncover the future\xe2\x80\x99s secrets, the future is known to a star incarnate. As a being created by the will of stars, a star incarnate can see one year into the future. However, one should keep in mind; the future can change. \n'b' The Brightest Ally, the Darkest Enemy . Some believe that the star incarnates hold back the darkness we see in the night, and protect the fate of mortals. Although they are rarely seen in action, even their presence alone bolsters their allies, while their spells and mighty morningstar destroy foes in a blink of an eye.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star Spawn of Cthulhu \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 212 (17d10 + 119) Speed 30 ft., swim 30 ft., fly 50 ft.\n'b' STATS STR: 25 (+7) DEX: 15 (+2) CON: 24 (+7) INT: 30 (+10) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +12, Wis +9 Skills Arcana +15, Perception +14 Damage Resistances bludgeoning, piercing, slashing Damage Immunities cold, fire, lightning, poison, psychic Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 300 ft., passive Perception 24 Languages Abyssal, Common, Void Speech Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Psychic Absorption . Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt. \n'b' Void Traveler . The star spawn of Cthulhu doesn\xe2\x80\x99t require air, food, drink, sleep , or ambient pressure. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack , or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available. \n'b' Crushing Claws . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage. \n'b' Dimensional Stomp . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 18 (2d20 + 7) bludgeoning damage plus 13 (3d8) necrotic damage, and the target must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it. \n'b' Void Bolt . Ranged Spell Attack : +15 to hit, range 120 ft., one target. Hit : 32 (5d8 + 10) necrotic damage. \n'b' Disintegrating Gaze (Recharge 5\xe2\x80\x936) . One creature the star spawn can see within 60 feet of it must succeed on a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature\xe2\x80\x99s only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can\xe2\x80\x99t talk, attack , cast spells, or manipulate objects, and any objects it was carrying or holding can\xe2\x80\x99t be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 (3d8) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a wish spell. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Interdimensional Step . The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action. \n'b'\n'b' ABOUT \n'b' This enormous and strange octopoid creature has clawed hands, a powerful but distended cranium, and winglike spines on its back. These masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances. \n'b' Mastery of Life and Destruction . The star-spawn of Cthulhu harnessed mysterious energies of life and destruction to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention. \n'b' Rituals to Cthulhu . Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu\xe2\x80\x99s inevitable return.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star Thrall \n'b' Medium plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Spiny Defense . A creature that touches the star thrall or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage and must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Telepathic Bond . While the star thrall is on the same plane of existence as the sinstar that created it, the star thrall can magically convey what it senses to the sinstar, and the two can communicate telepathically. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) piercing damage. \n'b' Shoot Spines (Recharge 5\xe2\x80\x936) . The star thrall sprays spines in a burst around itself. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) piercing damage and is paralyzed until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t paralyzed .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star Vampire \n'b' Large aberration, chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 133 (14d10 + 56) \n'b' Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 9 (-1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison, thunder \n'b' Damage Immunities cold \n'b' Condition Immunities poisoned , prone \n'b' Senses blindsight 120 ft., passive Perception 13 \n'b' Languages Aklo \n'b' Challenge 8 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Accelerated Star Travel . The star vampire can survive and fly in space at incredible speeds. Travel times vary, but it can generally arrive within the same solar system in 3d20 hours, or to another star system within 3d20 days. \n'b' Amorphous . The star vampire can move through a space as narrow as 1 foot wide without squeezing. \n'b' Bloodless Invisibility . The star vampire is constantly, naturally invisible except when it contains undigested blood. \n'b' Tittering . The star vampire constantly emits a sound that seems to come from all directions at once. This sound does not automatically give away the star vampire\xe2\x80\x99s location. As an action or a passive check, a creature that can hear the star vampire can make a DC 15 Intelligence (Investigation) check or a DC 18 Wisdom (Perception) check. On a success, the creature learns the star vampire\xe2\x80\x99s current location but still cannot see the creature. \n'b' Unbreathing . The star vampire doesn\xe2\x80\x99t need to breathe. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The star vampire makes three attacks: two with its claws and one blood drain. \n'b' Blood Drain . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) piercing damage and a Large or smaller target is grappled (escape DC 15). The star vampire cannot feed on a construct, elemental, or undead, and usually does not bother grappling them. Until this grapple ends, the target is restrained and the star vampire can\xe2\x80\x99t use Blood Drain to make an attack roll. When the creature begins its turn grappled by the star vampire, the creature loses 19 (4d6 + 5) hit points from blood loss and the star vampire\xe2\x80\x99s Bloodless Invisibility trait is suppressed until it uses Digest Blood. If the creature loses hit points this way and has spell slots, it loses a randomly chosen spell slot unless it succeeds on a DC 16 saving throw with its spellcasting ability. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Digest Blood . If the star vampire has drained blood in its body, it metabolizes all that blood (regardless of how much it drank) to regain 40 hit points. Its Bloodless Invisibility trait resumes. \n'b'\n'b' About \n'b' An otherworldly chittering tickles your ears, sending chills down your spine. Slowly, a swollen creature with huge talons and covered in masses of sucker-like proboscises comes into view, redly, for only where the blood inside of it sloshes around its form can you make out its shape. \n'b' Naturally invisible, the first sign of these creatures is typically a strange, high-pitched tittering sound that seems to come from everywhere and nowhere. As they feed upon the blood of their victims, the blood itself remains visible and gives the creatures a perceivable form. Since each star vampire is effectively covered in mouths, any part of a star vampire\xe2\x80\x99s body can drain vitality and magic from its victims. One end of the creature may protrude in a sort of head-like mass, but it has no visible sense organs or emblems of its status. \n'b' Star vampires are completely invisible in the normal visible spectrum and can walk on the ether of space. \n'b' They are 10 to 16 feet in length, and gravity does not seem to affect them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star-Nosed Diopsid \n'b' Large aberration , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 153 (18d10 + 54) Speed 30 ft., burrow 15 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 17 (+3) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +7, Wis +7 Skills Perception +7, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17 Languages Deep Speech, Undercommon, telepathy 100 ft. (300 ft. with its own kind) Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Mutagenic Venom . The diopsid produces a potent poison that envenoms the Humanoid victim and slowly transforms it into a new diopsid. While envenomed, a Humanoid treats all diopsid as if it were charmed by them. Every 24 hours that elapse, the envenomed creature must make a DC 16 Constitution saving throw, reducing its hp maximum by 5 (2d4) on a failure. This reduction lasts until the creature finishes a long rest after the venom is removed. The creature dies if this effect reduces its hp maximum to 0. A Humanoid that dies from this effect undergoes a horrific transformation, becoming a new diopsid and losing all memory of its former life. This potent poison remains within the creature\xe2\x80\x99s body until removed by the greater restoration spell or similar magic. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The diopsid makes one Stinger attack and two Tentacle attacks. \n'b' Stinger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 26 (4d10 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 16 Constitution saving throw or succumb to the diopsid\xe2\x80\x99s venom (see the Mutagenic Venom trait). \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the diopsid doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Share Senses . While within 300 feet of an envenomed Humanoid, the diopsid see through the target\xe2\x80\x99s eyes and hear what the target hears until the start of its next turn, gaining the benefits of any special senses the target has. On subsequent turns, the diopsid can use a bonus action to extend the duration of this effect until the start of its next turn. \n'b' Control Envenomed (3/Day) . While within 300 feet of an envenomed Humanoid, the diopsid can telepathically suggest a course of activity to it. The Humanoid must succeed on a DC 16 Wisdom saving throw or pursue the course of activity suggested to it. On a success, the Humanoid takes 11 (2d10) psychic damage and has disadvantage the next time it makes this saving throw. This effect works like the suggestion spell, and the Humanoid is unaware of the diopsid\xe2\x80\x99s influence. \n'b'\n'b' ABOUT \n'b' This horse-sized, insectoid creature has long eyestalks sticking out to the sides of its head. The starburst tentacles at the end of its proboscis move rhythmically as it scuttles forward. \n'b' Diopsids are highly intelligent, bug-like aberrations. They are semi-social and dig their small communal homes in intricate tunnel complexes in forests and grasslands not far from civilized lands. They hunt as ambush predators, burying themselves in the loose soil to latch onto unsuspecting prey. They also reproduce this way; captured humanoids are injected with a magical venom that eventually transforms the envenomed into another diopsid. In the meantime, those infected live their short lives as the eyes and ears of these strange creatures. \n'b' Students of Humanoid Nature. Diopsids often co-opt the senses of envenomed victims to observe humanoid culture and interactions. A diopsid will shadow the humanoid, close enough to remain in telepathic contact, and observe what goes on around it. Useful information is taken back and shared with the colony, adding to their collective knowledge.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star-Spawn of Cthulhu \n'b' Huge aberration (mythos), chaotic evil \n'b'\n'b' Armor Class 21 (natural armor) Hit Points 312 (25d12+150) Speed 40 ft., fly 60 ft., swim 40 ft.\n'b' STATS STR: 28 (+9) DEX: 13 (+1) CON: 22 (+6) INT: 18 (+4) WIS: 21 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +12, Int +10, Wis +11, Cha +10 Damage Immunities cold, poison, psychic Condition Immunities charmed, poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 Languages Deep Speech, telepathy 300 ft. Challenge 20 (25,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . A star-spawn\xc3\xaf\xc2\xbf\xc2\xbds spell casting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: \n'b' At will : suggestion \n'b' 3/day each : dream, confusion, sending \n'b' 1/day : gate \n'b' Limited Starflight . A star-spawn of Cthulhu can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight (like that of the mi-go), a star-spawn of Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its immortality and patience to complete the journey. When speed is required, it instead uses gate to make the journey quickly. \n'b' Magic Resistance . The star-spawn has advantage on saving throws against spells and other magical effects. \n'b' Overwhelming Mind . A star-spawn of Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds mind is overwhelming in its power and alien structure. It is immune to any effect that would sense its emotions or read its thoughts and divination spells. This even foils wish spells and spells or effects of similar power used to affect its mind or gain information. The first time a creature other than a fiend or aberration makes mental contact with a star-spawn of Cthulhu, it must succeed at a DC 18 Wisdom saving throw or be stunned for 1 round. On a successful save, the creature cannot take reactions and can make either an action or a bonus action (not both) for 1 round; creatures that are immune to being stunned are unaffected. This effect can occur whether the starspawn of Cthulhu initiates mental contact (such as via a dream, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to a specific star-spawn of Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours. \n'b' Actions \n'b' Multiattack . The star-spawn can use its frightful presence. It then makes eight attacks: two with its claws and six with its tentacles. It can shove a creature in place of a claw attack. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (3d6 + 9) slashing damage. If the star-spawn scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Tentacle . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 13 (1d8 + 9) bludgeoning damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the star-spawn can\xc3\xaf\xc2\xbf\xc2\xbdt use that tentacle on another target. \n'b' Frightful Presence . Each creature of the star-spawn\xc3\xaf\xc2\xbf\xc2\xbds choice that is within 120 feet of the star-spawn and aware of it must succeed on a DC 18 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\xc3\xaf\xc2\xbf\xc2\xbds saving throw is successful or the effect ends for it, the creature is immune to the starspawn\xc3\xaf\xc2\xbf\xc2\xbds Frightful Presence for the next 24 hours. \n'b' About \n'b' Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race. They hail from a mad star whose light cannot be seen by conventional telescopes, and the smallest of these behemoths stand nearly 30 feet in height. Humanoid in shape, their immense bodies have rubbery flesh that seems to wriggle and seethe like a half-solidified ooze. Tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being\xc3\xaf\xc2\xbf\xc2\xbds monstrous shape. \n'b' This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest\xc3\xaf\xc2\xbf\xc2\xbdthey are the star-spawn of Cthulhu. \n'b' Impossible Anatomy . The star-spawn of Cthulhu have a strange, mutable anatomy\xc3\xaf\xc2\xbf\xc2\xbdtheir form is not fixed. They can absorb parts of their bodies or enlarge others at will, a trait they often use on their claws or tentacles to dramatically extend their reach in combat beyond what might normally be possible for a creature of the same shape and size. Despite this mutable shape, the star-spawn\xc3\xaf\xc2\xbf\xc2\xbds forms generally don\xc3\xaf\xc2\xbf\xc2\xbdt deviate far from that of an octopus-headed, winged humanoid, likely because of the powerful links their otherworldly minds have to their overlord and master, who lies dead but dreaming in the lost city of R\xc3\xaf\xc2\xbf\xc2\xbdlyeh. \n'b' Environmentally Adaptable . Although they typically appear as immense humanoid creatures with rubbery hides and octopoid heads, the star-spawn of Cthulhu are not any more aquatic in nature than they are terrestrial\xc3\xaf\xc2\xbf\xc2\xbdthat they\xc3\xaf\xc2\xbf\xc2\xbdre often associated with a planet\xc3\xaf\xc2\xbf\xc2\xbds oceans lies more in the simple fact that oceans often cover the majority of a planet\xc3\xaf\xc2\xbf\xc2\xbds surface. The creatures themselves, being equally at home on land, at sea, or in the depths of space, make no real distinction between such regions, choosing them as the sites of their cities and temples for purposes only they can know. \n'b' Agents of Destruction . Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. The star-spawn of Cthulhu hold little malice toward indigenous life\xc3\xaf\xc2\xbf\xc2\xbdthey simply can\xc3\xaf\xc2\xbf\xc2\xbdt proceed with their plans for a world while such life exists. Just as a human might move into a house thinking it to be abandoned, only to discover colonies of ants dwelling within the building\xc3\xaf\xc2\xbf\xc2\xbds walls, the star-spawn work to eradicate indigenous infestations. Their methods seldom vary from world to world\xc3\xaf\xc2\xbf\xc2\xbdthose whose intellects they can influence via dreams and nightmares they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the star-spawn\xc3\xaf\xc2\xbf\xc2\xbds agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poized to tear themselves apart from within through unrest, civil war, excessive pollution, or genocide, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns. When the Stars are Right. The fact that the star-spawn\xc3\xaf\xc2\xbf\xc2\xbds plans to bring about the eradication of life span centuries or even millennia should not be mistaken for sloth or lassitude\xc3\xaf\xc2\xbf\xc2\xbdthe star-spawn are inhumanly patient, and the preparation of the universe\xc3\xaf\xc2\xbf\xc2\xbds worlds must precisely follow an unknowable schedule, for only when the exact cosmic convergences are in place and the stars are right can they make their final moves to end all things. This time frame does give some worlds a chance to discover the star-spawn\xc3\xaf\xc2\xbf\xc2\xbds influence and to delay or even defeat their world\xc3\xaf\xc2\xbf\xc2\xbds star-spawned doom, but such tales of triumph are rare in the face of the void\xc3\xaf\xc2\xbf\xc2\xbds relentless tides. \n'b' The star-spawn of Cthulhu war with many other strange races out of time and space, including elder things and the servitors of other Great Old Ones. They have also been known to use these creatures\xc3\xaf\xc2\xbf\xc2\xbdand other races such as the mi-go\xc3\xaf\xc2\xbf\xc2\xbdas pawns, slaves, or minions to promote their immortal agenda. \n'b' Immortality . A star-spawn of Cthulhu does not age, nor does it need to eat or breathe. Only violence can bring about the death of one of these creatures.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Star-thing of Nheb \n'b' Large aberration (extraterrene) , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10+56) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 18 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 Skills Athletics +10, Arcana +5, Perception +6, Stealth +4 Condition Immunities cold, poison, disease Senses blindsight 60 ft., passive Perception 16 Languages High Atlantean, Mi-Go (can\xe2\x80\x99t speak) Challenge 9 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spell-Like Abilities A star-thing can use the following spells as innate abilities. Its casting ability is Wisdom (DC 14, +6 to hit).\n'b'\n'b'\n'b' Constant : mind blank \n'b' 3/day : blur , dispel magic \n'b' 1/day : hypnotic pattern , teleport \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The star-thing makes two tentacle attacks, or makes one tentacle attack and one constriction attack . \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 2d6+6 bludgeoning damage, and the target is grappled (escape DC 18). A target grappled by the star-thing\xe2\x80\x99s tentacle is restrained . The star-thing can\xe2\x80\x99t attack a different target with that tentacle (but it can constrict the target). \n'b' Constriction . Melee Weapon Attack : automatic hit, one grappled target. Hit : 2d6+6 bludgeoning damage, and if the target is a living creature, it must make a Con save (DC 16) or suffer an additional 3d6 necrotic damage. The target\xe2\x80\x99s maximum hit points are reduced by the same amount as the necrotic damage, and it dies if its maximum hit points are reduced to 0. \n'b' Ethereal Shift . The star-thing shifts between the Material Plane and the Ethereal Plane. The star-thing can bring a creature it is grappling with it. If the grapple ends while the grappled creature is ethereal, the creature returns to the Material Plane. \n'b'\n'b' ABOUT \n'b' Pallid and slimy, this hulking creature stands almost 10 feet tall. Its flesh is oddly translucent, as if it is not entirely solid in this plane of existence, and its arms each end in three powerful, coiling tentacles. \n'b' Star-things are hideous, shambling monstrosities alien to this world. They generally reside in desolate mountain heights, preferring the cold temperatures and rarefied air of the highest peaks. While star-things appear to be huge, horrible alien beasts, they are actually quite intelligent. They have been known to lure invaders to their dooms by mesmerizing them with dancing auroras of eerie witch-lights. Star-things are especially tenacious foes, and often go to great lengths to hunt down enemies who manage to escape them. \n'b' Star-things are inscrutable and incommunicative, but are known to seek out deposits of rare minerals or places of ancient power. While star-things have little use for humans or other terrestrial beings of any sort, powerful (or foolhardy) spellcasters or cultists have occasionally trafficked with the creatures by bribing them with the rare minerals they seek or the lost artifacts of their race. In the service of someone who knows how to bargain with it, a star-thing can be a peculiarly horrible and effective assassin.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Starfly \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 4 (1d4 + 2) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +6, Perception +6 Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The starfly\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : detect evil and good , protection from evil and good \n'b'\n'b' Shiny Wings . The wings of the starfly emanate a bright silver light in a 10-foot radius and dim light for an additional 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Radiant Touch . Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) radiant damage. \n'b'\n'b' ABOUT \n'b' Starflies take their name from their silver glowing wings. They are butterflies that illuminate the night as stars do. Creatures unaware of the existence of starflies often mistake them for shooting stars at night. They usually live in small packs, in the woods, and near lakes. Some try to find their homelands for the simple joy of watching them create the beautiful atmosphere unique to their species. \n'b' A Deadly Blessing . Their beautiful, bright silver shine beckons foul troubles upon them. Sadly, some evil creatures try to capture them and exploit their innate glow as some kind of a light source. You can use this as a theme in your campaigns. \n'b' Blessed with Magic . Although they are hunted by foul creatures, these butterflies have an innate spellcasting ability that helps them locate creatures who mean to harm them, and protect themselves against threats.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord of Conquest \n'b' Family: Demons \n'b' The Demon Lord of Conquest is a 30-foot-tall, shark-headed human covered in red scales. People with hatred or ambition in their hearts hear his whispers as they look across the sea, goading them towards slaughter and tyranny. \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 175 (14d12 + 84) Speed 50 ft., swim 100 ft.\n'b' STATS STR: 26 (+8) DEX: 11 (+0) CON: 23 (+6) INT: 23 (+6) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +14, Intelligence +12 Skills Athletics +14, Deception +17, History +12, Persuasion +11 Damage Immunities cold, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , poisoned Senses truesight 120 ft., passive Perception 13 Languages all, telepathy 120 ft. Challenge 19 (22,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The Demon Lord of Conquest can breathe air and water. \n'b' Aura of Fury . The calm emotion spell instantly fails when cast within 60 feet of the Demon Lord of Conquest. In addition, any creature that starts its turn within 30 feet of the Demon Lord of Conquest must succeed on a DC 19 Wisdom saving throw or enter a mad rage, attacking the nearest creature it can see until the start of its next turn. At the start of his turn, the Demon Lord of Conquest can decide whether this aura is active. \n'b' Legendary Resistance (3/day) . If the Demon Lord of Conquest fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Demon Lord of Conquest has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Demon Lord of Conquest\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The Demon Lord of Conquest\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : alter self , create or destroy water \n'b' 3/day each : crown of madness, fear \n'b' 1/day each : greater invisibility , teleport \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Demon Lord of Conquest makes three longsword attacks and one shortsword attack , or three longbow attacks. \n'b' Longsword . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) slashing damage or 24 (3d10 + 8) slashing damage if used with two hands. \n'b' Shortsword . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 18 (3d6 + 8) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 13 (3d8) piercing damage. The range and accuracy of the Demon Lord of Conquest\xe2\x80\x99s arrows are not affected by water. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of Conquest 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 Demon Lord of Conquest regains spent legendary actions at the start of his turn. \n'b'\n'b' Longsword . The Demon Lord of Conquest makes one longsword attack . \n'b' Call Carrion-Eater (Costs 2 Actions) . The Demon Lord of Conquest summons a vrock at a point within 60 feet of him. The vrock has a swim speed equal to its fly speed. It remains for 1 minute, until it or the Demon Lord of Conquest dies, or until the Demon Lord of Conquest dismisses it as an action. The Demon Lord of Conquest can summon up to three vrocks per day. \n'b' Swim . The Demon Lord of Conquest swims up to his swim speed without provoking opportunity attacks. \n'b'\n'b' About \n'b' The Demon Lord of Conquest longs for perpetual war, a world that knows no peace anywhere. \n'b' Architect of Destruction . Despite his savage appearance, the Lord of Conquest is not a brutish beast. He possesses a cunning intellect and an instinctive understanding of military tactics that he shares with mortal generals in dreams. But the greatest of his powers is his knowledge of military engineering. The Demon Lord of Conquest\xe2\x80\x99s formidable mind is incessantly dreaming new ways to kill more efficiently, more indiscriminately, and more painfully. Whenever the Lord of Conquest dreams up a new weapon, he sends it to the mind of an evoker, an engineer, or a trapsmith, who he then trusts to test, perfect, and iterate upon it. \n'b' Leviathan of Legend . The Demon Lord of Conquest rarely meddles directly, preferring to prey on mortals\xe2\x80\x99 lust for power. When the Demon Lord of Conquest does appear on the Material Plane, it is usually because he was called by his most powerful cultists- human warlords, sahuagin barons, and druids who wish to see the civilizations of the world razed and nature reborn anew. The Demon Lord of Conquest may one day come to the mortal world of his own accord, because he fears his dream of endless war will be permanently quashed if he does not. On the Material Plane, he might choose to disguise himself as a kraken or other monstrous leviathan to prevent the gods from learning of his involvement and destroying him. \n'b' Marshal of the Bloodstained Sea . The Demon Lord of Conquest lurks in the Bloodstained Sea, a layer of the Abyss containing a jet-black ocean which extends infinitely in all directions. Above its inky waters hangs a blood-red moon in a perpetual lunar eclipse. The souls of warmongers and cruel soldiers war forever beneath the surface of the sea, and the Demon Lord of Conquest, the secret leader of all armies, plants jealousy and suspicions of conspiracy in the minds of the soldiers to pit themselves against each other for all eternity. \n'b' Lair \n'b' The Demon Lord of Conquest resides in a palace of iron at the bottom of the Bloodstained Sea in the Abyss. The palace is shaped like a massive hermit crab and slowly plods across the ocean floor, surveying the endless war of damned spirits that fills the Bloodstained Sea. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Demon Lord of Conquest can take a lair action to cause one of the following effects; he can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' A raging whirlpool appears. Each creature within 60 feet of a point the Demon Lord of Conquest can see within 120 feet of him must succeed on a DC 19 Strength saving throw or be pulled to the center of the whirlpool. If a creature starts its turn within 30 feet of the center of the whirlpool, it must succeed on a DC 19 Strength saving throw or be pulled to the center of the whirlpool. A creature in the center of the whirlpool can move out of the center by succeeding on a DC 19 Strength check. This whirlpool lasts until initiative count 20 on the next round. \n'b' A 60-foot radius sphere of water the Demon Lord of Conquest can see within 120 feet of him becomes poisonous. Each creature within the sphere must make a DC 19 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. This poison lasts until initiative count 20 on the next round. \n'b' A vertical wall of whirling, razor-sharp blades of magical energy appears at a point the Demon Lord of Conquest chooses within 90 feet. The wall can be a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The first time a creature enters the wall on a turn or starts its turn there, the creature must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain . The Demon Lord of Conquest can choose to concentrate on maintaining this wall as if it were a spell for up to 10 minutes, if he chooses not to take another lair action while concentrating. If not, the wall disappears when the Demon Lord of Conquest takes another lair action. \n'b'\n'b' Regional Effects \n'b' The region containing The Demon Lord of Conquest\xe2\x80\x99s lair is warped by his magic, which creates one or more of the following effects: \n'b'\n'b' Within 1 mile of the lair, the swim speed of creatures that have gained a swim speed through magic is reduced by half. \n'b' All creatures within the Bloodstained Sea gain the ability to breathe water. \n'b' No creature on the Bloodstained Sea can willingly retreat or call a truce. A creature that wishes to spare an unconscious target\xe2\x80\x99s life must make a DC 19 Wisdom saving throw. On a failure, the creature is compelled to kill its target. \n'b'\n'b' If the Demon Lord of Conquest dies, these supernatural effects disappear after 1d10 days.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bee Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 12 Hit Points 27 (5d8 + 5) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Sting . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stargazer \n'b' Huge monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 15 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 14 (+2) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9 Skills Perception +6, Stealth +8 Condition Immunities prone Senses tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Tendril Whip Regrowth . The stargazer has twelve tendrils. If all twelve tendrils are destroyed, it can\xe2\x80\x99t use Tendril Whip. Destroyed tendrils regrow when the stargazer finishes a long rest. \n'b' Magic Resistance . The stargazer has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stargazer makes three Bite or Slam attacks and two Tendril Whip attacks. It can replace one Bite attack with a use of Wing Trap. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 18 (3d8 + 5) piercing damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Tendril Whip . Melee Weapon Attack : +9 to hit, reach 20 ft., one creature. Hit : The target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the stargazer can\xe2\x80\x99t use the same tendril on another target. A tendril can be attacked and destroyed (AC 10; hp 20; immunity to poison and psychic damage). Destroying a tendril deals no damage to the stargazer. \n'b' Wing Trap . If the stargazer has no creatures trapped, it snaps its wing-like appendages shut, attempting to trap nearby creatures. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reel . The stargazer pulls up to two creatures grappled by it up to 15 feet straight toward it. \n'b'\n'b' REACTIONS \n'b'\n'b' Wing Trap Snap . When one or more creatures step onto a space on the ground no more than 10 feet directly above a hidden stargazer, the stargazer can burrow up to 10 feet and snap its wing-like appendages shut, emerging on the ground in a space directly above where it was buried and that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Dexterity saving throw or be trapped as if it failed a saving throw against the stargazer\xe2\x80\x99s Wing Trap. Each creature within 5 feet of the stargazer must make a DC 16 Dexterity saving throw. A creature grappled by the stargazer has disadvantage on the saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and becomes trapped, ending the grapple if it was grappled . On a success, a creature takes half the damage and isn\xe2\x80\x99t trapped. A trapped creature is blinded and restrained , it has total cover against attacks and other effects outside the stargazer, and it takes 10 (3d6) bludgeoning damage at the start of each of the stargazer\xe2\x80\x99s turns. A trapped creature can take its action to escape the trap by succeeding on a DC 16 Strength check. A stargazer can have up to two creatures trapped at a time. While it has at least one creature trapped, the stargazer can\xe2\x80\x99t burrow and can\xe2\x80\x99t Bite creatures outside its Wing Trap. \n'b'\n'b' ABOUT \n'b' This massive creature looks like a bizarre cross between a stingray, a Venus fly trap, and a crocodile. The stargazer can be found in deserts, wastelands, and along the coast\xe2\x80\x94anywhere with sand deep enough for it to bury itself. Its eyes and massive mouth are on the top of its body, flanked by tentacled, wing-like appendages. \n'b' Trap Hunter . When hungry, the stargazer buries itself beneath the sand and waits for prey to walk atop it. When a creature steps on the stargazer, it snaps its broad, wing-like appendages shut, trapping the prey. It then uses the tendrils around its mouth to hold the trapped creatures close to its waiting mouth.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Starlight Sentinel \n'b' Huge mythic construct , lawful neutral \n'b' Armor Class 26 (natural armor) Hit Points 1,426 (92d12 + 828) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX: 18 (+4) CON: 28 (+9) INT: 14 (+2) WIS: 26 (+8) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +18, Dex +13, Con +18, Int +11, Wis +17, Cha +7 Skills Insight +17, Nature +21, Perception +26 Damage Immunities cold, poison, radiant; bludgeoning, piercing, and slashing damage from non-Epic creatures Condition Immunities charmed , exhaustion , frightened , grappled , incapacitated , paralyzed , petrified , poisoned , prone , stunned , unconscious Senses truesight 120 ft., passive Perception 36 \n'b' Language understands Druidic but can\xe2\x80\x99t speak Challenge Mythic 2 \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Form . The starlight sentinel is immune to any effect that would attempt to change its form, and its attacks are magical. \n'b' Celestial Order . The starlight sentinel is one creature but has four independent parts, each of which takes the form of a different animal: elk, serpent, crane, and tiger. Each form is composed of hundreds of tiny stars and is considered a Huge creature for the purposes of determining the space it occupies. Each form has its own actions and abilities, but because they are extensions of the sentinel\xe2\x80\x99s body, they use its traits and statistics. Each animal form is completely immune to damage, hostile effects, and other abilities unless the sentinel chooses otherwise or is in possession of the prime star (see \xe2\x80\x9cPrime Star\xe2\x80\x9d in the sentinel\xe2\x80\x99s \xe2\x80\x9cMythic Actions\xe2\x80\x9d section). If the forms are disrupted or somehow affected by a hostile source while not in possession of the prime star, they immediately recover from those effects. Each animal form acts on a specific initiative count (rather than rolling for initiative ): crane on initiative count 16, tiger on initiative count 12, elk on initiative count 8, and serpent on initiative count 4. At all times, at least one form is in the possession of the prime star, which is the sentinel\xe2\x80\x99s essence. While an animal form is in possession of this essence, it is vulnerable, losing the aforementioned defensive properties conferred by this feature. If an animal form not in possession of the prime star is ever farther than 300 feet from the prime star, the form instantly dissipates, reforming in the closest unoccupied space adjacent to the prime star at the end of its next initiative count. When the sentinel is slain, the animal forms dissipate. \n'b' Innate Spellcasting . The starlight sentinel\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). If a spell requires concentration, the starlight sentinel does not need to maintain concentration to maintain the spell\xe2\x80\x99s effects for its duration. The starlight sentinel elk animal form can innately cast the following spells, requiring no material, somatic, or verbal components:\n'b'\n'b'\n'b' At will (cast as a 6th-level spell): destructive wave, dispel magic , locate creature , moonbeam , scrying \n'b' 3/day : antipathy/sympathy , storm of vengeance , sunburst \n'b' 1/year : wish \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), the sentinel takes a mythic action to cause one of the following effects. The sentinel can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' Prime Star . The prime star moves from its current animal form to another form of the sentinel\xe2\x80\x99s choice. When an animal form comes into possession of the prime star, the damage of the sentinel\xe2\x80\x99s Starfall mythic action increases by 9 (2d8) radiant damage, to a maximum of 90 (20d8). This increased damage is lost when the sentinel finishes a short or long rest. \n'b' Starfall . Stars begin to rain down around the sentinel in 1-mile radius centered on the sentinel. Creatures beneath the open sky in the area take 27 (6d8) radiant damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Each animal form possesses its own actions and abilities. \n'b'\n'b' Crane Actions \n'b'\n'b' Multiattack . The crane makes two wing attacks. \n'b' Heavenly Lightning (Only If in Possession of the Prime Star) . The crane creates a bolt of lightning that arcs toward a creature it can see within 300 feet, which must succeed on a DC 25 Dexterity saving throw or take 77 (14d10) lightning damage, and the bolt arcs toward another creature the crane can see within 300 feet, which is subjected to the bolt\xe2\x80\x99s aforementioned effects. On a successful saving throw, the lightning damage is halved and the bolt does not hit an additional creature. The crane cannot target the same creature twice in a single turn with this feature. \n'b' Wing Attack . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (3d6 + 9) bludgeoning damage. If the target is a creature, it is pushed 30 feet away from the crane. \n'b' Wing Blast . The crane beats its wings and creates a line of strong wind 60 feet long and 15 feet wide in a direction of its choice. Each creature in that line must succeed on a DC 25 Strength saving throw or be pushed to the end of the line. This movement provokes attacks of opportunity from the sentinel\xe2\x80\x99s other animal forms within reach. \n'b'\n'b' Tiger Actions \n'b'\n'b' Multiattack . The tiger takes the Dash action and makes two attacks. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 5 ft., one target. Hit : 36 (5d10 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 19 (3d6 + 9) slashing damage. If the target is a creature it must succeed on a DC 25 Strength saving throw or be knocked prone . \n'b' Roar of Vengeance (Only If in Possession of the Prime Star) . The tiger roars and can be heard up to 1 mile away. Each creature that can hear the roar must succeed on a DC 25 Wisdom saving throw or drop anything they are holding, fall prone , and remain prone until the end of their next turn. \n'b'\n'b' Elk Actions \n'b'\n'b' Arboreal Conversion (Only If in Possession of the Prime Star) . The elk casts the Epic spell arboreal metamorphosis at tier 1. \n'b' Tranquility (Recharge 5\xe2\x80\x936) . The elk emits of wave of pacifying energy. Each enemy creature within 300 feet of the elk must succeed on a DC 25 Charisma saving throw or have its corporeal form banished to a realm of tranquility. While banished in this way, a creature\xe2\x80\x99s speed is 0 and it is incapacitated . At the end of its next turn, a creature reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. \n'b'\n'b' Serpent Actions \n'b'\n'b' Constrict . Melee Weapon Attack : +18 to hit, reach 5 ft., one creature. Hit : 36 (6d8 + 9) bludgeoning damage and the target is grappled (escape DC 25). Until the grapple ends, the creature is restrained and the serpent can\xe2\x80\x99t constrict another target. If the serpent successfully hits a creature it is grappling with this attack , it scores a critical hit. \n'b' Noxious Bite (Only If in Possession of the Prime Star) . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 44 (10d6 + 9) piercing damage and 35 (10d6) poison damage. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or become poisoned . While poisoned in this manner, the creature cannot benefit from non-Epic spells or magical effects.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Starspawn \n'b' This gelatinous green monster has a vaguely octopoid head and a face that is a mass of feelers. It has titanic claws, bat-like wings, and a massive, corpulent form. \n'b' Huge aberration , chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 250 (20d12 + 120) \n'b' Speed 40 ft., fly 60 ft., swim 40 ft.\n'b' STATS STR: 29 (+9) DEX: 13 (+1) CON: 23 (+6) INT: 21 (+5) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Con +13, Int +12, Wis +13, Cha +12 \n'b' Skills Athletics +16, Yog-Sothothery +13 \n'b' Damage Immunities cold, poison, psychic \n'b' Condition Immunities charmed , poisoned , prone \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 \n'b' Languages Aklo, telepathy 300 ft. \n'b' Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Body Control . The starspawn can contort, stretch, or compress its body to an extraordinary degree. This has the following effects: Amorphous. The starspawn can move through a space as narrow as 5 feet wide without squeezing. \n'b' Immovable . The starspawn has advantage on ability contests and saving throws against effects that would move it. \n'b' Prodigious Reach . As a bonus action , the starspawn can extend the reach of one of its weapon attacks by up to 300 feet until the start of its next turn. \n'b' Immortality . The starspawn doesn\xe2\x80\x99t need to eat or breathe and doesn\xe2\x80\x99t age. \n'b' Innate Spellcasting (Psionics) . The starspawn\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : dream, feeblemind, sending \n'b' 3/day each : suggestion (can target creatures through dream), wish (duplicate spells only) \n'b' 1/day : gate \n'b'\n'b' Legendary Resistance (3/day). If the starspawn fails a saving throw, it can choose to succeed instead. \n'b' Regeneration . The starspawn regains 30 hit points at the start of its turn. If the starspawn is damaged by a weapon with an Elder Sign, this trait doesn\xe2\x80\x99t function at the start of the starspawn\xe2\x80\x99s next turn. The starspawn dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. If the starspawn starts its turn at 0 hit points for the tenth round in a row, it does not regain consciousness even when it has at least 1 hit point until it spends 24 hours with at least 1 hit point. \n'b' Star Travel . The starspawn can survive and fly in space. \n'b' Unfathomable Mind . A starspawn\xe2\x80\x99s mind is overwhelming in its power and alien structure. When a creature initiates mental contact with a starspawn (including via telepathy) or attempts to learn the starspawn\xe2\x80\x99s emotions or thoughts (even unsuccessfully), it learns no information except what the starspawn intentionally shares and it must make a DC 20 Intelligence saving throw. An aberration, celestial, elemental, fiend, or creature that has attempted this saving throw (successfully or not) against any starspawn\xe2\x80\x99s Unfathomable Mind since the last dawn automatically succeeds. On a failed save, the creature that contacted the starspawn\xe2\x80\x99s mind takes 26 (4d12) psychic damage and is stunned until the end of the starspawn\xe2\x80\x99s next turn. The starspawn can use its Overwhelming Telepathy legendary action to use this trait offensively. \n'b' Actions \n'b' Multiattack . The starspawn can use its Frightful Presence. It then makes three attacks: one with its tentacles and two with its claws. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 30 ft., one target. Hit : 18 (2d8 + 9) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 42 (6d10 + 9) bludgeoning damage and a large or smaller target is grappled (escape DC 17). Until this grapple ends, the target is restrained . The starspawn has six tentacles, each of which can grapple one target. \n'b' Frightful Presence . Each creature of the starspawn\xe2\x80\x99s choice that is within 300 feet of the starspawn and aware of it must succeed on a DC 20 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 starspawn\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Shed Spawn (1/Year) . If the starspawn has at least 76 hit points, it loses 75 hit points and sheds a portion of its own mass to spawn a larval starspawn (see below) in an open space within 30 feet. Roll initiative for the larval starspawn, which has its own turns. \n'b' Legendary Actions \n'b' The starspawn 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. \n'b' The starspawn regains spent legendary actions at the start of its turn. \n'b' Claw . The starspawn makes a claw attack. \n'b' Overwhelming Telepathy . The starspawn telepathically reveals unfathomable concepts to a target creature within 300 feet or that it is currently contacting via dream or sending. The target must make a saving throw against the starspawn\xe2\x80\x99s Unfathomable Mind trait. \n'b' Tentacles (Costs 2 Actions). The starspawn attacks with its tentacles. \n'b' About \n'b' Starspawn are a highly intelligent species from another part of the universe, and many of their abilities derive from the differing fundamental natural laws from whence they come. They can change their proportional size and symmetry at will. For instance, a starspawn could push most of its mass into its wings to give it the needed size to fly or cause a single tentacle to grow to supreme length- as its body collapses in behind it-to reach a victim at a great distance. As needed, it could also sprout a sensory organ at the end of the tentacle or reach around a target to attack from more than one direction. \n'b' In their standard state, starspawn have four limbs and two wings, as well as a face dominated by a mass of feelers. \n'b' They can alter the proportions of this shape as they please but always adhere to the same basic structure. \n'b' Starspawn do not have brains as humans understand them-instead, every part of their body is a sort of nerve or brain cell. Thus, the larger a starspawn, the more intelligent, because its sheer volume increases its intelligence and abilities. Their minds are wholly alien, full of psionic and magic potential. Great Cthulhu is, technically, just another starspawn, but his enormous size reflects the fact that he is also among the oldest and most powerful.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Starspawn, Larval \n'b' Large aberration , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 161 (14d10 + 84) \n'b' Speed 40 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 22 (+6) INT: 19 (+4) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +10, Int +8, Wis +9, Cha +8 \n'b' Skills Athletics +11, Yog-Sothothery +9 \n'b' Damage Immunities cold, poison, psychic \n'b' Condition Immunities poisoned , prone \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15 \n'b' Languages Aklo, telepathy 300 ft. \n'b' Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Body Control . The starspawn can contort, stretch, or compress its body to an extraordinary degree. This has the following effects: Amorphous. The starspawn can move through a space as narrow as 2 feet wide without squeezing. \n'b' Immovable . The starspawn has advantage on ability contests and saving throws against effects that would move it. \n'b' Prodigious Reach . As a bonus action , the starspawn can extend the reach of one of its weapon attacks by up to 300 feet until the start of its next turn. \n'b' Immortality . The starspawn doesn\xe2\x80\x99t need to eat or breathe and doesn\xe2\x80\x99t age. \n'b' Innate Spellcasting (Psionics) . The starspawn\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: \n'b' At will : sending \n'b' 3/day each : dream, suggestion (can target creatures through dream) \n'b' 1/day : feeblemind \n'b' Regeneration . The larval starspawn regains 20 hit points at the start of its turn. If the starspawn is damaged by fire or by a weapon with an Elder Sign, this trait doesn\xe2\x80\x99t function at the start of the starspawn\xe2\x80\x99s next turn. The larval starspawn dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate. \n'b' Unfathomable Mind . A starspawn\xe2\x80\x99s mind is overwhelming in its power and alien structure. When a creature initiates mental contact with a starspawn (including via telepathy) or attempts to learn the starspawn\xe2\x80\x99s emotions or thoughts (even unsuccessfully), it learns no information except what the starspawn intentionally shares and it must make a DC 16 Intelligence saving throw. An aberration, celestial, elemental, fiend, or creature that has attempted this saving throw (successfully or not) against any starspawn\xe2\x80\x99s Unfathomable Mind since the last dawn automatically succeeds. On a failed save, the creature that contacted the starspawn\xe2\x80\x99s mind takes 26 (4d12) psychic damage and is stunned until the end of the starspawn\xe2\x80\x99s next turn. The larval starspawn can use its Telepathic Assault action to use this trait offensively. \n'b' Actions \n'b' Multiattack . The larval starspawn can use its Frightful Presence. It then makes two with its claws and either attacks with its tentacles or uses its Telepathic Assault. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 34 (6d8 + 7) bludgeoning damage and a medium or smaller target is grappled (escape DC 15). Until the grapple ends, the target is restrained . The starspawn has six tentacles, each of which can grapple one target. \n'b' Frightful Presence . Each creature of the larval starspawn\xe2\x80\x99s choice that is within 60 feet of the larval starspawn and aware of it must succeed on a DC 16 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 starspawn\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Telepathic Assault . The larval starspawn telepathically reveals unfathomable concepts to a target creature within 300 feet or that it is currently contacting via dream or sending. The target must make a saving throw against the starspawn\xe2\x80\x99s Unfathomable Mind trait. In any case, even the smallest larval starspawn possesses a genius-level intellect by human standards, though this is difficult to measure due to the alien nature of their minds. They typically exist on different planes of existence simultaneously and obey different natural laws than those common to humanity. \n'b' Immortal . Starspawn are immortal and almost impossible to kill. When sealed away by magic or physical effects, they can sleep for centuries without difficulty. \n'b' About \n'b' Starspawn reproduce by budding or fission: a smaller larval starspawn simply drops off a large one. The smaller entity retains a good portion of the parent\xe2\x80\x99s wisdom and knowledge, but has fewer or weaker spells and psionics available, as its lesser size means it has a more limited mental capacity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Starving Specter \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 90 (12d8 + 36) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5 Skills Perception +5, Stealth +6 Damage Vulnerabilities psychic Damage Resistances cold, fire, lightning, thunder; bludgeoning piercing, and slashing from nonmagical attacks Damage Immunities acid, necrotic, poison Condition Immunities blinded , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of the Forgotten . Beasts and Humanoids within 10 feet of the starving specter have disadvantage on saving throws. \n'b' Ethereal Sight . The starving specter can see 60 feet into the Ethereal Plane. \n'b' Life Hunger . When a creature the starving specter can see regains hp , the next Bite attack the specter makes deals an extra 7 (2d6) necrotic damage on a hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The starving specter makes one Bite attack and one Bladed Arm attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage plus 3 (1d6) necrotic damage. \n'b' Bladed Arm . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) slashing damage. This attack can target a creature on the Ethereal or Material Plane. Several faces silently smile, scream, grimace, and twist atop the long, thin neck of the ghostly being. It raises razor-like arms and lunges forward. The starving specter\xe2\x80\x99s eerily long, jagged, and broken neck has multiple heads showing faces of agony, distrust, rage, grief, and torment. Only one head holds the creature\xe2\x80\x99s true mouth, which is filled with thousands of razor-sharp teeth. \n'b' The Forgotten . Starving specters are driven by centuries of feeling forgotten by their loved ones, longing for the day they\xe2\x80\x99ll be remembered. The specter\xe2\x80\x99s disfigured neck and face is said to come from being forgotten, a painful truth for them to swallow. Now they hunger for the vitality of the living. Their blade?like arms reach out from their decrepit and malnourished bodies, fading in and out of existence as they strike. \n'b' Tragic horrors . Starving specters seek to understand why they have been forgotten, and they seek to kill those who have forgotten them. The specters are singleminded in this pursuit and don\xe2\x80\x99t hesitate to destroy anyone or anything in their paths. \n'b' A Taste for Tributes . Some say starving specters can be tamed or put to rest by giving them something to satiate their tormented souls. Some traditional tributes include blessed food offerings, burning money, sacrificing material possessions, and offering prayers from family and loved ones celebrating the specter\xe2\x80\x99s life. \n'b'\n'b' ABOUT \n'b' Incorporeal Movement . The starving 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' Undead Nature . The starving specter doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Unnerving Visage . When a creature that can see the starving specter\xe2\x80\x99s faces starts its turn within 30 feet of the specter, at least one of the specter\xe2\x80\x99s faces shifts to look like one of the creature\xe2\x80\x99s departed loved ones or bitter enemies if the specter isn\xe2\x80\x99t incapacitated and can see the creature. The creature must make a DC 14 Wisdom saving throw. On a failure, the creature takes 7 (2d6) psychic damage and is frightened of the specter until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the starving specter until the start of its next turn, when it can avert its eyes again. If the creature looks at the specter in the meantime, it must immediately make the save.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Statue of Wishes \n'b' Large construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 17 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Immutable Form . The statue of wishes is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The statue of wishes can cast magic missile using a 5th level spell slot at will without requiring material components. \n'b' Magic Resistance . The statue of wishes has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The statue of wishes regains 1 hit points at the beginning of each of its turns. If the Statue is dropped to 0 hit points , it will continue to regenerate hit points , returning to full function once its hit points have been fully regained. \n'b' Actions \n'b' Grant Wish (2/day) . The statue of wishes is capable of granting two requests to any one creature placed in the circle in front of it. Firstly, it can grant an experience bonus to the target, giving the character enough experience to reach the next level. Secondly, the statue of wishes can cast the raise dead spell on the target inside the circle without requiring material components. However, each time a request is made, either to raise dead on a creature in the circle or grant bonus experience, roll 1d100. On the result of a 20 or less, or if the request is for anything other than reawakening or experience, the Statue of Wishes decides that the creature inside the circle does not receive a wish . In this case, that creature must make a DC15 Strength saving throw. On a failed saving throw, that creature takes 10 (3d6) bludgeoning damage and is pulled into the statue of wishes\xe2\x80\x99 open mouth. The mouth then closes. A creature who is trapped inside the statue of wishes can survive for up to 1d6 hours on the available air inside. Rescuing a creature inside requires killing the statue, as the mouth cannot be pried open while it is alive.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Steeder \n'b' Medium beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 17 (3d8+3) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., darkvision \xc2\xa060 ft., passive Perception 13 Languages none Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The steeder can climb difficult terrain , and walk on walls and ceilings, without requiring any ability check. The steeder has a speed of 10 ft. while climbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Jump Attack . Once per combat the steeder can jump 20 feet and make a bite attack with advantage. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d6+1) piercing damage. \n'b'\n'b' ABOUT \n'b' The steeder is a subterranean species of giant spider. They are relatively short (3 to 3.5 feet high) with black and brown hair. They have large heads and eight eyes.\xc2\xa0Steeders are hierarchical and therefore easily trained.\xc2\xa0Gray dwarves use them as mounts but also for hunting in the caves and caverns of the underdark.\xc2\xa0Steeders do not possess a poison bite but their webs are flame resistant. Steeders are bloodthirsty. If they detect fresh blood, or draw fresh blood, other steeders will seek to attack the bloodied target. \n'b' Subterranean races like the duergar construct special steeder saddles. The saddle allows the rider to hang upside down while mounted but does not allow the rider to easily dismount. Mounting oneself into a saddle requires 1 turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Steel Beetle \n'b' Large construct , unaligned\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 19 (+4) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft. Damage Resistances cold, fire, lightning; bludgeoning, piercing, slashing from non-magical weapons Damage Immunities poison, psychic Condition Immunities blinded , charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., passive Perception 6 Languages understands the languages of its master but cannot speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Crushing Claws . A single target being grappled by both claws only makes one escape roll, but does so with disadvantage. \n'b' Magic Resistance . The steel beetle has advantage on saving throws against spells and other magical effects. \n'b' Energy Dependence . If the steel beetle has its hit point maximum reduced it is stunned until the end of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The steel beetle makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , the steel beetle can automatically hit the target with its claw, and the steel beetle can\xe2\x80\x99t make attacks with this claw against other targets. \n'b'\n'b' Tactics \n'b' The steel beetle follows instructions to the letter, which means its tactics will depend on the foresight of its master, and it won\xe2\x80\x99t adapt to the unexpected or show any creativity. In the absence of more specific instructions it will mindlessly attack the closest enemy and fight until destroyed. \n'b' This beetle shaped automaton\xe2\x80\x99s steel carapace is stained with dried blood, as are the sharp edges of its two massive fore-claws. Its massive frame is easily as large as a grown horse. \n'b' Over the years, most of these constructs have worn out or been destroyed, but some have survived, either faithfully executing their last instructions or, more commonly, sitting inert, awaiting refueling. \n'b' Necromantic Fuel . Steel beetles fuel their powerful machinery with life energy, and only through the sacrifice of living beings can these devices be charged. The ritual, although there are few alive who still know it, also binds the beetle to the ritualist, and it will dutifully follow the instructions of whoever charges it. This necromancy leaves the beetle with a vulnerability, though: attacks that drain life energy can disrupt the dark magic that animates it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Steelwing Moth \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 2 (2d4-1) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 9 (-1) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the steelwing moth can speak its command word to cause the moth to transform into a tiny cocoon that fits into your hand or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. While in cocoon form, the moth can\xe2\x80\x99t move, take any actions or reactions , or manipulate objects. \n'b' Glider (true Form Only) . The moth can fly normally while holding 50 pounds or less. If the moth is carrying up to 300 pounds it slowly descends as it travels; it descends 5 feet for every 5 feet it moves horizontally. If it attempts to hover in place, it descends 10 feet every 6 seconds. If the moth attempts to hold more than one Medium creature or more than 300 pounds, it falls from the sky. \n'b'\n'b' ACTIONS \n'b'\n'b' Proboscis (True Form Only) . Melee Weapon Attack : reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Steelwing Chaff . A 10-foot radius cloud of fine metal powder disperses from the moth, heavily obscuring the area around it. This effect lessens after one round, and the area is only lightly obscured for five minutes or until a wind of moderate or greater speed disperses it. \n'b'\n'b' ABOUT \n'b' Steelwing moths are devices composed of fanning plates of thin steel that glide on the wind. They are most often found in large dwarven cities, transporting small objects and messages. The glint of their mechanical wings in the firelight overhead is a testament to gnomish artifice, though they tend to make the dwarven populace somewhat uneasy. \n'b' Steelwing moths are guided through the air by specially lit beacons, and may veer off course if redirected by a similar signal. The cartels have discovered this flaw and light beacons of their own to lure the moths and their precious cargo. \n'b' Urban Gliders . It was thieves that first discovered the moths\xe2\x80\x99 use as gliders while attempting to intercept the constructs mid-transport, only to find that the moths would deliver the hijackers to the ground as softly as they would any parcel. Steelwing thieves are not uncommon in cities that employ these constructs as a delivery system.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Animal, Jackal \n'b' Family: Canines \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 40 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics : The jackal has advantage on an attack roll against a creature if at least one of the jackal\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 1) piercing damage. \n'b' About \n'b' This sandy-colored canine resembles a slender-bodied wolf with short, graceful legs. It watches with dark brown eyes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catoblepas \n'b' Family: Catoblepas \n'b' Large monstrosity , neutral \n'b' Armor Class 18 (natural armor) Hit Points 228 (24d10 + 96) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 18 (+4) INT: 5 (-3) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +6 Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Stench . Any creature 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 its next turn. On a successful saving throw, the creature is immune to the catoblepas\xe2\x80\x99s stench for 24 hours. \n'b' Trampling Charge . If the catoblepas moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be forced prone . If the target is prone, the catoblepas can make one attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catoblepas makes one Bite attack, one Gore attack, and one Hooves attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8+ 5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Fetid Breath (Recharge 5-6) . The catoblepas exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 49 (9d10) poison damage on a failed save, or half as much damage on a successful one. \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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord of Night \n'b' Family: Demons \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 350 (28d12 + 168) Speed 20 ft., fly 100 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 23 (+6) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +13, Wis +12 Skills Deception +10, Perception +12, Stealth +11 Damage Resistances fire, lightning Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Born of Darkness . The Demon Lord of Night can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed. \n'b' Innate Spellcasting . The Demon Lord of Night\xe2\x80\x99s innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components.\n'b'\n'b'\n'b' At will : darkness , silence \n'b' 3/day each : fear , invisibility , teleport \n'b' 1/day : circle of death \n'b'\n'b' Keen Senses . The Demon Lord of Night has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Legendary Resistance (3/day) . If The Demon Lord of Night fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The Demon Lord of Night has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Demon Lord of Night\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Demon Lord of Night makes one bite attack , one wing attack , and one talons attack . \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 26 (4d10 + 4) piercing damage. \n'b' Wing . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone . \n'b' Talons . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). The Demon Lord of Night can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can\xe2\x80\x99t attack any other creature. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of Night 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 Demon Lord of Night regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The Demon Lord of Night makes one attack . \n'b' Move . The Demon Lord of Night flies half its speed without provoking opportunity attacks. \n'b' Shroud (2 actions) . The Demon Lord of Night radiates magical darkness in a 30-foot radius. The darkness lasts until the start of The Demon Lord of Night\xe2\x80\x99s next turn. \n'b'\n'b' Lair \n'b' The Demon Lord of Night\xe2\x80\x99s lair is an immense tree in the center of a lightless layer of the Abyss. The tree is an ancient, dead snag with a massive, hollow chamber in the rotting trunk. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), The Demon Lord of Night takes a lair action to cause one of the following effects; The Demon Lord of Night can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The Demon Lord of Night snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round. \n'b' Haunting, maddening music emanates from a point The Demon Lord of Night can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed , incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round. \n'b' Black tendrils writhe around up to three creatures The Demon Lord of Night can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round. \n'b'\n'b' Regional Effects \n'b' The region containing The Demon Lord of Night\xe2\x80\x99s lair is warped by the demon lord\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius. \n'b' Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms. \n'b' Within 1 mile of the lair, The Demon Lord of Night can cast his senses into any area of dim light or darkness as if using clairvoyance . \n'b'\n'b' If The Demon Lord of Night dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stellar Bunny \n'b' Tiny celestial , neutral good \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 30 ft., fly 15 ft. (hover)\n'b' STATS STR: 2 (-4) DEX: 13 (+1) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Resistances radiant Senses darkvision 120 ft., passive Perception 13 Languages telepathy 5 ft. Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Starry Camouflage . The stellar bunny has advantage on Dexterity ( Stealth ) checks made to hide against the starry night sky and can do so even when the creature from which it is hiding can see it. \n'b'\n'b' ACTIONS \n'b'\n'b' Starburst . The stellar bunny emits burning radiance from its body. Each creature of its choice that it can see within 5 feet of it must succeed on a DC 11 Constitution saving throw or take 1 radiant damage. Creatures that fail the saving throw can\xe2\x80\x99t make opportunity attacks against the stellar bunny until the start of their next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stellar Glow . The stellar bunny can use a bonus action to glow, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. While glowing, the stellar bunny has disadvantage on Dexterity ( Stealth ) checks, unless it is trying to hide against the starry night sky, and can\xe2\x80\x99t benefit from being invisible . The stellar bunny can use another bonus action to end this effect. \n'b'\n'b' ABOUT \n'b' Shy and kind-hearted, stellar bunnies are tiny celestial critters that hover jollily in the sky and glow with soft starlight. Wary of predators and erratic mortals, stellar bunnies will often use their starry camouflage to observe a creature while hiding against the clear night sky. If they decide it\xe2\x80\x99s safe to approach, they will carefully fly closer to the creature and make their presence known with a polite and often timid telepathic whisper. \n'b' Stellar bunnies love being cuddled and stroked by creatures they trust. When content, they express their gratitude by glowing a little bit brighter and sending their friends small telepathic messages of appreciation. \n'b' Peaceful by nature, a stellar bunny will never seek combat. \n'b' If it feels threatened, a stellar bunny will emit concentrated starlight from its body to dazzle its enemies and fly away from danger. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a stellar bunny for their familiar.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ahemset \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 68 (8d12+16) \n'b' Speed 30 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Razor Scales . At the start of each of its turns, the ahemset deals 13 (3d8) slashing damage to any creature grappling it. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 20 (3d10+4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the ahemset can\xe2\x80\x99t constrict another target. \n'b' Gaze . The ahemset turns its magical gaze towards one creature that it can see within 30 feet of it. That target must make a DC 10 Wisdom saving throw or be charmed by the ahemset until the start of the ahemset\xe2\x80\x99s next turn. The ahemset chooses how the charmed target uses its action, reactions, and movement. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and automatically succeed on the save. If the target does do, it can\xe2\x80\x99t see the ahemset until the start of his next turn. If the target looks at the ahemset in the meantime, it must immediately make the save. \n'b'\n'b' ABOUT \n'b' So whether it\xe2\x80\x99s the crocodilian gem-eyed serpets known as ahemset, the cunning and cruel lykopars with their caustic blood, or the man-faced wolves who can hear their names spoken within 100 miles called ulvargs, you can surprise players and write new legends with these twelve terrifying griffmeras! \n'b' The ahemset, worshipped as a divine agent by ancient peoples of the desert, reunites the most lethal qualities of all snake and crocodilian species. It is a ruthless predator, often leaving its preys\xe2\x80\x99 bodies to age for weeks buried in the mud underwater before eating them. The ahemset has the habit to put aside great amounts of food in these \xe2\x80\x9cpantries\xe2\x80\x9d for hard times. \n'b' Though ahemsets have just animal intelligence, they are believed to be wise creatures and oracles, and some stories tell about them breathing fire. \n'b' Maybe these legends refer to some unique specimen (possibly a half-dragon) that lived in a long past era. \n'b' Today, they are mostly searched for their gem-like eyes, that can be sold for 100 gold each, and their hide, that can be shaped into hardy armor retaining its razorlike qualities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Silk-tailed \n'b' Small fey , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 22 (4d6 + 8) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The beetle has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Tail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage. \n'b' Dazzling Barbs . The silk-tailed beetle shakes its tail, reflecting the sunlight in a dazzling display of sparkles and color that affects the minds of creatures who see it. Each creature within 10 feet of the beetle that can see it must succeed on a DC 13 Wisdom saving throw or be blinded until the end of the beetle\xe2\x80\x99s next turn. \n'b' Fling Barbs (Recharge 5-6) . The beetle flings the barbs on its tail in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage plus 3 (1d6) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Quick Escape . The beetle attempts to escape a grapple. \n'b'\n'b' ABOUT \n'b' Silk-tailed beetles are 3-foot-long insects that hail from the fey realm. They are named after their waxy, iridescent tails, which appear soft and silky but are in fact made up of millions of tiny, sharp, brittle barbs, each no wider than a strand of human hair. Each tail hair is coated in a dangerous venom that damages as well as bewilders foes. \n'b' The distinctive markings on a silk-tailed beetle\xe2\x80\x99s shell further confound predators. To the uninitiated, the shell appears to be some kind of disturbing face, with the beetle\xe2\x80\x99s tail resembling a spiky tongue. But creatures who try to attack the silk-tailed beetle from behind find themselves with a mouthful of sticky, bitter-tasting fibers instead of a tasty treat. While the would-be predator reels from the venom, the beetle makes a quick getaway. \n'b' In the realm of the fey, gremlins, brownies, and other miniature fey sometimes use silk-tailed beetles as mounts or beasts of burden. These beetles are surprisingly clever, making them easy to befriend or train for simple tasks but also prone to disobedience. While larger fey tend to keep silk-tailed beetles to milk their venom and farm their barbs, some train them as battle companions. When treated kindly and with respect, a silk-tailed beetle is a loyal ally who might even put its life on the line to protect its master. \n'b' In the wild, silk-tailed beetles use their saw-like front limbs to chop off small branches to make tiny hovels for shelter. During mating season, males create elaborate hovels, using their barbs to create glittering masterpieces on the ground. Before they sleep or mate, they implant a few of the barbs from their tails into the ground to ward off predators. \n'b' A silk-tailed beetle\xe2\x80\x99s venom remains viable for a few days after its barbs are removed. Clever animals such as tool-wielding primates, crows, and many of the cunning beasts of the fey realm sometimes form symbiotic relationships with silk-tailed beetles, stealing the barbs the beetles use to protect their dens and nests for their own purposes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stellar Rorqual \n'b' Gargantuan aberration , neutral \n'b' Armor Class 14 (natural armor) Hit Points 165 (10d20 + 60) Speed 0 ft., fly 80 ft., swim 40 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (-1) CON: 22 (+6) INT: 7 (-2) WIS: 18 (+4) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Wis +6 Skills Perception +8 Damage Resistances force Damage Immunities cold, fire, radiant Senses blindsight 360 ft., passive Perception 18 Languages understands Void Speech but can\xe2\x80\x99t speak, telepathy 360 ft. \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mouth Compartment . The stellar rorqual\xe2\x80\x99s mouth is a compartment that is 60 feet long, 40 feet wide, and 30 feet high with a single entry and exit. The rorqual can control the ambient pressure, temperature, gravity, moisture, and breathable air levels inside its mouth, allowing creatures and objects within it to exist comfortably in spite of conditions outside the rorqual. Creatures and objects within the rorqual have total cover against attacks and other effects outside the rorqual. As an action, a creature inside the rorqual can interact with the crystalline growths inside the rorqual\xe2\x80\x99s mouth and sense what the rorqual senses, gaining the benefits of its blindsight. \n'b' Stellar Burst . When the stellar rorqual dies, it releases all of its stored solar energy in a massive explosion. Each creature within 120 feet of the rorqual must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Void Flier . When flying between stars, the stellar rorqual magically glides on solar winds, making the immense journey through the Void in an impossibly short time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stellar rorqual makes two attacks: one with its head smash and one with its tail slap. Alternatively, it can use Energy Burst twice. \n'b' Head Smash . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. \n'b' Tail Slap . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 26 (4d8 + 8) bludgeoning damage. \n'b' Energy Burst . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 24 (7d6) force damage. \n'b' Planar Dive . The stellar rorqual can transport itself and any willing creature inside its mouth to the Astral, Ethereal, or Material Planes or to the Void. This works like the plane shift spell, except the stellar rorqual can transport any number of willing creatures as long as they are inside its mouth. The stellar rorqual can\xe2\x80\x99t use this action to banish an unwilling creature. \n'b'\n'b' ABOUT \n'b' This massive cetacean swims through the Void while crackling lines of energy race between the crystal formations on its body and massive, feather-like flippers. \n'b' Born in the Void . Stellar rorqual are born, live, and die in the depths of the space between the stars. Generally peaceful creatures, they live to impossibly old age, singing their ancient songs to each other across immense distances. \n'b' Living Starships . Those lucky or skilled enough can use a stellar rorqual as a living ship to provide passage between planes. This partnership can be based on friendship or domination, depending on the method of training.\xc2\xa0Communication with the rorqual is mostly telepathic, and the crystalline growths on the inside of its jaws display what the rorqual sees. Though a stellar rorqual finds it uncomfortable, it can enter the Material Plane from the Void to load or disembark passengers. When this occurs, the rorqual lands in an available ocean, if possible. \n'b' Solar Feeders . The stellar rorqual does not need to eat and seldom opens its actual mouth. As it travels the Void, it absorbs solar energy from stars, which forms crystalline growths on the rorqual\xe2\x80\x99s body. The growths slowly release the energy into the rorqual, providing it with the only form of sustenance it needs. \n'b' Void Traveler . The stellar rorqual doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Steppe Devil \n'b' Medium beast , neutral \n'b' Armor Class 13 Hit Points 22 (5d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 11 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 15 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Superior Scent . The kimer has a highly developed sense of smell. It gains advantage on all perception checks that might involve smell. \n'b' Born Grappler . If the kimer has a target grappled , it gains advantage on all of its attacks against that target. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kimer attacks once with its claws and once with its beak. It always attacks a single target. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage. The target is must make an escape check (DC 13) or be grappled . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b'\n'b' ABOUT \n'b' Steppe devils are mammalian creatures found in many climes, but preferring the open country of steppes or prairies. They are long and sleek, with a narrow neck and head. They have a beak at the end of their snout used for digging out prey from the dry rocky ground or tearing flesh from larger prey animals. Steppe devils are six-legged creatures that stand several feet at the shoulder, about the size of an adult greyhound. Each paw is six-toed and clawed, though the claws are not used as weapons, but rather for gripping moving prey while they tear at it with their powerful jaws. Their fur is short, with dark spots. They are ferocious and almost fearless animals who scavenge as much as they hunt. \n'b' Steppe devils are found mostly in the open savannah to the east of New Aenoch. They range as far north as the Frozen Salt Flats, and far to the east. However, during the long reign of Unklar, they were occasionally used as mounts and dogs by halflings. The kimer clan was the first to tame these beasts and use them in battle. Since the fall of Unklar, they have spread their range into the Cradle of the World, reaching as far as the Inner Sea. Some are still used by those halflings who have retained their nomadic lifestyles. They are expensive to purchase and hard to train. Usually, pups bring several hundred gold on the open market and a trained mount upwards to a thousand. \n'b' Pack Predators . kimer are normally pack creatures, usually traveling in packs of 2-5, though sometimes 1-2 pups are found with the pack as well. When a kimer pack locates a good area for hunting, usually along a well-traveled road, near ready sources of prey like farms or where herd animals graze, they dig elaborate dens. Dens are usually dug into the earth, under an overhang, etc. The kimer drag prey back to the den where they rend it into pieces, dragging chunks down into the hole. Any treasure found is usually littered around the mouth of the den.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stingray, Large \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 93 (11d10 + 33) Speed swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 11 (+0) CON: 17 (+3) INT: 1 (-5) WIS: 16 (+3) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 100 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Water Breathing . The large stingray can breathe only underwater. \n'b' Keen Smell . The large stingray has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Multiattack . The large stingray makes two attacks: one with its sting and one with its wing. \n'b' Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. \n'b' Wing . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stingray, Medium \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 27 (5d8 + 5) Speed swim 30 ft.\n'b' STATS STR: 14 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 14 (+2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 100 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Water Breathing . The medium stingray can breathe only underwater. \n'b' Keen Smell . The medium stingray has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stingray, Small \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 7 (2d6) Speed swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 100 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Water Breathing . The small stingray can breathe only underwater. \n'b' Keen Smell . The small stingray has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge \n'b' Family: Stirge \n'b' Tiny beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Actions \n'b'\n'b' Blood Drain : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn\xe2\x80\x99t attack. Instead, at the start of each of the stirge\xe2\x80\x99s turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. \n'b'\n'b' About \n'b' This insectoid creature has two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge Swarm \n'b' Family: Stirge \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 15 (natural armor) Hit Points 58 (13d8) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 19 (+4) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Swarm . The stirge swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 19 (6d4 + 4) piercing damage, and the some stirges attach to the target. While attached, the stirges don\xe2\x80\x99t attack . Instead, at the start of each of the stirge\xe2\x80\x99s turns, the target loses 19 (6d4 + 4) hit points due to blood loss. The stirge swarm can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge swarm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord of Rats \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 Hit Points 172 (23d8 + 69) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 12 (+1) DEX: 22 (+6) CON: 17 (+3) INT: 21 (+5) WIS: 20 (+5) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +11, Constitution +8, Intelligence +10 Skills Insight +10, Perception +10, Stealth +11 Damage Resistances cold, lightning Damage Immunities fire, necrotic, poison Condition Immunities poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 20 Languages Abyssal, Common, Void Speech, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Fire Dancer . Whenever the Demon Lord of Rats is subjected to fire or necrotic damage, he takes no damage and instead is unaffected by spells and other magical effects that would impede his movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute. \n'b' Quick Escape . As a bonus action , the Demon Lord of Rats teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. \n'b' Legendary Resistance (3/day) . If the Demon Lord of Rats fails a saving throw, he can choose to succeed instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Demon Lord of Rats makes two Soul Bite attacks or three Necrotic Flame attacks. \n'b' Soul Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. \n'b' Necrotic Flame . Ranged Spell Attack : +10 to hit, 120 ft., one target. Hit : 13 (3d8) necrotic damage. \n'b'\n'b' Reactions \n'b'\n'b' Soul Devouring . When the Demon Lord of Rats or a rattok demon within 120 feet of the Demon Lord of Rats reduces a creature to 0 hp , the demon lord devours that creature\xe2\x80\x99s soul. The Demon Lord of Rats gains 19 (3d12) temporary hp and the creature must succeed on a DC 18 Constitution saving throw or suffer two failed death saving throws. \n'b'\n'b' Legendary Actions \n'b' The demon lord 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 Demon Lord of Rats regains spent legendary actions at the start of his turn. \n'b'\n'b' Soul Bite . The Demon Lord of Rats uses his soul bite attack. \n'b' Stumble . The Demon Lord of Rats commands a rat to dash under the feet of a creature within 60 feet, causing it to stumble. The creature must succeed on a DC 15 Dexterity saving throw or it drops whatever it is holding and falls prone . \n'b' Plague Breath (Costs 2 Actions) . The Demon Lord of Rats surrounds himself with hideous vapors from his pipe, a screeching, pestilent mix of damned souls and poison gas. The gas spreads around corners, and its area is lightly obscured . Each creature that starts its turn within 10 feet of the Demon Lord of Rats must make a DC 15 Constitution saving throw. On a failure, the creature takes 16 (3d10) necrotic damage and is poisoned . On a success, the creature takes half the damage and is not poisoned . The gas lasts until the Demon Lord of Rats uses this legendary action again or until the Demon Lord of Rats dies. Rats, rattok demons, wind demons, and the Demon Lord of Rats are immune to the effects of Plague Breath. The Demon Lord of Rats has a pipe of cracked bone inlaid with golden glyphs, a pipe of glowing green jade that shines in the night, a pipe of black glass etched with blasphemous demonic triumphs, and (richest of all) a ruby pipe with mithral inlay in various disturbing patterns, a work of pure chaos artistry. All four of these pipes are associated with a particular gaseous magical effect: fog cloud (bone pipe), cloudkill (jade pipe), cloud of daggers (black glass pipe), and incendiary cloud (ruby pipe). A creature smoking the pipe can cast the associated spell as a bonus action 1/day. \n'b'\n'b' About \n'b' Puffing on his faintly screaming pipe, the foul creature seemed almost contemplative as he disemboweled the humans, one by one. The air around him was thick with plague, with nibbling decay, and with the greasy shine of hideous dreams. The demon lord is an upright and partly-humanoid large, red-eyed rat. His grey-white fur is sometimes spattered with offal and flecked with blood; other times, he is groomed constantly by swarms of ordinary rats. The Demon Lord of Rat\xe2\x80\x99s tail is tipped with a strange greenish fire. His front paws are long-fingered in the manner of rats, fully capable of holding and manipulating wands, scrolls, and other objects. He has long gold incisors, a short snout, and large ears (often ornamented with black or golden rings). He often smokes a magical pipe filled with mortal souls, drawing necrotic energy from this unhallowed vessel . \n'b' Cunning and Malicious . The Demon Lord of Rats finds human weakness amusing and delights in cruelty. While still given to unbridled destruction, he is sometimes more cunning than other demon lords. He is able to destroy a crop or a city with equal joy. He justifies this as \xe2\x80\x9cvengeance for my brethren\xe2\x80\x9d-for all rats are his worshippers and slaves. \n'b' Devourer of Souls . The Demon Lord of Rat\xe2\x80\x99s power comes in part from eating entire legions of mortal souls, and he dreams of attaining godhood through the devouring of demons. Rattok demons are said to be his creations. \n'b' Lord of Shadows . The Demon Lord of Rats keeps a vast network of spies in the mortal world. All red-eyed rats are his servants, chittering their knowledge of blood, sacrifice, and misery to their dark lord. The Demon Lord of Rats uses this information to give his followers greater reach, to destroy granaries, to starve entire nations, and to spread disease and misery everywhere his long-fingered claws reach. \n'b' Lair \n'b' The Demon Lord of Rat\xe2\x80\x99s lair is a vast realm of tunnels and dank caverns with thousands, if not millions, of rats, ratfolk, rattok demons and other horrors, a noisy place of constant squeals and skittering filled with the rank smells of blood, offal, and sweat. It is filled with snarling creatures preying on one another in its narrow, bone-strewn passages. Its only illumination comes from unholy sigils and territorial markings made in multi-colored, pale luminous ink. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Demon Lord of Rats can take a lair action to cause one of the following effects; he can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A cloud of filth and the smell of rotting garbage fills the lair. Each creature within 60 feet of the Demon Lord of Rats must succeed on a DC 15 Constitution saving throw or be poisoned until initiative count 20 on the next round. \n'b' Rats swarm together into miniature boulders and drop from the ceiling, striking up to three creatures beneath them that the Demon Lord of Rats can see within 120 feet of him. The Demon Lord of Rats makes one ranged attack roll (+11 to hit) against each target. On a hit, the target takes 10 (3d6) bludgeoning damage and has disadvantage on concentration checks until initiative count 20 on the next round as the rats scamper down the target. \n'b' A swarm of ghostly rattok demons fills a 20-foot-radius sphere at a point the Demon Lord of Rats chooses within 120 feet. The swarm of ghosts spreads around corners and remains until the Demon Lord of Rats dismisses it as an action, uses this lair action again, or dies. The swarm is lightly obscured , and its area is difficult terrain . A creature in the swarm when it appears or that ends its turn in the swarm must make a DC 18 Dexterity saving throw, taking 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge, Dire \n'b' Family: Stirge \n'b' Medium beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 22 (4d8 + 4) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws : Dex +6 Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Qualities \n'b'\n'b' Spider Climb . The dire stirge can climb difficult surfaces, including upside down or along ceilings, without need of an ability check. \n'b'\n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d10 + 4) piercing damage, and the dire stirge attaches to its target. While attached, the dire stirge does not attack , but at the start of each of its turns, the target automatically loses 9 (1d10 + 4) hp due to blood loss. The dire stirge can detach from a target by spending 5 feet of its movement. It does this after draining 30 HP of blood from a creature or if the creature dies. A creature, including the target, can spend its action to pull the dire stirge off them. \n'b'\n'b' About \n'b' Dire stirges are much larger and formidable versions of the more common mosquito-like bats. Though far rarer, they too tend to live near large, stagnant water sources, are often encountered in swampy regions or dank underground caverns, and their relatively sword-like proboscis grievously impales foes and quickly drains their blood. The audible buzzing sound they make as they fly is much more pronounced than those of their smaller cousins.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge, Dire \n'b' Family: Stirge \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 53 (8d10 + 8) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bleeding Wounds . Creatures detached from the dire stirge\xe2\x80\x99s Exsanguinating Lance or who fail to save against Wing Thrash begin to bleed. Bleeding creatures must make a DC 12 Constitution saving throw with disadvantage at the end of each of their turns or suffer 2 (1d4) bleeding damage. A successful saving throw or magical healing stops the bleeding. \n'b' Hooked Hide . Creatures within 5 feet which make a melee attack or Strength ( Athletics ) check against the Dire Stirge suffer 2 (1d4) slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Exsanguinating Lance . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (3d4 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone and grappled as the Dire Stirge attaches to it. While attached, at the start of each of the stirge\xe2\x80\x99s turns, the target loses 10 (3d4 + 3) hit points due to blood loss. The Dire Stirge does not need to use an action to drain blood in this way. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt a DC 12 Strength ( Athletics ) check to detach the stirge. Creatures detached from a Dire Stirge suffer the effects of Bleeding Wounds. \n'b' Wing Thrash (Recharge 4-6) . The Dire Stirge thrashes its deadly wings, slashing all creatures within 5 feet. Each creature in the area must make a DC 12 Dexterity saving throw. on a successful save, a creature suffers 2 (1d4) slashing damage. on a failed save, a creature suffers 5 (2d4) slashing damage and the effects of Bleeding Wounds. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -When stalking tightly grouped prey, a Dire Stirge first dives in and uses Wing Thrash to bloody its victims before launching back into the air. As blood begins to flow, the frenzied Dire Stirge dives back down to impale and feed upon the bloodiest victim with Exsanguinating Lance. When stalking individual prey, a Dire Stirge simply dives in, using Exsanguinating Lance to feed while frequently using Wing Thrash to keep attackers at bay. \n'b' Defensive Round -If overwhelmed, a Dire Stirge uses its Wing Thrash and then launches into the air to circle its target or flee. The following round, if it stays, it dives and impales the bloodiest creature with its Exsanguinating Lance. \n'b' Victorious Round -Once it drains 20 hit points of blood, a Dire Stirge proceeds to Wing Thrash, Lance, or grapple any remaining living creatures until they die. It then lays the eggs in their corpses and flies off to its nest. If its hunger is fully sated and the Dire Stirge is brought below 15 hit points , it flies off to digest its meal and return later for a second meal. \n'b'\n'b' ABOUT \n'b' Much larger and stronger than mundane stirges, dire stirges do not need to hide and feed in the dark. Dire stirges build shallow nests upon the desert ground, tucked into hilly crags, or carved into the sides of trees. Curled up in their nests, dire stirges can often be mistaken for thorny reddish shrubs. The presence of desiccated and mangled corpses nearby is often a sign of a Dire Stirge nest. \n'b' Dire stirges rend their victims to tatters before they can finish draining them, with their bristling proboscis. The dire stirge\xe2\x80\x99s proboscis and pores exude a viscous liquid, increasing blood loss before driving the monster into a feeding frenzy. Satiated, the Dire Stirge implants its eggs in mutilated corpses before returning to its nest, leaving a serious problem for carrion-eaters in the area. While eggs laid by a Dire Stirge typically hatch into regular stirges, eggs that incubate inside a host creature violently birth more dire stirges. \n'b' Unlike the swarms of their mundane brethren, dire stirges tend to be solitary, apex predators. Covered in razor-sharp hooks used to shred their victims, these six-winged monstrosities spear meals with a long, jagged proboscis, draining prey of their blood as it pins them to the ground. \n'b'\n'b' d4 \n'b' Dire Stirge Treasure \n'b'\n'b' 1 \n'b' A badly shredded cloak of protection . The cloak\xe2\x80\x99s +1 bonus to AC is disabled due to the excessive damage. \n'b'\n'b' 2 \n'b' A severed hand wearing a heavy golden ring worth 50 gp. \n'b'\n'b' 3 \n'b' A greenish organ inside the stirge\xe2\x80\x99s mouth provides enough anticoagulant saliva to coat 5 pieces of ammunition, granting them the effects of Bleeding Wounds on a successful hit. \n'b'\n'b' 4 \n'b' A tattered scroll containing a random 1st level spell. There is a 25% chance the scrolls disintegrate when used, causing the spell to fail.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge Swarm \n'b' Family: Stirge \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 15 (natural armor) Hit Points 58 (13d8) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 19 (+4) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Swarm . The stirge swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 19 (6d4 + 4) piercing damage, and the some stirges attach to the target. While attached, the stirges don\xe2\x80\x99t attack . Instead, at the start of each of the stirge\xe2\x80\x99s turns, the target loses 19 (6d4 + 4) hit points due to blood loss. The stirge swarm can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge swarm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Assassin \n'b' Family: Beetles \n'b' Medium monstrosity , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 33 (6d8 +6) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 14 (+2) INT: 1 (-5) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Toxic Demise . When the beetle dies, toxic green blood pools on all ground within 5 feet. Creatures that enter the area for the first time on a turn or start their turn there suffer 5 (2d4) acid damage. \n'b' Translocate (Recharge 4-6) . The beetle can take a bonus action to magically teleport , along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The assassin beetle makes 2 claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw Dance . The assassin beetle makes one claw attack against each creature within 5 feet. \n'b'\n'b' ABOUT \n'b' Standing 5 feet tall, atop six spindly legs, assassin beetles represent the pinnacle in the evolution of ambush insects. These agile predators developed the ability to teleport short distances, striking rapidly with their needle-sharp legs before disappearing just as quickly. Whether this power comes from rogue magical experimentation or a steady diet of blink dogs and other magical beasts is hotly debated amongst arcane academic circles. \n'b' Sticky secretions emitted from pores on the shell of the assassin beetle aggregate ever-increasing layers of gore and viscera. The blood and corpses of its victims provide the beetle both visual and olfactory camouflage. The sight of this horrific mantle often panics prey ambushed by the assassin beetle as it materializes upon them. \n'b' The acidic blood coursing through the chitinous hide of the assassin beetle fuels its deadly speed and drives its insatiable hunger. Upon its death, the beetle\xe2\x80\x99s exoskeleton cracks and rapidly dissolves, covering the area nearby in toxic ooze. Alchemists, assassins, and wizards place great value on the beetle\xe2\x80\x99s blood, utilizing it to craft deadly poisons and reckless haste potions. Due to the short shelf-life of raw assassin beetle blood, the dangerous liquid must be acquired fresh and quickly preserved. \n'b'\n'b' d6 \n'b' Assassin Beetle Treasures \n'b'\n'b' 1 \n'b' A pristine, needle-sharp assassin beetle leg. If used as a weapon, it deals 1d6 piercing damage and counts as magical for the purposes of bypassing damage resistance . \n'b'\n'b' 2 \n'b' A skeletal hand is stuck to the beetle\xe2\x80\x99s hide . A heavy silver signet ring worth 5 gp adorns one finger. \n'b'\n'b' 3 \n'b' A pool of toxic blood yields a vial of acid worth 50 gp. \n'b'\n'b' 4 \n'b' An undamaged chunk of shell provides a bucket full of sticky resin worth 15 gp. \n'b'\n'b' 5 \n'b' Under layers of mud and leaves, assorted coins worth 10 (3d6) gp adhere to the beetle\xe2\x80\x99s shell, along with several official-looking documents in various states of decay. \n'b'\n'b' 6 \n'b' An intact section of exoskeleton faintly inscribed with conjuration runes. The fragment supplies 50 gp worth of material components when used to cast conjuration spells.)'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge, Dire \n'b' Family: Stirge \n'b' Medium beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 22 (4d8 + 4) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws : Dex +6 Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Qualities \n'b'\n'b' Spider Climb . The dire stirge can climb difficult surfaces, including upside down or along ceilings, without need of an ability check. \n'b'\n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d10 + 4) piercing damage, and the dire stirge attaches to its target. While attached, the dire stirge does not attack , but at the start of each of its turns, the target automatically loses 9 (1d10 + 4) hp due to blood loss. The dire stirge can detach from a target by spending 5 feet of its movement. It does this after draining 30 HP of blood from a creature or if the creature dies. A creature, including the target, can spend its action to pull the dire stirge off them. \n'b'\n'b' About \n'b' Dire stirges are much larger and formidable versions of the more common mosquito-like bats. Though far rarer, they too tend to live near large, stagnant water sources, are often encountered in swampy regions or dank underground caverns, and their relatively sword-like proboscis grievously impales foes and quickly drains their blood. The audible buzzing sound they make as they fly is much more pronounced than those of their smaller cousins.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stirge, Dire \n'b' Family: Stirge \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 53 (8d10 + 8) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +8 Senses passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bleeding Wounds . Creatures detached from the dire stirge\xe2\x80\x99s Exsanguinating Lance or who fail to save against Wing Thrash begin to bleed. Bleeding creatures must make a DC 12 Constitution saving throw with disadvantage at the end of each of their turns or suffer 2 (1d4) bleeding damage. A successful saving throw or magical healing stops the bleeding. \n'b' Hooked Hide . Creatures within 5 feet which make a melee attack or Strength ( Athletics ) check against the Dire Stirge suffer 2 (1d4) slashing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Exsanguinating Lance . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (3d4 + 3) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone and grappled as the Dire Stirge attaches to it. While attached, at the start of each of the stirge\xe2\x80\x99s turns, the target loses 10 (3d4 + 3) hit points due to blood loss. The Dire Stirge does not need to use an action to drain blood in this way. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt a DC 12 Strength ( Athletics ) check to detach the stirge. Creatures detached from a Dire Stirge suffer the effects of Bleeding Wounds. \n'b' Wing Thrash (Recharge 4-6) . The Dire Stirge thrashes its deadly wings, slashing all creatures within 5 feet. Each creature in the area must make a DC 12 Dexterity saving throw. on a successful save, a creature suffers 2 (1d4) slashing damage. on a failed save, a creature suffers 5 (2d4) slashing damage and the effects of Bleeding Wounds. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -When stalking tightly grouped prey, a Dire Stirge first dives in and uses Wing Thrash to bloody its victims before launching back into the air. As blood begins to flow, the frenzied Dire Stirge dives back down to impale and feed upon the bloodiest victim with Exsanguinating Lance. When stalking individual prey, a Dire Stirge simply dives in, using Exsanguinating Lance to feed while frequently using Wing Thrash to keep attackers at bay. \n'b' Defensive Round -If overwhelmed, a Dire Stirge uses its Wing Thrash and then launches into the air to circle its target or flee. The following round, if it stays, it dives and impales the bloodiest creature with its Exsanguinating Lance. \n'b' Victorious Round -Once it drains 20 hit points of blood, a Dire Stirge proceeds to Wing Thrash, Lance, or grapple any remaining living creatures until they die. It then lays the eggs in their corpses and flies off to its nest. If its hunger is fully sated and the Dire Stirge is brought below 15 hit points , it flies off to digest its meal and return later for a second meal. \n'b'\n'b' ABOUT \n'b' Much larger and stronger than mundane stirges, dire stirges do not need to hide and feed in the dark. Dire stirges build shallow nests upon the desert ground, tucked into hilly crags, or carved into the sides of trees. Curled up in their nests, dire stirges can often be mistaken for thorny reddish shrubs. The presence of desiccated and mangled corpses nearby is often a sign of a Dire Stirge nest. \n'b' Dire stirges rend their victims to tatters before they can finish draining them, with their bristling proboscis. The dire stirge\xe2\x80\x99s proboscis and pores exude a viscous liquid, increasing blood loss before driving the monster into a feeding frenzy. Satiated, the Dire Stirge implants its eggs in mutilated corpses before returning to its nest, leaving a serious problem for carrion-eaters in the area. While eggs laid by a Dire Stirge typically hatch into regular stirges, eggs that incubate inside a host creature violently birth more dire stirges. \n'b' Unlike the swarms of their mundane brethren, dire stirges tend to be solitary, apex predators. Covered in razor-sharp hooks used to shred their victims, these six-winged monstrosities spear meals with a long, jagged proboscis, draining prey of their blood as it pins them to the ground. \n'b'\n'b' d4 \n'b' Dire Stirge Treasure \n'b'\n'b' 1 \n'b' A badly shredded cloak of protection . The cloak\xe2\x80\x99s +1 bonus to AC is disabled due to the excessive damage. \n'b'\n'b' 2 \n'b' A severed hand wearing a heavy golden ring worth 50 gp. \n'b'\n'b' 3 \n'b' A greenish organ inside the stirge\xe2\x80\x99s mouth provides enough anticoagulant saliva to coat 5 pieces of ammunition, granting them the effects of Bleeding Wounds on a successful hit. \n'b'\n'b' 4 \n'b' A tattered scroll containing a random 1st level spell. There is a 25% chance the scrolls disintegrate when used, causing the spell to fail.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Bat \n'b' Small construct , neutral \n'b' Armor Class 14 (natural armor) Hit Points 27 (5d6 + 10) Speed fly 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 5 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Regeneration . The stone bat regains 10 hit points at the start of its turn. \n'b' Rejuvenation . The stone bat reforms within 24 hours if it is destroyed. It appears within 5 feet of where it was destroyed. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Creeper \n'b' Medium plant , unaligned \n'b' Armor Class 12 Hit Points 30 (4d8 + 12) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Damage Immunities acid, poison Condition Immunities poisoned Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the stone creeper remains motionless, it is indistinguishable from an ordinary vine. \n'b' Mass of Vines . The stone creeper can move through a space as narrow as 1 foot wide without squeezing. \n'b' Spider Climb . The stone creeper 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' Thorned Vine . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 5 (1d6 + 2) piercing damage plus 5 (2d4) acid damage. \n'b' Acid-coated Thorn . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one creature. Hit : 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. \n'b' Weaken Stone . While climbing on a wall or ceiling made of worked stone, the stone creeper injects its acid into the mortar, weakening the structure. Each creature within 10 feet of the wall or in a 10-foot cube beneath the ceiling must make a DC 12 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw when beneath a ceiling is also knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature, including the target, can take its action to remove the rubble and free the buried target by succeeding on a DC 10 Strength check. \n'b'\n'b' ABOUT \n'b' This plant looks like a cluster of vines with elongated tendrils and leaves. A clear fluid drips from its thorns and spatters on the floor around it. \n'b' Feed on Stone . Stone creepers are semi-intelligent plants that feed on the mortar that holds structures together. They are commonly found in abandoned castles, ruins, and underground locations where the tunnels and chambers were reinforced with stone or brick. The stone creepers secrete acid into the mortar holding the building materials together, breaking it down quickly for easy consumption. \n'b' Living Traps . Stone creepers are typically found deeply enmeshed within stone or bricks and hidden in walls. Most creatures that initially see them assume they are ordinary vines. If there is a threat below them, they hastily withdraw from their position, dislodging the bricks or rocks that fall down upon the intruders. \n'b' Semi-Social . Stone creepers tend to live in groups of three to five. Often, they nearly encompass an entire room and feed upon it, waiting for hapless victims to enter a room. After they have consumed all the mortar and caused a collapse, they move on to new areas where they begin the process again.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Delver \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 10 Languages Stone Delver Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Six Limb Charge . If the stone delver moves at least 20 feet straight towards a target and then hits it with a claw attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . If the stone delver hit its initial target on the same turn and knocked it prone , it can use a bonus action to make up to four claw attacks against targets that are adjacent to the initial target. \n'b' Tunneler . The stone delver can burrow through solid stone at half its burrowing speed leaving a 5 foot wide, 10-foot-high tunnel in its wake. \n'b' Actions \n'b' Multiattack . The stone delver makes three claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10+5) slashing damage. \n'b' About \n'b' A grotesque horror that tunnels through the underground with its four powerful arms, the stone delver constantly searches for more prey to feed its insatiable hunger. \n'b' The creature stands on its short back legs when it tunnels, using its four arms and razor-sharp claws to dig through earth and stone. However, it can travel on all six limbs quickly, often rushing foes in a silent charge. \n'b' The stone delver\xe2\x80\x99s carapace exterior is as hard as granite, shielding it from rock slides and tunnel collapses. \n'b' Although it primarily survives on flesh from plentiful subterranean races, it is always searching for gems to consume. The valuable crystals have a regenerative power, restoring lost hit points or healing damage within a few hours after consumption. The stone delver can be distracted by gems if thrown or displayed by characters. Deep within the ground, the stone delver\xe2\x80\x99s lair often has a hidden hoard of raw and uncut gems.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Eater \n'b' Gargantuan aberration , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 259 (14d20+112) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 30 (+10) DEX: 7 (-2) CON: 26 (+8) INT: 6 (-2) WIS: 17 (+3) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Dex +3, Cha +1 Skills Athletics +15, Perception +13, Stealth +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid Condition Immunities frightened , paralyzed , prone , stunned Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 23 Languages Terran Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ground Manipulation . The Stone Eater can use an action to cause stone and earth within its space to grow soft and muddy in a radius of 100 ft, centerd on itself. The ground remains muddy for 1 minute after the Stone Eater moves off from the location. The Stone Eater can move through these areas with ease, but other creatures treat them as difficult terrain . If the Stone Eater has buried itself and uses the ability, the muddy ground forms a slippery funnel to its mouth. This muddy funnel requires a DC 18 Dexterity saving throw to avoid sliding to its center where the creature\xe2\x80\x99s mouth awaits. Any creature sliding to its mouth is immediately subjected to a free bite attack and a swallow whole attack . Attempts to climb out of the slippery funnel require a DC 16 Strength ( Athletics ) check. \n'b' Regeneration . The stone eater regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b' Seige Monster . The stone eater deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stone eater makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 19 (2d8 + 10) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be swallowed by the stone eater. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the stone eater, and it takes 17 (5d6) acid damage at the start of each of the stone eater\xe2\x80\x99s turns. If the stone eater takes 20 damage or more on a single turn from a creature inside it, the stone eater must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the stone eater. If stone eater dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 21 (2d10 + 10) piercing damage. \n'b' Barrage (Recharge 5-6) . The Stone Eater releases a swarm of rock in a 30-foot-radius spread. Those within the area of effect must make a DC 18 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failure, or half as much on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The stone eater 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 stone eater regains spent legendary actions at the start of its turn. \n'b'\n'b' Claws . The stone eater makes one attack with its claws. \n'b' Burrow . The stone eater moves at its full burrow speed and does not provoke oppourtunity attacks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Android, Malformed \n'b' Family: Android \n'b' Medium humanoid (android), any chaotic \n'b' Armor Class 17 (hide armor, hardened components) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 6 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Stealth +6, Survival +3 Senses darkvision 60 ft., passive Perception 8 Languages Common (an ancient dialect, but still understandable) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the android hits with it (included in the attack ). \n'b' Bushwhacked . If the android surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack . \n'b' Curse of the Machine Gods . Due to the malfunctioning of the foundry that birthed them, deformed androids have enhanced physical abilities but weaker mental capacity, with labile emotions and poor insight. They are easily manipulated by humans or other androids, whom they see as \xe2\x80\x9cperfect\xe2\x80\x9d creatures to be obeyed. They have disadvantage on Wisdom ( Insight ) checks and on saving throws against being charmed but have advantage on Strength , Dexterity or Constitution ability checks, skill checks, and saving throws. \n'b' Flawed Nano Advantage (1/day) . The android may gain +1d4 on one d20 roll. The android may wait to see the result of the roll before deciding to use this ability or not. This is a free action. \n'b' 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 makes two melee attacks . \n'b' Scrapmetal Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Scrapmetal Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (2d6 + 5) piercing damage in melee or 6 (1d6 + 3) piercing damage at range. \n'b' Cephalalgia Detonation (Recharge 6) . The android throws a grenade at a point up to 60 feet away. The android rolls a d20; on a 1 the grenade misfires and detonates immediately centered on itself. Each creature within 20 feet of the exploding grenade must make a DC 15 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Machine God\xe2\x80\x99s Rage (Recharges after a Short or Long Rest) . The android enters a rage. The rage lasts for 1 minute or until the android is incapacitated . While raging, the android gains the following benefits:\n'b'\n'b'\n'b' The android can add +1d6 on Strength and Constitution saving throws. \n'b' When it makes a melee weapon attack , the android gains a +4 bonus to the damage roll. \n'b' The android has resistance to bludgeoning, piercing, and slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Berserk Flailing . When a malformed android has lost half of its hit points it immediately uses Scrapmetal Battleaxe 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Guard \n'b'\n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d6 + 18) Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 17 (+3) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Pass Movement . Every stone guard is created with a deactivation method to prevent it from attack . Performing this series of movements that requires a creature to use their action. A pass movement can be anything from a complicated dance to a series of simple hand gestures. If the pass is given, the stone guard does not attack again for 1 hour, at which point the pass movement can be performed again. \n'b' Actions \n'b' Rock Hurl . Ranged Weapon Attack : +3 to hit, range 30/120 ft.; one target. Hit : 11 (3d6 + 1) bludgeoning damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Maiden \n'b' Medium elemental , neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 102 (12d8 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 15 (+2) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +7, Cha +8 \n'b' Skills Perception +6, Persuasion +8 \n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Damage Vulnerabilities thunder \n'b' Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Terran \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Magic Immunity . The stone maiden is immune to any spell or magical effect that employs or manipulates earth or stone, including her own spike growth spell. \n'b' Earth Mastery . If the stone maiden and a creature are standing on the ground, the creature suffers a -1 to its attack and damage rolls against the stone maiden and has disadvantage on grappling checks made against the stone maiden. \n'b' Innate Spellcasting . The stone maiden\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, with no need for material components or concentration: \n'b'\n'b' At will : meld into stone , spike growth , stone shape \n'b' 2/day : move earth , wall of stone \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stone maiden makes two Longsword attacks or two Slam attacks. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) slashing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Animate Rocks (recharge 4-6) . The stone maiden causes a pile of rocks she can see within 100 feet of her to animate into a humanoid shape. The rock form has statistics identical to the stone maiden, except it may use only Slam attacks. The rocks act under the control of the stone maiden, but do not require her concentration, and return to their lifeless state when reduced to 0 hit points or when they are more than 100 feet from the stone maiden. \n'b'\n'b' ABOUT \n'b' A stone maiden resembles an exquisitely carved statue of a woman. Loose-fitting robes clothe her form and a veil hangs across her shoulders and wraps around her head, though her face is not obscured. Stone maidens spend most of their time on the Elemental Plane of Earth, rarely venturing into the Material Plane unless summoned. If summoned by a spellcaster, a stone maiden performs the task asked of her and quickly returns to her home plane.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone Roper \n'b' Large monstrosity , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 93 (11d10 + 33) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 17 (+3) INT: 7 (-2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' False Appearance . While the stone roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. \n'b' Grasping Tendrils . The stone roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points ; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. \n'b' Spider Climb . The stone roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Stony Hide . The stone roper\xe2\x80\x99s tough hide is resistant to nonmagical damage. \n'b' Actions \n'b' Multiattack . The stone roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) piercing damage. \n'b' Tendril . Melee Weapon Attack : +7 to hit, reach 50 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can\xe2\x80\x99t use the same tendril on another target. \n'b' Reel . The roper pulls each creature grappled by it up to 25 feet straight toward it. \n'b' Petrifying Venom (3/day) . The stone roper can release a petrifying through its tendrils. A creature grappled by the stone roper must succeed on a DC 15 Constitution saving throw. On a failed save, the creature begins to turn to stone. The creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stone-Eater Slime \n'b' Small ooze , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 90 (12d6 + 48) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 19 (+4) INT: 1 (\xe2\x80\x935) WIS: 6 (\xe2\x80\x932) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , petrified , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The stone-eater slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' Ooze Nature . The stone-eater slime doesn\xe2\x80\x99t require sleep . \n'b' Spider Climb . The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stone-eater slime makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) acid damage. The target must succeed on a DC 14 Constitution saving throw or become petrified for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dissolve Stone . The stone-eater slime touches a petrified creature or a nonmagical object or structure made of crystal or stone within 5 feet of it, ingesting some of the stone. If the object isn\xe2\x80\x99t being worn or carried, the touch destroys a 6-inch cube of it, and the slime regains 10 (3d6) hp . If the object is being worn or carried by a creature, the creature can make a DC 14 Dexterity saving throw to avoid the slime\xe2\x80\x99s touch. If the target is a petrified creature, it must make a DC 14 Constitution saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. Being petrified doesn\xe2\x80\x99t give the creature resistance to this damage. The slime regains hp equal to half the damage taken. If the object touched is stone armor or a stone shield being worn or carried, it takes a permanent and cumulative \xe2\x80\x931 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held stone weapon, it takes a permanent and cumulative \xe2\x80\x931 penalty to damage rolls . If its penalty drops to \xe2\x80\x935, the weapon is destroyed. \n'b'\n'b' ABOUT \n'b' This translucent orange blob scoots along a smooth stone floor, leaving pits and scores in the surface as it passes. \n'b' Stone-eater slimes burbled up from a pit of vitriolic acid earth elementals refer to as the Great Dissolution. They infest underground caverns and have migrated to many mountain ranges. Their paths often cross with mineral oozes, which they occasionally consume. Fortunate slimes encounter mineral oozes just as they\xe2\x80\x99ve encased a meal, doubling the bounty for the slimes. \n'b' Hated by Medusas . Stone-eater slimes consume stone and favor petrified creatures and worked stone to all other forms of stone. They can petrify prey, but their petrification is unreliable, often ending before the slime has completed its meal. Thus, they lurk in the lairs of basilisks, medusas, and other creatures capable of petrifying prey. Less intelligent creatures, like basilisks, pay little attention to the slimes, as the creatures consume their stony meals too quickly for the slimes to have an appreciable impact. However, medusas and others who cultivate their petrified victims as statuary despise stone-eater slimes, who first mar and later completely destroy the perfect stone. \n'b' Incidental Hazards . Stone-eater slimes wear grooves and pits into the stone where they live. While the slimes keep away from heavily trafficked areas, they eventually do enough damage to less-frequented areas to create dangerous pit traps or weaken stone ceilings to produce deadfalls. Kobolds and other trap-savvy creatures entice stone-eater slimes into their lair, scattering worked stone in an area they want the slimes to excavate.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Blister \n'b' Family: Beetles \n'b' Small beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage plus 3 (1d6) acid damage. \n'b' Blister Spray (Recharge 5-6) . The beetle exhales a 15-foot cone of caustic acid, causing painful blisters to form on the skin of any creature caught in the spray. Creatures in the area must make a DC 12 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A large beetle with a slick, dark-green carapace approaches. The creature snaps its large black serrated mandibles together as it moves toward you. \n'b' Blister beetles are nocturnal scavengers found in forests or underground. \n'b' They are non-aggressive creatures, but have voracious appetites and will, if food is scarce, attack just about anything that comes close to them. Their favored meal, however, is bees: both giant and normal. Their immunity to poison grants them protection from the deadly sting of giant bees (normal bees cannot penetrate their carapace). A cluster of beetles waits near an area frequented by bees and then spring to attack when a bee lands on a flower or plant. Another favored meal is grasshoppers. Blister beetles ambush these large insects and drag the prey back to their lair. \n'b' Blister beetles reproduce and mature rapidly. The female deposits a group of 2d4 eggs in a hole in the nest. The male then sprays the eggs with its blister spray. Within three days the eggs burst open with an audible pop and out swarm the young blister beetles. Young reach maturity in about three weeks. When attacked, a blister beetle releases a foul stream of black oily liquid that irritates the skin of any living creature it hits. Afterwards, it moves to combat and strikes with its mandibles.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stonehorns \n'b' Huge monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 129 (13d12+39 HD) Speed 40 ft., 40 ft. (leap)\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities frightened Senses passive Perception 11 Skills Stealth +10 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False appearance . While it remains motionless, the stonehorn is indistinguishable from an inanimate statue. \n'b' Surprise Attack . If the stonehorn is motionless when first encountered, it gains advantage on initiative unless its opponent succeeds at a Wisdom (perception) check against its passive stealth of 20. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stonehorn makes three attacks each round, two claws and one bite. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 10 (1d10+5) slashing damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 11 (1d12+5) piercing damage. \n'b' Ram . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d12+5) bludgeoning damage, and the victim must succeed at a DC 16 Strength check or be forced\xc2\xa0 prone . Against prone victims, the stonehorn may immediately attempt a claw attack \n'b' Leaping Strike . If the stonehorn is more than 20 feet from a victim, it will leap at its victim, attempting to crush it with its bulk. It makes a ram attack , and if successful, the victim must succeed at a Dexterity save (DC 16) or be crushed under the creature, suffering an additional 13 (2d12) bludgeoning damage and be grappled and restrained . While thus restrained , the stonehorn may automatically inflict claw damage on the victim every round. The victim may attempt to escape at the end of each of its turns, with an escape DC of 16. \n'b'\n'b' ABOUT \n'b' Stonehorns are huge creatures, with massive arms and barrel chests. When they stand, they are some 16 feet high. With grey skin, long arms, and a huge belly, the stonehorn crouches on two long frog-like legs. Beady eyes peer out from beneath a broad head crowned by massive horns. The stonehorn\xe2\x80\x99s eyes are hollow pools of gray indifference. Their lipless mouths, lined with thousands of tiny, sharp teeth remain clamped shut unless they feed. The stonehorn prefer to dwell in swamps or marshy areas where their height and strength give them an advantage. Scholars maintain that the beast was born of the toads and frogs to which it bears a slight resemblance. \n'b' Docile Travelers . The stonehorn travel alone or in pods of 2-4. They lay eggs when they breed; these are dropped in deep pools and left to grow until they are mature. This generally takes 3-5 years. The stonehorn hatches fully grown and hungry. \n'b' Leaping Combatants . In combat, the stonehorn leaps much as a frog does, attempting to land upon its victim. They move very quickly for a beast so large, lunging forward on their legs. This allows them to leap great distances, up 40 feet. While crushing a victim, they rend it with claws and fangs. They do not fear death and attack without any morale. They cannot be affected by fear or any similar spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Storm Maiden \n'b' Medium elemental , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 11 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Common, Primordial Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The storm maiden\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , ray of frost , misty step , thunderwave \n'b' 1/day each : sleet storm , wind wall \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The storm maiden makes two thunderous slam attacks. \n'b' Thunderous Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) thunder damage. \n'b' Throw Lightning . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 14 (4d6) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn. \n'b'\n'b' ABOUT \n'b' At the heart of a violent storm, a young woman lies huddled in despair. Her skin is translucent as if made of water, and her tears float up from her face to join the storm above her. \n'b' A storm maiden is a spiteful elemental that pulls powerful storms into the world through a portal connected to her shrine. \n'b' Blinded by anguish, she seeks to erase any trace of those who betrayed her. \n'b' Primordial Sacrifice . Long ago, this woman was offered up to powerful spirits to ward off drought and famine. She served her role faithfully. Her shrine was maintained by a ritual of devotion performed by the descendants of those she loved, but it was eventually abandoned. Now, some transgression against her abandoned shrine has drawn the maiden back to the world. \n'b' Abating the Storm . A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes. A community may yet atone for their ancestral betrayal by performing a long-forgotten ritual at the maiden\xe2\x80\x99s shrine. If appeased, the storms end, and the maiden\xe2\x80\x99s alignment changes from evil to good. An appeased maiden may go on to protect the region for generations, as long as her shrine is maintained, or she might wander to other regions, seeking communities in need who understand the importance of maintaining her shrine. \n'b' Elemental Nature . A storm maiden doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Storm Spirit \n'b' A floating figure made of crackling energy vibrates and shifts at an alarming rate. While the size of the creature is fixed, its form never seems to settle into a single shape. \n'b' Medium elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 22 (5d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 11 (+0) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, thunder Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Elemental Nature . A storm spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Storm Form . The spirit can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning and 2 (1d4) thunder damage. In addition, the spirit can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 2 (1d4) lightning and 2 (1d4) thunder damage. Any creature which ends its turn in the same space as the spirit takes 2 (1d4) lightning and 2 (1d4) thunder damage at the end of its turn. \n'b' Actions \n'b' Thunder Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) thunder damage. \n'b' Shocking Bolt . Ranged Weapon Attack : +4 to hit, range 60/240 ft., one target. Hit : 4 (1d4 + 2) lightning damage. \n'b' Tempest (Recharge 6) . Each creature within 10 feet of the spirit must succeed on a DC 12 Dexterity saving throw. On a failure, a creature takes 5 (2d4) lightning damage, 5 (2d4) thunder damage, is thrown 10 feet in a random direction, and is knocked prone . \n'b' About \n'b' Storm spirits are primal guardians created from elemental energy. They are the manifested rage of nature come to destroy those who pollute and corrupt the land. As formless beings made of lightning and thunder, they serve a wide variety of masters, including storm lords, elven enchanters, and druids. \n'b' Called by Druids . Druids can tap into the wrathful side of nature by performing a ritual to summon a group of storm spirits when they feel the laws of nature have been violated.\xc2\xa0These spirits feel an affinity for druids filled with righteous anger and serve until vengeance is done. The elementals can be called to aid in battles against undead, necromancy, pollution, harmful mining operations, and any grave injustice committed against the natural world. When the spirits are summoned, the druids give them the name of a person who becomes the hated quarry of the storm spirits. \n'b' Cannot Be Stopped . Once a storm spirit has been given a quarry, it stops at nothing until that enemy or the elemental itself is destroyed. Druids must think carefully before summoning the storm spirit, for there is no way to call back the wrathful elemental once it has been given a target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stormboar \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, thunder Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Iron Scent . The boar can pinpoint, by scent, the location of ferrous metal within 60 feet of it. \n'b' Lightning Hide . A creature that touches the boar or hits it with a melee attack while within 5 feet of it takes 5 (2d4) lightning damage. \n'b' Relentless (Recharges after a Short or Long Rest) . If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead. \n'b' Thunder Charge . If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and 11 (2d10) lightning damage. In addition, nonmagical metal armor worn by the target is partly devoured by the boar and takes a permanent and cumulative ?2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Lightning Run (Recharge 6) . The boar becomes a bolt of living lightning and moves up to its speed without provoking opportunity attacks. It can move through creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object. Each creature in the boar\xe2\x80\x99s path must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Thunder Leap (Recharge 6) . The boar moves up to 20 feet, jumping over obstacles in its way. Difficult terrain doesn\xe2\x80\x99t cost it extra movement when it leaps. Each creature within 10 feet of the boar when it leaps and each creature within 10 feet of where it lands must make a DC 15 Constitution saving throw. On a failure, a creature takes 16 (3d10) thunder damage and is pushed up to 10 feet away from the boar. On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed. \n'b'\n'b' ABOUT \n'b' A massive, green-scaled boar snorts angrily as tiny bolts of blue lightning ripple over its body. \n'b' Accidental Arcane Creations . An evoker who raised hogs to fund their wild experiments, accidentally blew up their tower years ago. The explosion created a horrific storm that raged for days in the region, causing the locals to take shelter. When the storm dissipated, the wizard and their tower were gone, but the hogs had been transformed into scaled beasts that harnessed the power of lightning and thunder. \n'b' Storm\xe2\x80\x99s Fury . Stormboars embody the fury of the storm. Just as stubborn and ferocious as their more mundane cousins, stormboars let no obstacle get in their way while they look for food or protect their offspring. Seasoned hunters know to drop an offering of metal behind as they leave the area to ensure the boar is too distracted to follow them. \n'b' Metal Devourers . Stormboars crave metal. Prospectors track the boars to find areas rich with precious minerals and ore, and treasure hunters use the creatures to sniff out hidden vaults of wealth. Anyone relying on a stormboar must be careful, however. The boars see any creature wearing or carrying metal as the deliverer of an easy meal. The aggressive creatures won\xe2\x80\x99t stop attacking until they\xe2\x80\x99ve consumed every bit of metal an unfortunate traveler is carrying. Starving stormboars have been known to venture into civilized areas for a meal.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stormwarden \n'b' Medium humanoid , chaotic neutral \n'b' Armor Class 12 (hide armor) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 16 (+3) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +3 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic, Giant Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The stormwarden\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 13, + 5 to hit with spell attacks). The stormwarden can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : thaumaturgy \n'b' 1/day : fog cloud \n'b'\n'b' Actions \n'b' Longsword . 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' Longbow . Ranged Weapon Attack : +2 to hit, range 150/600 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Stormscream (1/day) . The stormwarden unleashes a deafening scream filled with the fury of the storm in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from the stormwarden. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t pushed. \n'b' About \n'b' This humanoid has dark hair and eyes. Its skin is sapphire colored, and its hair is long. A long beard dominates its countenance. It is dressed in hide armor and furs. \n'b' Stormwardens dwell high in the mountains and hills away from civilization. They are hunters by nature and spend their time hunting and trapping game, though they never do so to an abundance, only enough to sustain themselves. They are isolationists and solitary, rarely found in groups of more than 6 individuals. Their hair color and eye color range across the spectrum just as a normal human, though most tend to have dark hair and eyes. \n'b' Stormwardens prefer to avoid combat, but if provoked, they open combat using their longswords, attempting to slay their opponents before escaping to their lair. If melee goes against a stormwarden, it alters the weather and attempts to escape. \n'b' Stormwarden Traits \n'b' Your stormwarden character has the following racial traits. \n'b' Ability Score Increase . Your Intelligence score increases by 2, and your Constitution score increases by 1. \n'b' Age . Stormwardens mature at the same rate as humans and reach the age of majority around the age of 20. They often live to be more than 150 years of age. \n'b' Alignment . Reclusive, passive, and attuned to nature, stormwardens tend to neutral alignment. It is not unusual to find a stormwarden that has been touched by the storm (or lightning), and is unpredictable and given to chaotic actions and choices. \n'b' Darkvision . You have acute vision that can pierce the darkest storm. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. \n'b' Size . Stormwarden, much like humans, vary widely in height and build, from just over 5 feet to well over 6 feet tall. Your size is Medium. \n'b' Speed . Your base walking speed is 30 feet. \n'b' Blessing of the Storm . You know the thaumaturgy cantrip. When you reach 3rd level, you can cast fog cloud as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest . When you reach 5th level, you can cast call lightning as a 3rd level spell with this trait and regain the ability to do so when you finish a long rest . Intelligence is your spellcasting ability for these spells. \n'b' Discharge . You have advantage on saving throws made against effects that deal lightning damage. \n'b' Languages . You can speak, read, and write Common and your choice of either Draconic or Giant.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord of the Devouring Worm \n'b' Family: Demons \n'b' Gargantuan fiend (demon), chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 370 (20d20 + 160) Speed 50 ft., burrow 50 ft., climb 30 ft.\n'b' STATS STR: 29 (+9) DEX: 6 (-2) CON: 26 (+8) INT: 9 (-1) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +15, Wis +11, Cha +11 Skills Perception +11 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , exhaustion , frightened , poisoned Senses blindsight 120 ft., tremorsense 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The Demon Lord of the Devouring Worm\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components.\n'b'\n'b'\n'b' At will : detect magic , black tentacles \n'b' 3/day each : dispel magic , fear , insect plague (biting worms) \n'b' 1/day each : earthquake , teleport \n'b'\n'b' Legendary Resistance (3/Day) . If the Demon Lord of the Devouring Worm fails a saving throw, it can choose to succeed instead. \n'b' Tunneler . The Demon Lord of the Devouring Worm can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake. \n'b' Magic Resistance . The Demon Lord of the Devouring Worm has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Demon Lord of the Devouring Worm\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Demon Lord of the Devouring Worm makes one bite attack , two crush attacks, and one stinger attack . \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by the Demon Lord of the Devouring Worm. A swallowed creature is blinded and restrained , and takes 16 (3d10) necrotic damage at the start of each of The Demon Lord of the Devouring Worm\xe2\x80\x99s turns. The Demon Lord of the Devouring Worm can have any number of creatures swallowed at one time. If the Demon Lord of the Devouring Worm takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of the Demon Lord of the Devouring Worm. If the Demon Lord of the Devouring Worm dies, a swallowed creature is no longer restrained , and can escape the corpse by spending 30 feet of movement, exiting prone . \n'b' Crush . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until The Demon Lord of the Devouring Worm moves. The Demon Lord of the Devouring Worm can grapple up to two creatures at once; at least one of the Demon Lord of the Devouring Worm\xe2\x80\x99s crush attacks must be directed against each creature it has grappled . \n'b' Stinger . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts. \n'b'\n'b' Legendary Actions \n'b' The Demon Lord of the Devouring Worm 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 Demon Lord of the Devouring Worm regains spent legendary actions at the start of its turn. \n'b'\n'b' Shriek . All creatures within a 60-foot cone that can hear the Demon Lord of the Devouring Worm must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Death Roll (2 actions) . The Demon Lord of the Devouring Worm moves half its speed and makes one Crush attack . Any structures or objects in spaces the Demon Lord of the Devouring Worm moves through take double Crush damage automatically. \n'b' Devour (3 actions) . The Demon Lord of the Devouring Worm makes one bite attack . \n'b'\n'b' Lair \n'b' The Demon Lord of the Devouring Worm\xe2\x80\x99s lair is a tangled labyrinth of tunnels in the heart of its dark realm. The tunnels seem to twist and burrow through space itself rather than just the rock and soil surrounding them. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Demon Lord of the Devouring Worm takes a lair action to cause one of the following effects; the Demon Lord of the Devouring Worm can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Until initiative count 20 on the following round, the Demon Lord of the Devouring Worm twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants. \n'b' A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn. \n'b' Thick tangles of demonic worms erupt in the space of up to three creatures the Demon Lord of the Devouring Worm can see within 60 feet. Each targeted creature is attacked once by the worms ( Melee Weapon Attack : +7 to hit, reach 0 ft., one target; Hit : 14 (4d6) piercing). \n'b'\n'b' Regional Effects \n'b' The region containing the Demon Lord of the Devouring Worm\xe2\x80\x99s lair is warped by the demon lord\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent. \n'b' Within 1 mile of the lair, food rots and spontaneously erupts with maggots. \n'b' One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area. \n'b' Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer. \n'b'\n'b' If the Demon Lord of the Devouring Worm dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Strife \n'b' Small fey , chaotic evil \n'b' Armor Class 15 Hit Points 60 (11d6 + 22) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Stealth +9 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . The strife can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom ( Insight ) check. \n'b' Delight . When a creature within 30 feet of the strife takes psychic damage, the strife gains 5 temporary hp or gains advantage on the next attack roll it makes before the end of its next turn (the strife\xe2\x80\x99s choice). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The strife can use its Sow Discord. It then makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft. one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Sow Discord . The strife attempts to sow discord in up to two creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and distrusts its allies until the start of the strife\xe2\x80\x99s next turn. On a success, a creature takes half the damage and doesn\xe2\x80\x99t distrust its allies. A creature that distrusts its allies can\xe2\x80\x99t give or receive aid from its allies, including spells, class features like Sneak Attack, and the Help action. \n'b' Invisibility . The strife magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the strife wears or carries is invisible with it. \n'b'\n'b' REACTIONS \n'b'\n'b' Induce Doubt . If a creature misses the strife with an attack , the strife can cause the attacker to doubt itself. The attacker must succeed on a DC 13 Wisdom saving throw or each time it makes an attack roll or saving throw before the end of its next turn, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. \n'b'\n'b' ABOUT \n'b' The small, childlike creature with purple skin and an overly large mouth hovers in the shadows of the alleyway behind the tavern, giggling with delight as it watches fights break out. This strange, childlike fey feeds off the negative feelings that manifest from mortals who spread rumors and falsehoods about one another. \n'b' False Legends . Due to its ability to remain unseen and its appearance wherever discord rises, many in the mortal world believe this fey is the physical embodiment of a feeling, a magical manifestation brought on by strong mortal emotions. Delighting in rumors and misinformation, the fey don\xe2\x80\x99t correct these interpretations and proudly use the mortal moniker, strife. \n'b' Invasive Fey . Though strifes aren\xe2\x80\x99t physical embodiments of mortal emotions, negative feelings between mortals create a weakening between the Material Plane and the realms of the fey, allowing strifes to enter the material world. Once on the Material Plane, a strife lurks in the shadows of a settlement, fueling rumors until the populace erupts with chaos and discord. Travelers might come across a settlement and be greeted with abnormal hostility when a strife is present. Once its work is done, the strife returns to the fey realms to tell tales of its work before finding a new settlement to disturb. The most successful of strifes have caused kingdoms to fall to civil war when the government was painted as unfit by a strife\xe2\x80\x99s work. The strife does not revel in bloodshed, but in the unrest of the days or weeks that precede it.'}
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