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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Strife Elemental \n'b' Medium elemental , chaotic neutral\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 52 (8d8 + 16) Speed 30 ft. Saving Throws Dexterity +4, Constitution +4, Wisdom +4 Skills special, see below Senses passive Perception 12 or higher, see below Languages All Challenge 1 (200 XP) \n'b' Special Traits \n'b' Cause Strife (Recharge 6) . The strife elemental can use a bonus action to amplify emotions within 30 feet of itself. Each creature must make a DC 15 Charisma saving throw or become grumpy and difficult. Players should be encouraged to play out any source of conflict as being of utmost importance. The strife elemental will choose a time of conflict to utilize this feature: when parleying with potential enemies, haggling with a merchant, sneaking past enemies, arguing about existing conflicts within the group, or dividing up treasure, for example. \n'b' Impersonate . When the strife elemental takes a long rest , it can choose a new identity. Its body and clothing reshape themselves to take on that identity, which can be any Small or Medium humanoid of any background. As part of the reshaping process, select up to four skills and two sets of tools for the strife elemental to become proficient with. \n'b' Actions \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Tactics \n'b' Strife elementals love to create fights but they try hard to avoid being caught in the middle of one. If taking a military disguise, they prefer to be an archer or a member of the command staff so that they can witness their achievements at a distance. In the worst case, strife elementals can use any weapon proficiently, so they will find something to defend themselves with. \n'b' Strife elementals prefer to avoid direct conflict but prove proficient with all simple and martial weapons if they cannot avoid a fight. \n'b' Description \n'b' These creatures appear as perfectly ordinary folk, going about their lives in a normal fashion, though conflict does seem to follow in their wake. They seem perfectly normal, except that, sometimes, when they think no one else is looking, they smile cruelly to themselves. \n'b' A New Guise . Strife elementals have the ability to take on new personas, in order to further conflict without being instantly discovered. When they take on a new identity, they leave most of the old identity behind, meaning that they are hard to hold accountable for their actions. There is only one consistence to their personality; they are always contentious and capricious.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Strobing Fungus \n'b' Medium plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d8 + 36) Speed 10 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 19 (+4) INT: 5 (-3) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened, frightened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Strobe . As a bonus action, the strobing fungus can start emitting a powerful, strobing light. It rapidly alternates between shedding bright light in a 60-foot radius and shedding no light, creating a dizzying effect unless the area\xe2\x80\x99s ambient light is bright light. Each creature within 60 feet of the strobing fungus and that can see the light must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Unless surprised, a creature with a shield or other similarly-sized object can use its reaction to raise the object and protect its eyes from the light, avoiding the saving throw. If it does so, it can\xe2\x80\x99t use that object for anything else. For example, a creature using a shield to protect its eyes loses the shield\xe2\x80\x99s bonus to its Armor Class while using the shield in this way. If the creature looks at the strobing fungus or lowers or uses the object protecting its eyes, it must immediately make the save. While emitting light, the strobing fungus can\xe2\x80\x99t attack . It can stop emitting light at any time (no action required). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The strobing fungus makes two attacks. \n'b' Chemical Burn . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit : 13 (3d6 + 3) acid damage. \n'b'\n'b' About \n'b' This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently. \n'b' This creature is translucent with a white core and is composed of a narrow stalk topped with a bulbous head. It suddenly emits a powerfully bright light, then flashes bright and dark in rapid succession. \n'b' Chemical Warrior . The strobing fungus\xe2\x80\x99 body houses chemicals that, when mixed together, cause it to shine brighter than a torch. It also uses those chemicals for self-defense. When it senses danger, it mixes the chemicals inside a pouch within its body and secretes the mixture, which it can then shoot at the creature threatening it. Once exposed to the open air, the chemicals become highly corrosive and toxic. \n'b' Wandering Mushroom . Unlike many fungi, the strobing fungus is able to move, albeit at a slow pace. It does this by severing the portion of its base anchoring it in place and secreting some of the chemicals within its body to help it glide along to a new location. When it has reached its intended destination, it stops secreting the chemical, its movement stops, and the creature quickly attaches to the ground at the new location. \n'b' Popular Guards . Strobing fungi are often employed as guardians, particularly by creatures that have blindsight . The fungi understand rudimentary Common and can obey commands not to attack their master\xe2\x80\x99s allies. They typically assume anyone who has not been specifically introduced to them is an enemy and behave accordingly.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stroke Lad \n'b' Medium fey , neutral evil \n'b' Armor Class 14 \n'b' Hit Points 97 (13d8 + 39) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 15 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception + 6, Intimidation +6, Persuasion +6 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Common, Sylvan \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The stroke lad\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' At will : charm, dancing lights , detect evil and good \n'b' 1/day each : confusion , detect thoughts , dispel magic \n'b'\n'b' Magic Resistance . The stroke lad has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The stroke lad\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stroke lad makes two Withering Touch attacks. \n'b' Withering Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) necrotic damage. \n'b'\n'b' ABOUT \n'b' Fey of the darkest kind, stroke lads are tall, slender, delicately featured beings with the mien of a jaded aristocrat. Their heads feature a pair of goat\xe2\x80\x99s horns that are kept at a glossy sheen. They dress in fine silks, drape themselves with jewelry, and wield scepters or other symbols of nobility and authority. While stroke lads prefer to avoid combat, letting their servants take care of ruffians, their ability to wither limbs and bodies with a touch make them fearsome foes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stryx \n'b' Tiny monstrosity , neutral \n'b' Armor Class 12 Hit Points 10 (4d4) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 120 ft., passive Perception 14 Languages Common, Elvish Challenge 1/8 (25 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the stryx keeps its beak closed and doesn\xe2\x80\x99t speak, it is indistinguishable from a normal owl. \n'b' Flyby . The stryx doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight . The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Spellcasting (3/Day) . The stryx casts the comprehend languages spell, requiring no material components and using Wisdom as the spellcasting ability. \n'b'\n'b' ABOUT \n'b' The brown owl in the tree suddenly opens its beak. Instead of a hoot, it reveals very human teeth and speaks. \n'b' Stryxes are the result of the Moonlit King\xe2\x80\x99s mad experiments deep within the Plane of Shadows. They resemble owls and can pass as normal birds as long as they don\xe2\x80\x99t speak or open their mouths. \n'b' The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryxes range in color from pale gray to sooty black, with gleaming eyes. \n'b' Strange Alchemy . Stryxes are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans. The Moonlit King of the shadow fey, banished and imprisoned in his tower, is desperate to touch the outside world. His crazed experiments blended shreds of mortal souls into shadowy owls and thus brought the stryx into being. \n'b' The Shadow\xe2\x80\x99s Eyes . The truth of the stryx is all but unknown outside the Moonlit King\xe2\x80\x99s inner circle, where these creatures serve as the king\xe2\x80\x99s eyes and ears. Stryxes thrive in the Plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator. \n'b' Familiars \n'b' Stryxes make excellent spies, and they delight in serving others. The strange owls often become outstanding spies and translators by bonding themselves to a master. Some spellcasters seek out the stryx and strike a bargain to gain the creature\xe2\x80\x99s service as a familiar. While most stryxes make a show of hard bargaining, secretly they are eager to strike the deal. \n'b' Stryxes that serve spellcasters have the following trait. \n'b' Familiar . The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx\xe2\x80\x99s Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Cave \n'b' Family: Beetles \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 31 (7d6 + 7) Speed 20 ft., fly 30 ft., burrow 20 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Death Throes . When a giant cave beetle reaches 0 hit points , it releases a strong acidic cloud in a 5-foot radius. Creatures within this area must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. Every giant cave beetle in 500 feet is capable of detecting the smell of this acid. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' About \n'b' These large subterranean blind beetles are long and thin. Lacking any capacity for visual stimuli the giant cave beetles have adapted to the deep, permanent night underground. \n'b' Lightless Troglofauna . This species of giant beetle lives only underground, in the deepest caves where light does not shine. Their carapace is a dull white color, and they tend to reach over 4 feet in length over their thin body. They communicate via pheromones and by vibrating their thorax against the rock beneath them, which, due to their sensitive tympanal organs, they are able to hear through many hundreds of feet of stone. \n'b' Armored Hive Insect . This specific variety also have very hard carapaces, often equivalent to iron armor, that make it difficult for underground predators to bite through to damage the insect; should one fall, as well, their death releases strong pheromones that are irritating to most creatures and serve the additional purpose of warning the remaining population of a dangerous predator in their vicinity.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stuhac \n'b' Medium fiend , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 209 (22d8 + 110) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +9, Con +10, Cha +7 Skills Deception +12 Damage Resistances acid, fire, lightning; bludgeoning and piercing from nonmagical attacks Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Mountain Walk . The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn\xe2\x80\x99t cost it extra movement. \n'b' Standing Leap . The stuhac\xe2\x80\x99s long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 28 (5d8 + 6) slashing damage. \n'b' Hobble . The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 10 feet. The stuhac can\xe2\x80\x99t reduce a creature\xe2\x80\x99s speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the greater restoration spell or similar magic. \n'b' Illusory Appearance . The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the stuhac could appear to have gnarled hands, but someone touching the stuhac\xe2\x80\x99s hands would feel its jagged claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence ( Investigation ) check to discern that the stuhac is disguised. \n'b'\n'b' ABOUT \n'b' This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone. \n'b' Feigns Weakness . Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler\xe2\x80\x99s gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets, and its clothing is revealed to be woven layers of yellowed tendon and ligament. \n'b' Hideous Garments . The stuhac\xe2\x80\x99s most prized possessions are its \xe2\x80\x9cclutters,\xe2\x80\x9d garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhacs meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. Stuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters first sever their victim\xe2\x80\x99s vocal chords. \n'b' Devour Victims . Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac\xe2\x80\x99s presence.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stunjelly \n'b' Large ooze , unaligned \n'b' Armor Class 9 Hit Points 57 (6d10 + 24) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 9 (-1) CON: 18 (+4) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing Damage Immunities acid, cold, lightning, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The stunjelly can move through a space as narrow as one inch wide without squeezing. \n'b' Corrosive Form . A creature that touches the stunjelly or hits it with a melee attack while within five feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of wood or other organic material that hits the stunjelly partly dissolves. After hitting the stunjelly, the weapon takes a permanent and cumulative -1 to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of wood (or other organic material) that hits the stunjelly is destroyed after dealing damage. \n'b' Engulfing . When the stunjelly hits a creature with a Slam attack , it may make one Engulf attack against that creature as a bonus action. \n'b' Spider Climb . The stunjelly can climb difficult surfaces, including hanging upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it must make a DC 14 Constitution saving throw. On a failed save, the creature is paralyzed for one minute. The creature may repeat this saving throw at the end of each of its turns, ending the paralysis on itself on a success. If the creature is wearing armor made of leather or other organic material when hit by the stunjelly, that armor is partly dissolved and takes a permanent and cumulative -1 to the Armor Class it offers. The armor is destroyed if the penalty reduces its Armor Class to 10. \n'b' Engulf . The stunjelly attempts to engulf one creature of size Large or smaller within five feet of it. The creature must make a DC 15 Dexterity saving throw. On a failed save, the stunjelly enters the creature\xe2\x80\x99s space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and must succeed on a DC 14 Constitution saving throw or be paralyzed for one minute. The creature may repeat this Constitution saving throw at the end of each of its turns, ending the paralysis on itself on a success. At the start of each of the stunjelly\xe2\x80\x99s turns, the engulfed creature takes 14 (4d6) acid damage, and any equipment it is carrying made of leather or other organic material is partly dissolved (see Slam above). When the stunjelly moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within five feet of the stunjelly. The stunjelly may only engulf one Large, two Medium, or four Small or smaller creatures at one time. \n'b'\n'b' ABOUT \n'b' Stunjellies hide within larger subterranean complexes, where they often disguise themselves by flattening themselves against walls to rely on their translucent gray color to blend in with the background. Mindless things, the stunjelly waits until a living creature comes close before reaching out and attacking with its pseudopodia. They secrete a weak acid that carries a virulent venom that causes paralysis. Wise delvers know to back up when they smell vinegar, a byproduct of the paralyzing acid reacting with air.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stunted Ghoul \n'b' Medium undead , chaotic evil \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 4 (-3) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Smell . The ghoul has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +1 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 9 Constitution saving throw, or be stunned until the end of the ghoul\xe2\x80\x99s next turn. Creatures that are immune to being paralyzed are immune to this ability. \n'b' About \n'b' Generations of poor feeding can lead to weedy and stunted ghouls; less of a physical threat, perhaps, but often starving and desperate.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stymphalian \n'b'\n'b' Medium monstrosity , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 8 (-1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Aversion of Noise . If the stymphalians takes thunder damage or is surprised by a loud noise, it has disadvantage on attack rolls and ability checks until the end of its next turn. \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 raven. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Beaks . Melee Weapon Attack : +4 to hit, reach 5 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. \n'b' Feathers (Recharge 5-6) . The stymphalians fire feathers in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer on a failed save. Creatures take half as much damage on a successful save. \n'b' About \n'b' These birds are of the size of a crane, and are like the ibis, but their beaks are more powerful, and not crooked. It has brass feathers and talons. \n'b' These strange metallic-feathered birds are sacred to Ares. \n'b' When stymphalians makes their lair, they feed on living creatures within a 5-mile radius. Stymphalians are very fond of flesh and devour livestock, cattle, and will attack humans. \n'b' On the Move . Stymphalians reside in the Stymphalian lake in Arcadia. They were driven by Hercules and compelled to take refuge in the island of Aretias in the Euxine, where they were afterwards found by the Argonauts. \n'b' Bronze Fury . Stymphalians attack from the air. When flying, stymphalians loose a volley of bronze feathers at its foes or else swoops down and attacks with their beak, flying out of range before opponents can react. On the ground, stymphalians attack with their beaks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Akyishigal, Lord of Cockroaches \n'b' Family: Demons \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 138 (12d10 + 72) Speed 40 ft., burrow 20 ft., climb 40 ft., fly 40 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 22 (+6) INT: 19 (+4) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Dex +7, Con +10, Wis +6, Cha +9 Skills Acrobatics +11, Athletics +9, Perception +6, Stealth +7 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, lightning, poison Condition Immunities poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 16 Languages Abyssal, Common, Draconic, Elvish, Infernal, telepathy 60 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Cloak of Swarms . Akyishigal emits a cloud of flying, stinging insects from his mouth, eyes, and tears in his skin that spreads out in a 5-foot radius from him. At the start of each of his turns, Akyishigal chooses whether this cloak is active. While this cloak is active, Akyishigal has disadvantage on Dexterity ( Stealth ) checks, and creatures attacking Akyishigal can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the demon , such as the Pack Tactics trait or Sneak Attack feature. In addition, each creature that isn\xe2\x80\x99t a Construct or Undead that starts its turn in the cloud takes 11 (2d10) piercing damage and must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 hour. While poisoned in this way, a creature emits a stench of decomposition, and uncontrolled insects attack that creature in preference to other targets. \n'b' Legendary Resistance (3/Day) . If Akyishigal fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Akyishigal has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Akyishigal makes four Claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 3 (1d6) poison damage. \n'b' Call Spawn (1/Day) . Akyishigal magically calls one spawn of Akyishigal. The spawn arrives in 1d4 rounds, acting as an ally of Akyishigal and obeying its telepathic commands. The spawn remains for 1 hour, until Akyishigal dies, or until Akyishigal dismisses it as a bonus action. \n'b' Spellcasting . Akyishigal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : detect evil and good , pass without trace \n'b' 3/day : dispel magic , giant insect , insect plague \n'b' 1/day : contagion (filth fever only) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . Akyishigal magically transforms into a Large or smaller insectoid Beast or back into his true form, which is a Fiend. His statistics, other than his size , are the same in each form. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Akyishigal 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. Akyishigal regains spent legendary actions at the start of his turn. \n'b'\n'b' Teleport . Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b' Skitter (Costs 2 Actions) . Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Cast a Spell (Costs 2 Actions) . Akyishigal uses Spellcasting. \n'b'\n'b' ABOUT \n'b' This insectoid creature\xe2\x80\x99s filth-slicked mandibles clack ceaselessly for flesh.\xc2\xa0Of all the demons lurking in the Abyss, few are as vile and disgusting as Akyishigal, the Lord of Cockroaches. \n'b' Civilization\xe2\x80\x99s Corruption . Although Akyishigal sired an entire race in his image, known as roachlings, he craves followers among humans, elves, and other races as a means of corrupting civilization and rotting it from within.\xc2\xa0Despite his repulsiveness, Akyishigal has followers among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. His shrines are tended in abandoned houses, tanneries, and butcher yards, as well as in sewers and similar places. \n'b' Filth Sacrifices . In his shrines, kidnapped victims find themselves submerged in filth up to their necks. While the demon lord\xe2\x80\x99s cultists chant, sacramental roaches feast on the prisoner\xe2\x80\x99s eyes and tongue. A victim who survives the rite is dumped back onto the streets. \n'b' Persistent Cults . Akyishigal\xe2\x80\x99s cults are almost as difficult to stamp out as real cockroach infestations.\xc2\xa0No matter how they are driven off or crushed, followers resurface among the teeming mobs of the downtrodden.\xc2\xa0Typical worshipers include evil humanoids, particularly kobolds and goblins, as well as roachlings, minor demons, slaves, thralls, and shadow creatures of all stripes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Subek \n'b' Large humanoid ( subek ), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 14 (+2) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Investigation +5 Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Flood Fever . During flood season, the subek is overcome with bloodthirsty malice, becoming more aggressive and losing its proficiency in Intelligence ( History ) and Intelligence ( Investigation ) checks. If it hasn\xe2\x80\x99t fed within the past 8 hours, it enters a frenzy, spending each turn attacking the nearest creature it can see. If no creature is near enough to move to and attack , the subek attacks an object, with preference for an object smaller than itself. During the frenzy, it has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . It continues the frenzy until it has fed and enters the frenzy again every time it goes without eating for 8 hours for the duration of the flood season. \n'b' Hold Breath . The subek can hold its breath for 15 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The subek makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 7 (2d6) slashing damage as the subek tears into the target. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' The merchant displayed his wares and smiled, the kindness in his eyes and softness of his smile juxtaposed with his crocodilian body and fangs. \n'b' For most of the year, the subek are a kindly people, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers. \n'b' Riverbank Homes . Subek are crocodilian humanoids that dwell along the banks of great rivers. They have muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 pounds, and can live up to 300 years. During the dry season, subek are friendly and thoughtful scholars, historians, and artisans. \n'b' Flood Fever . Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. During flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill non-subek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders. \n'b' Keep Their Distance . Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways. \n'b' Curious Duality . Subek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with an ancient savage people, or some loathsome and primitive part of their soul exerting control. A rare few\xe2\x80\x94shamans and oracles, mostly\xe2\x80\x94embrace their duality and choose to live year-round in remote regions far from civilization.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Succubus, Aihrdian \n'b' Large fiend , chaotic evil \n'b' Armor Class 14 (Natural) Hit Points 60 (11d10) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Insight +2, Persuasion +6 Saving Throws Int +3, Cha +6 Damage Immunities cold, fire, lightning, thunder, acid, poison Condition Immunities \xc2\xa0 poisoned Damage Resistances bludgeoning, piercing and slashing from non-magical weapons Senses darkvision 60 ft. Languages Abyssal, see below Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fair Form . The succubus has two forms. The first is its demonic form. The second is the form of a beautiful maiden. The succubus has limited control over this form, being able to choose hair color and alter the appearance cosmetically. However, the form is always attractive and always female. The succubus has its wings in its Fair Form, but may hide them if it chooses. If the succubus is damaged while in its fair form, it must make a concentration test with advantage, resuming its demonic form if it fails. The succubus can maintain the form while asleep if it wishes. \n'b' Wings of Insanity . While in its demonic form, the succubus can unfurl its wings, revealing bizarre magical patterns. Any creature viewing the wings must make a Wisdom save (DC 14). Anyone who fails the save is immediately paralyzed . At the end of each of their turns, any paralyzed creature can repeat the save, removing the paralysis if they succeed. Should a creature fail three consecutive saves, the paralysis ends and the creature is immediately feebleminded. The feeblemind condition remains until removed with a greater restoration . \n'b' Kiss of Doom . In either form, the succubus can use her magical kiss. The target must kiss her willingly. The target must make a Charisma save (DC 14). If the save is failed, the target is immediately rendered unconscious . They remain unconscious until revived with a greater restoration or the succubus releases them. Once the succubus renders someone asleep, she has the option to slowly begin devouring their soul. Each day, the target suffers 5 (1d10) necrotic damage. This damage cannot be healed while the target is unconscious . If this damage reduces the target to 0hp, the target dies. \n'b' Magic Resistance . The succubus has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The succubus\xe2\x80\x99 innate spellcasting ability is Charisma (Spell Save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : tongues (this spell should always be considered as cast unless there is a reason it would not be) \n'b' 3/day each : hallucinatory terrain \n'b' 1/day each : hypnotic pattern, suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . While in its demonic form, the succubus can make two claw attacks and one tail attack . While in fair form, it may strike once with its dagger. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) slashing damage. \n'b' Tail . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) Piercing damage. \n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. \n'b'\n'b' ABOUT \n'b' The succubus has two forms. In reality, she is a beastly creature, thin, malformed, and possessed of a horrible stench much like the smell of rotting fruit. Her face is drawn and narrow, barely containing her humanoid features. Her chest sags inward, bones protruding through the thin gossamer of her skin. Beneath her ribs, her stomach distends like a horrid pouch, filled with the souls of the unfortunates she has devoured. To most, however, she does not seem so horrid, more like a beautiful woman, shapely and perfect. Her long hair covers her shoulders and her form she casts in folds of silk that tantalize the viewer. In either form, she has massive bat-like wings, they unfold behind her, spreading out like two massive canopies, black and empty. Her wings are conduits to the outer planes, looking into their black depths is dangerous and many a man has gone mad doing so. \n'b' Hunger and Rage . Two motives drive the succubus. She is continually hungry; desiring to eat the souls of humans more than anything else, though dwarves serve her in a pinch. Elves and the other fey she has little interest in, other than, of course, slaying them. They are driven by hate as well, for they know their race, spawned in the depths of the abyss, are failed and they long for what they are not, pure and whole. So they hate all things and the fact that they must disguise themselves to interact with other creatures drives their hate even further. \n'b' Lonely . They are almost always alone, though on occasion they gather in the covers, pressed into service by a more powerful demon or devil, or by one of their own. Wizards, in time, are able to bind them, but this as always is a dangerous endeavor, for these creatures are unadulterated evil. Like all of their kind, they are not able to forgive, they have no conscience, no feelings, are driven by no motives other than hunger and hate. \n'b' Patient Temptress . The succubus always attempts to charm its victim through its fair form. Casting herself as a beautiful maiden she calls the unfortunate for aid or succor. They travel with the victim if necessary, luring it into a sense of safety before they strike. They attempt to kiss the victim if they can, casting their sleep upon it. In any case, they feed on it, slowly if they can, draining its life force. But if pushed into open combat, the succubus uses her spells to drive off or kill a foe. When pressed, she reveals her true form, dropping the glamour, shifting into that horrible, stench-laden shape.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Succubus/Incubus \n'b' Medium fiend (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 13 (+1) INT: 15 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Telepathic Bond : The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b' Shapechanger : The fiend can use its action to polymorph into a Small or Medium humanoid , or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Claw (Fiend Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Charm : One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend\xe2\x80\x99s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Draining Kiss : The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Etherealness : The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' About \n'b' Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Succubus/Incubus, Ancient \n'b' Medium fiend (shapechanger), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX: 22 (+5) CON: 15 (+2) INT: 15 (+2) WIS: 12 (+1) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +12, Insight +7, Perception +7, Persuasion +12, Stealth +8 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, Elvish, Infernal, Umbral, telepathy 60 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Telepathic Bond . Maraya ignores the range restriction on her telepathy when communicating with a creature she has charmed , or one that has received her Profane Gift. The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b' Shapechanger . Maraya can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, she loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. Maraya reverts to her true form if she dies. \n'b' Actions \n'b' Multiattack . Maraya makes two claw attacks. \n'b' Claw (Fiend Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage. \n'b' Charm . One humanoid Maraya can see within 30 feet of her must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Maraya\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command , it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Maraya\xe2\x80\x99s Charm for the next 24 hours. Maraya can have only one target charmed at a time. If she charms another, the effect on the previous target ends. \n'b' Draining Kiss . Maraya kisses a creature charmed by her or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Etherealness . Maraya magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' Profane Gift (1/day) . Maraya grants a profane gift to a willing humanoid she touches. The target increases one ability score of its choice by 2, or two different ability scores by 1 each. A single creature can have no more than one profane gift at a time. A profane gift is removed by a dispel evil and good spell or more powerful magic. Maraya can remove one of her gifts as a bonus action, and doing so causes the target\xe2\x80\x99s Charisma score to be reduced by 2d6 until it finishes a long rest . If this reduces the target\xe2\x80\x99s Charisma to 0, the target falls unconscious until it regains at least 1 point of Charisma .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Suk Tree \n'b' Large plant , neutral \n'b' Armor Class 13 (Natural armor) Hit Points 120 (16d10+32) Speed 0\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning and piercing Senses passive Perception 10 Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Sleep Cloud . The suk tree releases a cloud of pollen. This has an identical effect to a sleep spell cast at 4th level, centered on the suk tree. After releasing its pollen, the suk tree cannot use this again for an hour. \n'b' Swallow Whole . The suk tree attempts to pull the target into the ground to hold it with its roots and devour it. It may target one opponent within 10 feet. The ground will tremble slightly, then open beneath the target. The target must make a Dexterity save (DC 15). If they succeed on the save, they jump clear of the opening and are unharmed. If they fail the save, they fall into the hole and are grasped by the roots. The target is restrained , and immediately takes 10 (3d6) acid damage as the suk tree releases its digestive sap, trying to liquify the target so it can absorb their nutrients. If a target starts a turn grasped by the roots, they automatically take the acid damage. \n'b'\n'b' ABOUT \n'b' The suk tree is short, rarely ranging over 20 feet when fully grown. The trunk is narrow and the canopy rather flat, extending a dozen feet or so from the trunk of the tree. When in bloom, the leaves of the suk are dark green and broad, offering passers-by plenty of shade from the sun. In the springtime the suk blooms; bright white or in some species pink flowers explode across its canopy, releasing a perfume like-smell that permeates the tree all year long. \n'b' Semi-Sentient . The suk is a living tree, aware of its surroundings; however, it speaks no languages, nor understands any. Druids can speak with the suk tree. They grow in very sunny areas in loose earth, usually far from other trees. On occasion, they grow in the desert; anywhere they can provide sun for those who pass by. \n'b' Carnivorous . The suk feeds upon the decaying bodies of those it has swallowed. It does not require water, nor sunlight. It stands in place until unlucky victims take refuge from the sun beneath their canopy. When a potential victim settles down, the suk tree releases its perfume, to numb or enchant the victim. This is followed by an attack. \n'b' The sap, bark, and flowers of the suk tree are highly sought after, wizards and the like use it in a number of potions. The flowers have enchanting abilities and when mixed properly, they are able to place someone into a trance or deep sleep. The sap is used to make curative spells. When boiled and dried, the bark is used as a type of wafer that is filled with nutrients. Many of course, refuse to eat the bark of the suk tree as they see it as a form of cannibalism.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sun Horse \n'b' Large elemental , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 45 (7d10 + 7) Speed 80 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 13 (+1) INT: 7 (-2) WIS: 11 (+0) CHA: 6 (-2) \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 10 Languages Ignan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heated Body . A creature that touches the sun horse or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Illumination . The sun horse sheds bright yellow light in a 30-foot-radius and dim light for an additional 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage plus 3 (1d6) fire damage. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) fire damage. \n'b'\n'b' ABOUT \n'b' Silence hangs over the scorched desert. Then without warning, a flash of light streaks across the hot sand. A fiery steed known as the sun horse races to its destination. Somehow able to survive the flames, a human is riding the wild mount. \n'b' Like a Flash . Being able to blast across the desert in spectacular fashion intimidates most other creatures. Keeping up with this speedster is extremely difficult, if not impossible. Therefore, the sun horse has few rivals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Chag \n'b' Family: Beetles \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 17 (+3) INT: 3 (-4) WIS: 8 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances slashing, piercing Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Iridescent Carapace . When the chag beetle is in bright light, its carapace shines with blinding radiance. A creature that starts its turn within 30 feet of a chag beetle that\xe2\x80\x99s in bright light must succeed on a DC 14 Constitution saving throw or be blinded 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 chag beetle until the start of its next turn, when it can avert its eyes again. If the creature looks at the beetle in the meantime, it must immediately make the save. Trampling Charge. If the chag beetle 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 16 Strength saving throw or be forced prone . If the target is prone , the beetle can make one slam attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chag beetle makes two attacks: one with its gore, and one with its slam. Gore. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target begins to bleed. At the start of the creature\xe2\x80\x99s turn, it loses 7 (2d6) hit points due to blood loss. A creature can take an action to make a DC 13 Wisdom ( Medicine ) check. On a success, or upon receiving magical healing , the bleeding stops. Slam. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A trio of exaggerated horns protrude from the crown of this massive beetle\xe2\x80\x99s head and its six legs kick up a large amount of dust as it snorts aggressively. Chag beetles roam the grasslands in sizable herds, searching for carrion and plant matter. Juvenile chags are 3 feet long but weigh a very compact 150 pounds. The larger cows and bulls are 8 feet long, with cows weighing 500 pounds and bulls weighing nearly a ton. Viciously Territorial. When a mature herd finds a steady supply of food, the beetles revert to a territorial, hierarchical organization typical of many insectoid species. They aggressively protect this territory, as well as their eggs and hatchlings. Despite their appearance and insectoid behavior, chag possess an intelligence equivalent to any warm-blooded animal. Chags mate for life, and newly born beetles depart as they mature to start their own herds. During mating season, unmated chag cows attract several bulls which battle one another by charging and tangling horns to win mating rights. The victor is the bull with its horns still intact after such clashes, and this ritual proves dangerous to anyone stumbling upon them as the beetles stop their singular combat to drive off or kill intruders. Desert Staple. Various races on desert planets have domesticated these foul-tempered beetles and use them as a source of armor, tools, and food. Expert scavengers can strip the chitinous shells protecting chags and fashion them into suits of armor retaining the chitin\xe2\x80\x99s resistance to blows. Very few armorsmiths can retain the shell\xe2\x80\x99s reflective qualities, however, but many smiths purposely dull the armor to ensure the wearers don\xe2\x80\x99t make easy targets on the desert plain. Smaller plates and bull horns are more often fashioned into hammering tools or serrated into saws and other cutting implements. Thanks to the shell\xe2\x80\x99s natural hardness, objects crafted from them can withstand a lot of wear before breaking. Despite these benefits, chag meat remains the most popular product harvested from chags. For those unaccustomed to the simultaneously chewy and greasy substance, it demands an acquired taste. However, the beetles\xe2\x80\x99 carrion diets surprisingly do not taint the meat, and it proves quite filling. A widespread technique on desert worlds transforms the chag meat into jerky which greatly reduces the greasy quality, making it more palatable to offworlders.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Suncatcher Scarab \n'b' Gargantuan beast , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 145 (10d20 + 40) Speed 30 ft., burrow 40 ft., fly 15 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 1 (\xe2\x80\x935) WIS: 12 (+1) CHA: 16 (+3) \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 poison, radiant, thunder Condition Immunities charmed , frightened , paralyzed , poisoned , restrained Senses blindsight 90 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x94 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Discordant Drone . Creatures within 15 feet of the suncatcher scarab can\xe2\x80\x99t hear each other\xe2\x80\x99s spoken words and can\xe2\x80\x99t cast spells with verbal components. \n'b' Siege Monster . The suncatcher scarab deals double damage to objects and structures. \n'b' Unstoppable . Moving through difficult terrain doesn\xe2\x80\x99t cost the suncatcher scarab extra movement, and its speed can\xe2\x80\x99t be reduced. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The suncatcher scarab makes three Bite attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Burrowing Burst . If the suncatcher scarab burrows at least 20 feet as part of its movement, it can use this action to emerge in a space that contains one or more other creatures. Each of those creatures and each creature within 10 of the scarab\xe2\x80\x99s space must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and is forced prone . On a success, a creature takes half the damage and is pushed up to 10 feet out of the scarab\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the scarab\xe2\x80\x99s space. The area within 10 feet of the scarab\xe2\x80\x99s space then becomes difficult terrain . \n'b' Wing Beat (Recharge 5\xe2\x80\x936) . The suncatcher scarab rapidly beats its wings, releasing sound or light in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. The effect depends on if the elytra is closed or open:\n'b'\n'b'\n'b' Closed Elytra . On a failed save, a creature takes 35 (10d6) thunder damage, is pushed up to 15 feet away from the scarab, and is forced prone . On a successful one, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . \n'b' Open Elytra . On a failed save, a creature takes 35 (10d6) radiant damage and is blinded until the end of its next turn. On a successful one, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' The immense scarab is a radiant gold and green.\xc2\xa0As its elytra open, colorful wings unfurl, and a loud droning fills the air. The suncatcher scarab gets its name from the stained-glass pattern on its wings, which cast colorful shadows when it flies overhead.\xc2\xa0Unfortunately, such shadows often presage destruction. \n'b' Product of Godly Intervention . This massive insect is a relic of a bygone age, though details are scant. Some believe it was once the avatar of a god, others say it was created to end a now dead civilization, and some societies claim it helped their ancestors triumph in an all-but-forgotten war. Now, however, the suncatcher scarab is a simple, if large, insect. \n'b' Destructive Force . A suncatcher scarab is usually remains underground, tending its boulder-sized eggs or slumbering for decades at a time. However, hunger or natural disasters such as an earthquake can disturb it, making it burrow for the surface. Once exposed to the sun, the scarab goes on a rampage, destroying anything in its path and devouring just about anything to sate its omnivorous hunger. If not stopped, the beast eventually tires and returns to its underground lair, where it remains for decades before returning to the surface.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sundered Woman \n'b' Medium fey , chaotic neutral\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 44 (8d8 + 8) Speed 40 ft. Saving Throws Dexterity +8, Wisdom +5 Skills Acrobatics +8, Perception +8, Stealth +8, Survival +8 Senses darkvision 60 ft., passive Perception 18 Languages Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The sundered woman\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The dryad can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : druidcraft \n'b' 3/day each : entangle , faerie fire \n'b' 1/day each : hold person , pass without trace , spike growth \n'b'\n'b' Magic Resistance . The sundered woman has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The sundered woman\xe2\x80\x99s weapon attacks are magical. \n'b' Nimble Escape . The sundered woman can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Speak with Beasts and Plants . The sundered woman can communicate with beasts and plants as if they shared a language. \n'b' Tree Stride . Once on her turn, the sundered woman can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b' Actions \n'b' Wounding Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. The target cannot recover hit points lost by this strike until it takes a short or long rest . \n'b' Reactions \n'b' Lithe . When hit by an attack roll, the sundered woman can make a Dexterity ( Acrobatics ) check with the result of the attack roll as its DC. On a success, the sundered woman takes no damage from the hit. \n'b' Tactics \n'b' Sundered women tend to avoid direct combat or even ignore the presence of others \xe2\x80\x93 until the search for their home is interfered with, when they can lash out. Others seek to lure intruders into traps to find out if these foreigners were the ones who destroyed the local forest. \n'b' When attacking, they prefer thick forests where they can dart from the cover of one tree to the next, using their nimble escape and tree stride features together. \n'b' From a distance, these creatures appear to be beautiful women, nymphs or hamadryads. Up close, one sees that deep wounds mar their flesh. \n'b' Their injuries do not bleed, though, and their flesh rejoins and splits in new places as they move. Most sundered women seem oblivious to their grotesque appearance. They tend to wander lost in the forest, searching for the one tree that is their partner but never finding it. Anyone or anything that gets in their way or interferes with their search is subject to their wrath. \n'b' Sundered women vary widely in personality and purpose. Some are little more than agents of destruction, bent on inflicting harm on whatever they encounter. Others seem kindly, but tend to break at the first moment of stress. \n'b' War Victims . Some of the oldest children of the forest still suffer from the titans\xe2\x80\x99 influence over the world, even all these years after the creators\xe2\x80\x99 defeat. Throughout the Scarred Lands, wherever titanspawn or the lords\xe2\x80\x99 own hands have afflicted magical woods, dryad-kin have suffered. Where forests have been leveled, charred or corrupted by unholy influence, they have been driven to madness. Kept alive by some cruel twist of fate or unknowable will, the refugee fey have been twisted into a mockery of their former beauty. Without the trees to which they were bound, the wood spirits suffer a confused, wrathful and wretched existence, ostracized from their homes and forced to exist alone and afraid. \n'b' Beyond the Forest . It is even possible to encounter one of these lost women outside the woodlands. This creature is the saddest of all, however, because her forest home has been completely decimated, or she has become so lost that she no longer knows where her home might be. These individuals are perhaps the most dangerous sundered women, for they have lost all bearing on the reality they once knew. Unfortunately, they might also be the only ones who could relate the fate that befell their homes, and what has become of any titanspawn responsible. Sundered women can also be vastly knowledgeable of the world in which their trees grew and may speak of events hundreds of years past \xe2\x80\x93 if they can be communicated with and understood.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunflower Sprite \n'b' Small fey , neutral good \n'b' Armor Class 12 Hit Points 14 (4d6) Speed 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Senses passive Perception 14 Languages Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Diurnal . At night or when underground, a sunflower sprite has disadvantage on initiative rolls and Wisdom ( Perception ) checks. \n'b' Magic Resistance . The sunflower sprite has advantage on saving throws against spells and other magical effects. \n'b' Speak with Plants . The sunflower sprite can communicate with plants as if they shared a language. \n'b' Variable Illumination . The sunflower sprite sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The sunflower sprite can alter the radius as a bonus action. The sunflower sprite can\xe2\x80\x99t use this trait if it hasn\xe2\x80\x99t been exposed to sunlight in the past 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Radiant Leaf . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 5 (2d4) radiant damage. \n'b' Light Ray . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 8 (2d4 + 3) radiant damage. \n'b' Healing Radiance (Recharges after a Short or Long Rest) . The sunflower sprite radiates a warm light . Each friendly creature within 10 feet of the sprite regains 5 (2d4) hp . The sunflower sprite can\xe2\x80\x99t use this action if it hasn\xe2\x80\x99t been exposed to sunlight in the past 24 hours. \n'b'\n'b' ABOUT \n'b' A blooming sunflower sits atop the shoulders of the small humanoid, with legs of intertwining vines covered by a leaf skirt. \n'b' A child-like face grins from its center, surrounded by a vibrant mane of yellow petals. \n'b' Sunflower sprites are small, plant-like fey that use sunlight to power their radiant magic. When the sun sets or if they are in darkness for too long, they go into a torpor, taking on the form of a faceless sunflower. Danger or need can awaken a sunflower sprite before dawn, but they tend to be sluggish and sleepy. \n'b' Positive Energy . Sunflower sprites are friends to all, always noting the positive aspects of any creatures they encounter, and even the most hostile creatures often grudgingly tolerate the sprites\xe2\x80\x99 presence. Because of this, many creatures in a forest inhabited by a sunflower sprite come to its aid or defend it when it is threatened. Sunflower sprites avoid conflict, but they support friends in need when they can. \n'b' Familiar \n'b' Some sunflower sprites are willing to serve good-aligned spellcasters as a familiar. Such sunflower sprites have the following trait. \n'b' Familiar . The sunflower sprite can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the sunflower sprite senses if they are within 1 mile of each other. While the sunflower sprite is within 10 feet of its companion, the companion shares the sunflower sprite\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the sunflower sprite can end its service as a familiar, ending the telepathic bond .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Father of Monsters \n'b' Family: Demons \n'b' Gargantuan fiend (demon), chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 314 (17d20 + 136) Speed 50 ft., burrow 50 ft., fly 90 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 26 (+8) INT: 17 (+3) WIS: 22 (+6) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Constitution +15, Wisdom +13, Charisma +11 Skills Arcana +10, Deception +11, Intimidation +11, Perception +13 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 22 (41,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If the Father of Monsters fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The Father of Monsters has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Father of Monster\xe2\x80\x99s weapon attacks are magical. \n'b' Innate Spellcasting . The Father of Monster\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 : detect magic , major image \n'b' 3/day each : dispel magic , dominate person , suggestion \n'b' 1/day each : dominate monster , geas , true polymorph \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Father of Monsters makes three attacks: two with his snake bites and one with his or Enthralling Touch. \n'b' Snake Bites . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 23 (3d8 + 10) piercing damage and the target must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 11 (2d10) poison damage at the start of its turn. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Tail . Melee Weapon Attack : +17 to hit, reach 20 ft., one creature. Hit : 26 (3d10 + 10) bludgeoning damage and the target is grappled (escape DC 20) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained . The Father of Monsters has two tails, each of which can grapple only one target. \n'b' Enthralling Touch . Melee Spell Attack : +11 to hit, reach 15 ft., one creature. Hit : The target is magically cursed. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. The curse lasts until removed by the remove curse spell or other magic. \n'b'\n'b' Legendary Actions \n'b' The Father of Monsters 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 Father of Monsters regains spent legendary actions at the start of his turn. \n'b'\n'b' Snake Bites . The Father of Monsters makes one snake bites attack . \n'b' Enthrall . The Father of Monsters makes one enthralling touch attack . \n'b' Wing Attack (Costs 2 Actions) . The Father of Monsters beats his wings. Each creature within 15 feet of the Father of Monsters must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be forced\xc2\xa0 prone . The Father of Monsters can then fly up to half his flying speed. \n'b'\n'b' About \n'b' The creature towers out of a nightmare. It is humanoid from the waist up and serpentine from the waist down with its lower body splitting into two tails. Great scaled, leathery wings sprout from its shoulders, and its arms fork into nests of hissing snakes just below the elbow. Its eyes are baleful flames, casting ugly shadows into its wild hair and beard. \n'b' This towering demon lord lives in bitter exile, chained to his level of the Abyss by defeat in an ancient conflict against the powers of good. He broods in the depths of his cavern, hoarding stolen wealth and spawning ever more hideous creatures to unleash upon the multiverse. \n'b' Desperate for Escape . While most demon lords can\xe2\x80\x99t easily leave their demesnes within the Abyss for various reasons, The Father of Monster\xe2\x80\x99s very essence is bound beneath his mountain by the powers of heaven.\xc2\xa0No known portal, spell, ritual, or even divine intervention yet attempted can release him.\xc2\xa0His influence can slip through the cracks in the planes in the form of his demons and spawn, but the Father of Monsters himself can find no such release. He is obsessed with finding the key to his prison and will spare no amount of effort nor show a shred of mercy in pursuit of the solution. \n'b' Eyes, Ears, and Claws . Of all the creatures that crawl into existence under The Father of Monster\xe2\x80\x99s corrupted touch, his favorites are the lamia . \n'b' Conventional demonology holds the lamia were created by a different demon lord originally, but the Father of Monsters delights in subverting that supposed truth. Lamia created or blessed by the Father of Monsters vary from the expected norm of a lower leonine body and sport a variety of bestial lower bodies. Snake tails are the most common, but the lower bodies of boars, crocodiles, sharks, and even spiders have been reported. \n'b' Many lamia abroad in the planes are servants of the Father of Monsters, actively seeking out information and power that might free their master from his prison. Besides the lamia, the Father of Monsters employs other spies that can often slip into places demons and monstrosities can\xe2\x80\x99t. Many planar explorers meet their end after being spared the Father of Monsters\xe2\x80\x99s fangs and pressed into his service to search out and steal some celestial artifact or demonic power that might lead to his release. \n'b' Lair \n'b' The Father of Monsters rules a layer of the Abyss covered in dense forests and rocky hills that radiate out from a singular mountain. Within the mount is a honeycomb of tunnels and immense caverns that the Father of Monsters fills with beautiful treasure and hideous horrors. Monsters of all kinds spring up in the shadow of The Father of Monster\xe2\x80\x99s wings. The creatures lurk in the halls and spill out to seek portals to the Material Plane. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the Father of Monsters takes a lair action to cause one of the following effects; the Father of Monsters can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The Father of Monsters creates a creature at a point he can see within the lair. A single aberration , dragon, monstrosity, or ooze of challenge rating 10 or less or a demon of challenge rating 5 or less crawls out of a crack in the ground. It acts immediately and on initiative count 20 on subsequent rounds. The creature follows the Father of Monsters\xe2\x80\x99s commands and remains for 1 hour or until the Father of Monsters uses this lair action again. \n'b' The Father of Monsters howls, causing blood-curdling echoes to reverberate through the lair. All the Father of Monster\xe2\x80\x99s enemies within 300 feet that can hear the howl must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. \n'b' The Father of Monsters causes chains of rock to burst out of the ground, ceilings, or wall. Two creatures that the Father of Monsters can see within 120 feet of him must succeed on a DC 15 Strength saving throw or be restrained by the chains until initiative count 20 on the following round. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The chains crumble to dust if the creature is freed. \n'b'\n'b' Regional Effects \n'b' The region containing the Father of Monsters\xe2\x80\x99s lair creates one or more of the following effects: \n'b'\n'b' Within 5 miles of the lair, aberrations, beasts, dragons, monstrosities, and oozes are extremely common and highly aggressive. \n'b' The Father of Monsters can communicate telepathically with any lamia within 5 miles of the lair. \n'b' Clouds grow thick in the sky within 1 mile of the lair. Even in broad daylight the area is only dim light. Inside the lair itself, all light sources have their illumination radius reduced to half. \n'b'\n'b' If the Father of Monsters dies, these effects fade 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'Sunset Raptor \n'b' Medium monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 50 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Hypnotic Plumage . When a creature that can see the sunset raptor\xe2\x80\x99s tail starts its turn within 100 feet of the raptor, the raptor can force it to make a DC 12 Wisdom saving throw if the raptor isn\xe2\x80\x99t incapacitated and can see the creature. On a failure, a creature becomes charmed until the start of its next turn. While charmed , the creature is incapacitated as it suffers from surreal hallucinations and must move up to its speed closer to the raptor that charmed it. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sunset raptor, a target can repeat the saving throw, ending the effect on itself on a success. Other sunset raptors are immune to this effect. 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 sunset raptor until the start of its next turn, when it can avert its eyes again. If the creature looks at the sunset raptor in the meantime, it must immediately make the save. \n'b' Pack Tactics . The sunset raptor has advantage on attack rolls against a creature if at least one of the raptor\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' Multiattack . The sunset raptor makes two attacks: one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage \n'b'\n'b' About \n'b' The sunset raptor can be identified by its crimson plumage, crested head, and large peacock-like tail of golden feathers. Its tail feathers are reflective and mesmerizing, triggering surreal hallucinations of a spectator\xe2\x80\x99s dreams, desires, and nightmares. \n'b' Deadly Oddities . Vicious and exotic, sunset raptors are highly prized among eccentric collectors. They can often be found guarding the lairs of mad wizards or stalking the gardens of giants. Jewelers, alchemists, and fortune tellers covet sunset raptor feathers for their bright color and use in spiritual rituals. However, sunset raptors are not easily caught or tamed, and many hunters and handlers have been devoured for not taking the proper precautions against these vibrant killers. \n'b' Social Predators . Sunset raptors have developed remarkably efficient pack tactics. They communicate using shrill, piercing calls, sacrificing the element of surprise in favor of swiftly coordinated attacks. Often, the fastest raptors run ahead of the pack, cutting off potential prey. Once their prey is cornered, the raptors close in, forming a ring and forcing their prey to gaze upon their deadly, hypnotic plumage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Parrot \n'b' Family: Sunwork \n'b' Medium construct (stone, sunwork), unaligned \n'b' Armor Class 19 (natural armor) Hit Points 22 (5d8) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities bludgeoning Damage Resistances cold, fire, lightning; piercing and slashing from nonmagical attacks Damage Immunities acid, poison, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gemstone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Beast of Burden . The parrot is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Dive Attack . If the parrot is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. \n'b' Flyby . The parrot doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Gemstone Demise . If the gemstone creature dies, its body is intact but becomes inert. If it is liquid, the corpse floats. Gemstones can be pried from the corpse with a successful DC 10 jeweler\xe2\x80\x99s tools check. For each point rolled over the DC, the PC retrieves 1d10 gp of valuable gemstones. \n'b' Repairable . A DC 12 mason\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The parrot makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Talons . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the parrot can\xe2\x80\x99t use its talons on another target. \n'b' Scintillating Hide (Recharge after a Short or Long Rest) . The gemstone creature\xe2\x80\x99s hide emits dazzling, colored light until the end of the creature\xe2\x80\x99s next turn. During this time, its hide sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the gemstone creature have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the gemstone creature when this power is activated must succeed on a DC 12 Dexterity saving throw or be blinded until the light ends. \n'b'\n'b' ABOUT \n'b' This giant, colorful parrot has gemstones instead of feathers and flies despite this fact. \n'b' Gemstone parrots are typically used as a means of transportation to and from certain destinations. Generally speaking, they will not engage in any other capacity unless attacked, in which case they will defend themselves. \n'b' Transportation by gemstone parrot is uncomfortable at best. They are called by offering a gemstone, which they \xe2\x80\x9ceat\xe2\x80\x9d (the gem is in fact absorbed into the parrot\xe2\x80\x99s hide). The gemstone parrot will then grab the target who \xe2\x80\x9cfed\xe2\x80\x9d them and carry them to a predetermined destination, unceremoniously dropping them from a safe height before returning to its original position.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Serpent \n'b' Family: Sunwork \n'b' Medium construct (stone, sunwork), unaligned \n'b' Armor Class 19 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft., burrow 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities bludgeoning Damage Resistances cold, fire, lightning; piercing and slashing from nonmagical attacks Damage Immunities acid, poison, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gemstone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Earth Glide . The gemstone serpent can burrow through nonmagical, unworked earth and stone. While doing so, the serpent doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Gemstone Demise . If the gemstone creature dies, its body is intact but becomes inert. If it is liquid, the corpse floats. Gemstones can be pried from the corpse with a successful DC 10 jeweler\xe2\x80\x99s tools check. For each point rolled over the DC, the PC retrieves 1d10 gp of valuable gemstones. \n'b' Repairable . A DC 12 mason\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the serpent can\xe2\x80\x99t constrict another target. \n'b' Scintillating Hide (Recharge after a Short or Long Rest) . The gemstone creature\xe2\x80\x99s hide emits dazzling, colored light until the end of the creature\xe2\x80\x99s next turn. During this time, its hide sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the gemstone creature have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the gemstone creature when this power is activated must succeed on a DC 11 Dexterity saving throw or be blinded until the light ends. \n'b'\n'b' ABOUT \n'b' A scintillating, serpentine head encrusted with gems pops right out of the ground! \n'b' Gemstone serpents differ from their other gemstone counterparts in one important way: they can burrow through stone. This single feature makes them the ultimate ambushers, capable of burrowing directly toward targets and then springing on them when they least expect it. \n'b' In swampy areas, they are even more effective. Gemstone serpents lay coiled in wait just below the surface of stone, and when they can detect movement 10 feet above them, they strike. But it doesn\xe2\x80\x99t end there, as the gemstone serpent then drags its prey into the nearest body of water, drowning it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Toad King \n'b' Family: Sunwork \n'b' Huge construct (gold, sunwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 94 (9d12 + 36) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 19 (+4) INT: 8 (-1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +7 Skills Perception +6 Damage Immunities acid, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gemstone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Poison Aura . Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) poison damage. \n'b' Repairable . A DC 12 smith\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Standing Leap . The toad\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. \n'b' Sun Engine . When the construct dies, it inflicts 21 (12d6) radiant damage in a 15 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The toad king makes one Bite attack , uses its Poison Breath if it\xe2\x80\x99s available, and can use its Tongue. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the toad can\xe2\x80\x99t bite another target. \n'b' Swallow . The toad makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) poison damage at the start of each of the toad\xe2\x80\x99s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Tongue . The toad king targets one Medium or smaller creature that it can see within 20 feet of it, provided that it has no creature grappled . The target must make a DC 16 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the toad king. \n'b' Poison Breath (Recharge 5\xe2\x80\x936) . The toad king exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This huge, glistening, golden toad-like thing is surrounded by a foul-smelling miasma. \n'b' Toad kings are constructed guardians used by priests to protect their temples to a frog-like deity known as Kek in some circles and Tsathoggua in others. Whatever its origin, the toad king contains a foul-smelling gas it can release that poisons all who oppose it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Turtle \n'b' Family: Sunwork \n'b' Medium construct (stone, sunwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 36 (8d8) Speed 30 ft. (60 ft. when sliding), swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Skills Perception +3 Damage Vulnerabilities bludgeoning Damage Resistances cold, fire, lightning; piercing and slashing from nonmagical attacks Damage Immunities acid, poison, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gemstone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Gemstone Demise . If the gemstone creature dies, its body is intact but becomes inert. If it is liquid, the corpse floats. Gemstones can be pried from the corpse with a successful DC 10 jeweler\xe2\x80\x99s tools check. For each point rolled over the DC, the PC retrieves 1d10 gp of valuable gemstones. \n'b' Repairable . A DC 12 mason\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sliding Charge . The turtle uses its Shell Defense, moves up to 60 feet in a straight line, and can move through the space of any creature smaller than Medium. The first time it enters a creature\xe2\x80\x99s space during this move, it makes a slam attack against that creature. If the attack hits, the target must also succeed on a DC 12 Strength saving throw or be pushed ahead of the turtle for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 9 (2d6 + 2) bludgeoning damage, or 18 (4d6 + 2) bludgeoning damage if it was already prone . \n'b' Stable . Whenever an effect knocks the turtle prone , it can make a DC 10 Constitution saving throw to avoid being knocked prone . A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. \n'b' Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 10 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Shell Defense . The gemstone turtle withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Scintillating Hide (Recharge after a Short or Long Rest) . The gemstone creature\xe2\x80\x99s hide emits dazzling, colored light until the end of the creature\xe2\x80\x99s next turn. During this time, its hide sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the gemstone creature have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the gemstone creature when this power is activated must succeed on a DC 11 Dexterity saving throw or be blinded until the light ends \n'b'\n'b' REACTIONS \n'b'\n'b' Radiant Reflection . If the gemstone turtle makes a successful saving throw against a spell that inflicts radiant damage, or a spell attack that inflicts radiant damage misses it, the gemstone turtle can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the gem-stone turtle. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack , the attack roll is rerolled against the chosen creature. \n'b'\n'b' ABOUT \n'b' This sea turtle\xe2\x80\x99s shell is covered in brightly colored gems. \n'b' Gemstone turtles operate in a preprogrammed pattern, swimming in circles until a living creature falls into liquid near them. Then they swim off to attack, only returning when whatever living creature that activated them stops moving. \n'b' They are most often used as a means of transportation, capable of carrying targets to and from destinations in the water.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Yar \n'b' Family: Sunwork \n'b' Medium construct (bronze, sunwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 13 (3d8) Speed 10 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Dive Attack . If the yar is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 9 (2d8) damage to the target. \n'b' Flyby . The yar doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Pack Tactics . The yar has advantage on an attack roll against a creature if at least one of the yar\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The yar uses Radiant Ray twice. \n'b' Radiant Ray . Ranged Spell Attack : +4 to hit, range 120 ft., one target. Hit : 10 (3d6) radiant damage. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b'\n'b' ABOUT \n'b' The black and red buzzing blur resolves itself above you in the form of a wasp-shaped clockwork. \n'b' Yars accompany crabworks and clocktopi in swarming enemies, usually leading the charge. Unlike their slower brethren, they can quick divebomb the enemy and inject them with paralyzing poison, leaving them helpless for crabworks or clocktopi to pick them up and drop foes to their doom.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Chompwork \n'b' Large construct (gold, sunwork), neutral \n'b' Armor Class 17 (natural armor) Hit Points 65 (10d10 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . The construct creature doesn\xe2\x80\x99t re-quire air, food, drink, or sleep. \n'b' Magic Weapons . The chompwork\xe2\x80\x99s weapon attacks are magical. \n'b' Otherworldly Perception . The chompwork can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Standing Leap . The chompwork\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' Sun Engine . When the construct dies, it inflicts 20 (6d6) radiant damage in a 10 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b' Treasure Sense . The chompwork can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chompwork makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 13 (2d10 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the chompwork can\xe2\x80\x99t bite another target. \n'b' Channel Divinity: Turn Undead (4/Short Rest) . Each un-dead that can see or hear the chompwork within 30 feet of it must make a DC 11 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the chompwork as it can, and it can\xe2\x80\x99t willingly move to a space within 30 feet of him. It also can\xe2\x80\x99t take reactions . For its action, it can use only the Dash action or try to escape from an effect that pre-vents it from moving. If there\xe2\x80\x99s nowhere to move, the creature can use the Dodge action. \n'b' Engulf . The chompwork moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the chompwork enters a creature\xe2\x80\x99s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the chompwork. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the chompwork enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature is restrained and takes 21 (6d6) bludgeoning damage at the start of each of the chompwork\xe2\x80\x99s turns. When the chompwork moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the chompwork. \n'b'\n'b' ABOUT \n'b' This goggle-eyed sphere is all maw, bouncing up and down a hallway as it eats everything in its path. \n'b' Chompworks have one purpose and one purpose only: to clean a dungeon. They do this by eating everything in their path, consuming anything slow enough to get in their way. \n'b' Of particular note is their ability to deal with undead. Chompworks are capable of detecting ethereal undead and will target them first. Additionally, they can turn undead with holy symbols inscribed in their mouths (that are only visible when the chompwork opens its mouth and faces the undead). This causes most undead to flee; fleeing undead will be relentlessly pursued by a chompwork.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Death Watch \n'b' Family: Beetles \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Death Rattle (Recharge 5-6) . The death watch beetle emits a clicking noise with a resonance frequency that affects creatures within 30 feet of it. Creatures in this area must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This creature appears as a giant beetle with a dark-green carapace and wing casings. Its body is covered in leaves and sticks. Its mandibles are silver and its legs are black. \n'b' The death watch beetle makes its lair in forests and uses a mixture of saliva and earth to stick rubbish (leaves and twigs, for instance) to itself in order to attack by surprise. \n'b' The death watch beetle begins combat using its death rattle ability. Any creatures that survive are bitten by the beetle\xe2\x80\x99s mandibles and devoured.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Clocktopus \n'b' Medium construct (bronze, sunwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 1 (-5) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Pack Tactics . The clocktopus has advantage on an attack roll against a creature if at least one of the clocktopus\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 11 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clocktopus uses Radiant Ray twice. \n'b' Radiant Ray . Ranged Spell Attack : +4 to hit, range 120 ft., one target. Hit : 10 (3d6) radiant damage. \n'b' Tentacles . Melee Weapon Attack : +4 to hit, reach 15 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the clocktopus can\xe2\x80\x99t use its tentacles on another target. \n'b'\n'b' ABOUT \n'b' This hovering bronze monster has a diving helmet for a body and eight coiling tentacles. Its eyes glow with a yellow light and a fan embedded in its body keeps it aloft. \n'b' Like crabworks, clocktopuses are mechanical threats used to invade en masse against fortifications. Unlike crabworkers, clocktopuses are more dexterous and capable of crawling through tighter quarters. \n'b' In addition to their grasping tentacles, clocktopuses can shoot beams out of their eyes, which makes them particularly troublesome in large groups.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Crabwork \n'b' Medium construct (bronze, sunwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 13 (3d8) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The clockwork is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the clockwork must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Dive Attack . If the crabwork is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 9 (2d8) damage to the target. \n'b' Pack Tactics . The crabwork has advantage on an attack roll against a creature if at least one of the crabwork\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 11 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crabwork uses Radiant Ray twice. \n'b' Radiant Ray . Ranged Spell Attack : +4 to hit, range 120 ft., one target. Hit : 10 (3d6) radiant damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. \n'b'\n'b' ABOUT \n'b' A terrifying shadow looms over you as you spot the source of the buzzing sound above, a giant mechanical crab! \n'b' Crabworks combine the deadliness of crabs with the dexterity of a hummingbird. They have wind turbines embedded in their shells that enables them to fly with surprising dexterity, dodging left and right and hovering over their opponents. This ability, when coupled with the blast of energy from their eyes, makes them capable of taking down most fortifications. Worse, they come in great numbers, along with clocktopuses.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Kostchtchie, Demon Lord of Wrath \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 312 (25d10 + 175) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 18 (+4) CON: 25 (+7) INT: 17 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +15, Dexterity +11, Constitution +14, Wisdom +10 Skills Acrobatics +11, Athletics +15, Nature +10, Perception +10, Survival +10 Damage Resistances acid, fire Damage Immunities cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 20 Languages Abyssal, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran; telepathy 120 ft. Challenge 22 (41,000 XP) \n'b' Special Traits \n'b'\n'b' Special Equipment . Kostchtchie carries Gorynya (see below), a powerful magic warhammer. \n'b' Innate Spellcasting . Kostchtchie\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 : command , darkness , detect magic , ice storm , sleet storm \n'b' 3/day each : cone of cold , disintegrate , fire shield (cold damage only), wall of ice \n'b' 1/day : control weather \n'b'\n'b' Legendary Resistance (3/day) . If Kostchtchie fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Kostchtchie has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Kostchtchie\xe2\x80\x99s weapon attacks are magical. \n'b' Unholy Aura . An unholy aura surrounds Kostchtchie out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened , it is 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'\n'b' Actions \n'b'\n'b' Multiattack . Kostchtchie makes two attacks with Gorynya (see below). \n'b' Gorynya . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 29 (4d8 + 11) bludgeoning damage, or 33 (4d10 + 11) bludgeoning damage if used with two hands, plus 22 (4d10) force damage. If the target is a creature, it must make a DC 23 Strength saving throw or be knocked prone . \n'b' Summon (1/day) . Kostchtchie summons 1d12 dretches, 1d6 glabrezus, 1d6 hezrous, 1 marilith, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Kostchtchie, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or Kostchtchie is slain, or until Kostchtchie takes an action to dismiss it. \n'b'\n'b' Legendary Actions \n'b' Kostchtchie 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. Kostchtchie regains spent legendary actions at the start of its turn. \n'b'\n'b' Cold Burst . Kostchtchie causes a burst of cold to coalesce around it. Creatures within 10 feet of it must make a DC 20 Constitution saving throw. On a failed saving throw, the targets take 13 (3d8) cold damage, or half as much damage on a successful one. \n'b' Sunder (Costs 2 Actions) . Kostchtchie slams Gorynya (see below) on the ground. The area within 15 feet becomes difficult terrain . Each creature that is concentrating must make a DC 23 Constitution saving throw. On a failed save, the creature\xe2\x80\x99s concentration is broken. In addition, all creatures must make a DC 23 Dexterity saving throw or fall prone . Kostchtchie is immune to these effects. \n'b' Freeze (Costs 3 Actions) . Kostchtchie chooses one target it can see within 120 feet to make a DC 20 Constitution saving throw. On a failed saving throw, the creature takes 22 (4d10) cold damage and is restrained . At the start of its next turn, the target must repeat the saving throw. On a failed saving throw, it is fully encased in ice and is petrified . On a successful saving throw, the creature suffers no other effect. \n'b'\n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Kostchtchie can take a lair action to cause one of the following effects; Kostchtchie can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Rage . Kostchtchie chooses any number of creatures within its lair to make a DC 20 Wisdom saving throw; Kostchtchie must be aware of intruders within its lair, but he does not need to see the targets. Until initiative 20 a creature who fails the saving throw is filled with blinding rage and uses its actions and movement to attack the nearest creature that it can see. \n'b' Corpse Cleanup . Kostchtchie destroys any corpse within its lair; its does not need to see it in order to destroy it. That creature is incapable of being brought back from the dead absent a true resurrection or wish spell. \n'b' Curse . Kostchtchie chooses one creature that it can see within 60 feet to make a DC 20 Constitution saving throw. On a failed saving throw, the creature is cursed; the curse ends early if removed with magic such as remove curse . While cursed, the creature is vulnerable to cold damage. \n'b'\n'b' About \n'b' This hulking creature stands to be at least 9 or 10 feet tall with yellowish skin. His head and body seem to be completely hairless save for his thick, bushy eyebrows. Two massive stump-like legs support his thick, misshapen torso and great, gnarled arms extend from his shoulders. His head is flat and oval and sports two, large sunken crystal-blue eyes. \n'b' Kostchtchie is the demon lord of cold and the prince of wrath; he is the epitome of hatred and evil. If there is a demon lord more ruthless and malevolent than he, that lord has never made his presence known. He is hated by all (including other demon lords and princes). He moves across his Abyssal landscape with a shuffling gait, and is rarely, if ever, encountered alone. \n'b' Kostchtchie is revered by some frost giant shamans as a god. Various clans pay tribute to him in the form of humanoid sacrifices (made bimonthly, except in the winter when sacrifices are made monthly) and often invoke his blessing before undertaking a great quest or entering a great battle. His Abyssal home is a frigid and mountainous realm of ice, rock, snow, and subfreezing temperatures. Unprotected travelers and those vulnerable to cold do not last long here. \n'b' He stands 9 feet tall and weighs about 800 pounds. He fights with his oversized warhammer in battle. He is relentless in his attack and seeks to kill all interlopers he encounters. He completely destroys any creature\xe2\x80\x99s body he slays. The body is torn to pieces, burned, or devoured by the demon lord or his minions. \n'b' Regional Effects \n'b' The region containing Kostchtchie\xe2\x80\x99s lair is warped by his magic, creating one or more of the following effects: Cold. The area within 6 miles of Kostchtchie\xe2\x80\x99s lair is unnaturally cold, even if that would not make sense; during the day the temperature hovers around freezing, while at night the temperature plummets to below 0 degrees Fahrenheit. The various beasts and creatures that inhabit the area around the lair are more inclined to be hostile, filled with wrath, even attacking other creatures who would not normally be their prey. If Kostchtchie dies, these effects fade over the course of 1d10 days. \n'b' Servants of Kostchtchie \n'b' Followers of Kostchtchie are usually frost giants and fiendish frost giants. They are usually fighters or barbarians. Many that receive his special blessing find their bodies warped and twisted, forever after wracked by pain and filled with rage. Devout followers of Kostchtchie are called Ice Lords and must sign a pact of evil with Kostchtchie. \n'b' Special Equipment \n'b' Embrace of the Uncaring Sea \n'b' Weapon (trident), artifact (requires attunement) \n'b' Barnacles and small lampreys cover this 10-foot-long, deep blue-green weapon; no matter how many barnacles or lampreys are removed, the weapon always seems covered in them. The three mismatched tines of the trident drip salty brine at all times, and the weapon always appears wet. \n'b'\n'b' Attunement . In order to attune to Embrace of the Uncaring Sea, you must feed the lampreys that adorn its haft, dealing 8d10 necrotic damage to you, which cannot be resisted in any way. \n'b' Oversized . A Medium-sized creature has disadvantage on attack rolls made with Embrace of the Uncaring Sea unless they wield the weapon two-handed. \n'b' Magic Weapon . You have a +3 bonus to attack and damage rolls made with Embrace of the uncaring Sea. It also functions as a trident of fish command . \n'b' Brinetooth . You deal an additional 5d6 poison damage on a successful hit with the trident. \n'b' Embrace of the Depths . If you roll a 19 or 20 on an attack with this trident and you hit, 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, cast spells using verbal components, or cannot 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'\n'b' Destruction \n'b' You can destroy Embrace of the Uncaring Sea by stabbing the tines into the highest mountain within the hottest desert and leaving it to dry in the blazing sun for 100 years, at which time it crumbles into ash. If it is removed prior to the 100 years elapsing, all progress is lost. \n'b' Gorynya \n'b' Weapon (warhammer), artifact (requires attunement) \n'b' Gorynya is an overly large warhammer, wrought of black iron, covered in frost. It stands almost 4 feet tall from rounded pommel to the head, which bears a spike at its top and two blunt, unfinished faces. It is remarkably devoid of ornamentation but bears what appears to be centuries\xe2\x80\x99 worth of chips, nicks, and dried blood. \n'b'\n'b' Attunement . Gorynya cannot be attuned to as long as Kostchtchie, the Demon Lord of Wrath, is on the same plane of existence as Gorynya. For you to attune to the weapon, you must first slay an ally of like alignment in a fit of blind rage and remain unremorseful for doing so. \n'b' Oversized . Gorynya is much larger than a normal warhammer. You can only wield Gorynya two-handed if your Strength score is 18 or higher. To wield Gorynya one-handed, your Strength score must be 22 or higher. \n'b' Magic Weapon . You have a +3 bonus to attack and damage rolls made with Gorynya. Gorynya also functions as a mace of terror and a staff of frost . \n'b' Overwhelming . You deal an additional 4d10 force damage when you hit with Gorynya, and your target must succeed on a Strength saving throw or be knocked prone . The DC for this saving throw is 8 + your Strength modifier + your proficiency bonus. \n'b' Cold Bones . You have resistance to cold damage while you are attuned to Gorynya, and rime and frost coat every visible surface within 10 feet of you. \n'b'\n'b' Destruction \n'b' In order to destroy Gorynya, you must first beg forgiveness from all those you have slain with the weapon, and they must forgive you for the acts you committed while attuned to the weapon. If that is done, then Gorynya shatters into rubble forever.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Crocodile \n'b' Large construct (stone, sunwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 39 (6d10 + 6) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Vulnerabilities bludgeoning Damage Resistances cold, fire, lightning; piercing and slashing from nonmagical attacks Damage Immunities acid, poison, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gem-stone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Gemstone Demise . If the gemstone creature dies, its body is intact but becomes inert. If it is liquid, the corpse floats. Gemstones can be pried from the corpse with a successful DC 10 jeweler\xe2\x80\x99s tools check. For each point rolled over the DC, the PC retrieves 1d10 gp of valuable gemstones. \n'b' Repairable . A DC 12 mason\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 20 (6d6) radiant damage in a 10 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : (1d10 + 2) piercing damage. The target is grappled (escape DC 12) Until this grapple ends, the target is restrained , and the crocodile can\xe2\x80\x99t bite another target. \n'b' Scintillating Hide (Recharge after a Short or Long Rest) . The gemstone creature\xe2\x80\x99s hide emits dazzling, colored light until the end of the creature\xe2\x80\x99s next turn. During this time, its hide sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the gemstone creature have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the gemstone creature when this power is activated must succeed on a DC 11 Dexterity saving throw or be blinded until the light ends. \n'b'\n'b' ABOUT \n'b' What you took to be a floating jewel is in fact a crocodile covered in encrusting gemstones. \n'b' Crafted to survive in the fearsome muck of acidic swamps, these clockworks have a near impenetrable hide made of what appears to be gemstones. In reality, it\xe2\x80\x99s a thick quartz-like material that has more value for its hardness than its appearance, but that hasn\xe2\x80\x99t stopped treasure hunters from attacking them. \n'b' In their swamps, gemstone crocodiles circle endlessly on patrol unless they detect something Small or larger in the water, whereupon they immediately dart toward it. They use their Scintillating Hide ability and then attack.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sunwork, Golden Toad \n'b' Large construct (gold, sunwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 19 (+4) INT: 2 (-4) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities acid, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The gemstone is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the gem-stone must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . A gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Standing Leap . The toad\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' Repairable . A DC 12 smith\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Sun Engine . When the construct dies, it inflicts 20 (6d6) radiant damage in a 10 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the toad can\xe2\x80\x99t bite another target. \n'b' Swallow . The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad\xe2\x80\x99s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' This sparkling toad looks like a statue made of gold \xe2\x80\xa6 until one of its eyes blinks at you.\xc2\xa0Golden toads are gemstone constructs made of one precious mineral: gold.\xc2\xa0Or rather, gold plated. Golden toads are actually made of sturdier materials, which becomes evident as soon as they are attacked with a weapon. Their gold coating will scrape off, revealing the dull metal beneath. \n'b' While they may lack the luster of other gemstone creatures, golden toads are very effective at retrieval, scooping up opponents in their mouths and then hopping off with them. They are often used as guardians of temples, where they blend in with other toad-like statues of forgotten gods.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Supermassive Singularity \n'b' Tiny fey , neutral evil \n'b' Armor Class 24 (plus entropic defense) Hit Points 204 (37d4 + 111) Speed 0 ft., fly 120 ft.\n'b' STATS STR: 10 (+0) DEX: 24 (+7) CON: 16 (+3) INT: 19 (+4) WIS: 16 (+3) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +14, Con +9 Skills Acrobatics +13, Deception +13, Insight +9, Stealth +13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities cold, fire, poison, radiant Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 16 Languages understands Common, Deep Speech, Sylvan, and any commonly transmitted language, but can\xe2\x80\x99t speak. See the Radio Communications special ability. \n'b' Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Electromagnetic Shielding . A supermassive singularity bends the electromagnetic fields around itself to gain a bonus to AC that is equal to its charisma bonus. \n'b' Entropic Defense . A magical field surrounds a supermassive singularity, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks . Each ranged attack directed at the supermassive singularity are made with disadvantage. Other attacks that simply work at a distance are not affected. \n'b' Fast . The supermassive singularity is unnaturally fast. It has advantage on Dexterity saving throws and on each of its turns, it can use a bonus action to take the Dash , Disengage , or Hide action. Magic Resistance . The supermassive singularity has advantage on saving throws against spells and other magical effects. \n'b' Gravitic Slowing . Creatures moving within 10 feet of a supermassive singularity are exposed to a slowing aura. Creatures in the aura have their speed halved, take a ?2 penalty to AC and Dexterity saving throws, and can\xe2\x80\x99t use reactions . While in the aura, on its turn, the target can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn\xe2\x80\x99t take effect until the creature\xe2\x80\x99s next turn, and the creature must use its action on that turn to complete the spell. If it can\xe2\x80\x99t, the spell is wasted. A creature is exposed to this slowing effect til they leave the area of effect. A haste spell will allow creatures to ignore the aura\xe2\x80\x99s effects while the spell is active. \n'b' Force of Gravity . The supermassive singularity may change the damage type of any energy-based spell it casts to do force damage. This is done as part of the spellcasting action. \n'b' Innate Spellcasting . The supermassive singularity\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft, darkness , daylight , gravity well (this works as the entangle spell, but the restraining effect is caused by gravitational weight rather than animated plant life) \n'b' 3/Day each : chain lightning , firebal, telekineses, reverse gravity , true seeing , confusion , dancing lights , detect evil and good , detect thoughts , dispel magic , phantasmal force, polymorph , sleep \n'b'\n'b' No Breath .The supermassive singularity does not breathe and is immune to effects that require breathing. \n'b' Radio Communications . Due to their ability to monitor radio waves, supermassive singularities can usually understand and communicate in any language that is commonly transmitted through their territory. However, they transmit radio waves instead of speaking verbally so the other party wishing to communicate must have a similar ability or a communications device capable of doing so. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The supermassive singularity makes four x-ray pulse attacks. \n'b' X-Ray Pulse . Ranged Weapon Attack : +13 to hit, range 100 ft., one target, and any adjacent creatures. Hit : 34 (6d8 + 7) radiant damage. This attack ignores cover that is not a force effect. \n'b' Superior Invisibility . The supermassive singularity magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the supermassive singularity wears or carries is invisible with it. \n'b' Interplanetary Teleport . The supermassive singularity instantly transport itself, its equipment, and any willing creature it is touching to a designated destination. There is no range limit and the supermassive singularity does not need to have seen the destination, though it must have a solid grasp of which world it wishes to travel to (\xe2\x80\x9cthe third planet from the sun\xe2\x80\x9d is an acceptable destination, but \xe2\x80\x9ca habitable world near that bright star\xe2\x80\x9d is not). If the supermassive singularity has a specific location on a planet in mind, it arrives there without a chance of failure; otherwise it arrives at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as a supermassive singularity attempting to travel into the sun without the proper precautions in place, the action simply fails. \n'b'\n'b' REACTIONS \n'b'\n'b' Gravity Master . As a reaction , if the supermassive singularity is affected by a gravity-based spell (such as reverse gravity ) or effect, it can immediately negate that effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The supermassive singularity 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 supermassive singularity regains spent legendary actions at the start of its turn. \n'b'\n'b' Pulse . The supermassive singularity makes one x-ray pulse attack . \n'b' Gravitic Inversion . The supermassive singularity casts reverse gravity . This does not count against its daily limit. \n'b' Casting (Costs 2 Actions) . The supermassive singularity casts a spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Surf Lurker \n'b' Medium monstrosity , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 99 (18d8 + 18) \n'b' Speed 30 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 16 (+3) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Surf lurkers gain advantage on all Dexterity ( Stealth ) checks while in water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The surf lurker makes six Tentacle attacks, uses Reel, and makes one Bite attack . \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 19 (4d8 + 1) damage plus 11 (2d10) poison damage. The lurker has advantage on targets grappled by one or more of its tentacles. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 50 ft., one creature. Hit : The target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the creature can\xe2\x80\x99t use the same tendril on another target. The lurker can automatically grapple a target with its remaining tentacles; each tentacle adds 1 to the target\xe2\x80\x99s escape DC. The surf lurker has advantage on all bite attacks against targets grappled by its tentacles. \n'b' Drown . A lurker with a grappled target attempts to submerge and drown its target (see Suffocation rules). \n'b' Reel . The lurker pulls one grappled creature up to 25 feet closer to it. \n'b'\n'b' ABOUT \n'b' Surf lurkers resemble medium-sized serpents with mottled blue-green scales that aid in camouflage. Their thin, membranous wings are normally kept closely folded against their bodies, but they unfurl them when they leap from hiding to surprise their prey. Their heads resemble predatory fish more than snakes, and sport stabbing fangs that secrete a toxic venom used to subdue smaller prey. While they normally hunt smaller fish or surface creatures that venture near the ocean, lurkers have no qualms about attacking larger victims such as sailors or unfortunate beachcombers.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sutak \n'b' Medium humanoid (titanspawn), lawful evil\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (half plate) Hit Points 19 (3d8 + 6) Speed 30 ft. Skills Athletics +3, Intimidation +3, Survival +2 Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages Sutak, Titan Speech Challenge 1 (200 XP) \n'b' Special Traits \n'b' Sure-Footed . The sutak has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Multiattack . The sutak makes two flail attacks. \n'b' Flail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Tactics \n'b' Sutak warriors are well organized and disciplined. At the first sign of danger, they will launch their javelins at the enemy and then close to attack with their flails. They do not hesitate to use their surefootedness as another advantage, often moving onto terrain that is treacherous for less adept warriors. \n'b' Fierce and cruel, the sutak are among the most aggressive of the titanspawn remaining in the Scarred Lands. Sutak organize into nomadic clans, each led by a powerful and ruthless chieftain. Feuds and petty rivalries are common among them, often triggered by competition for the meager resources of the Ukrudan as well as by violent clannish politics. Alliances in the interests of a common goal are short-lived, much to the relief of the human settlements along the edges of the desert. \n'b' A sutak, like its ironbred brethren, has the upper body of a well-muscled human covered in a very short coat of rust-colored fur. Its legs are like a horse\xe2\x80\x99s, ending in hooves, and its horrible, emaciated head is also similar to that of a horse or a donkey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svaraskalos (Lizard Hound) \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 30 (4d10 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 4 (-3) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages \xc2\x97 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Tough . The svaraskalos adds its Constitution modifier to its armor class. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the svaraskalos can\xe2\x80\x99t bite another target and has advantage on claw attacks against the grappled creature. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svartalfar \n'b' Medium fey , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 119 (15d8+52) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 21 (+5) CON: 17 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, lightning Senses passive Perception 12 Languages Aklo, Common, Elven, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The svartalfal\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : acid splash , booming blade, chill touch \n'b' 3/day each : hunter\xe2\x80\x99s mark (no concentration requirement), misty step , thunderclap \n'b' 1/day each : greater invisibility , ray of enfeeblement , telekinesis \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the svartalfar has disadvantage on Attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Spell Strike (3/Day) . After hitting a target with a longsword attack , it may use a bonus action to cast one of its spells on the target. This spell hits automatically without an attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The svartalfar makes three ebon sword attacks. \n'b' Ebon Sword . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 9 (1d8 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' The ancestors of the svartalfars were exiled from their primordial home for grave crimes that no fey will speak of. \n'b' Fleeing to the Shadow Plane, they formed assassin clans, and now they hire their services to any who pay them. Their payment must be in secrets, bits of occult science, and obscure information to add to their huge, dark libraries in underground warrens hidden away on the Shadow Plane. Svartalfars are extremely interested in knowledge about the realm of the fey. \n'b' Many fear the svartalfars are searching for a way to finally take their revenge upon those who expelled them. \n'b' Cold Hearted . These cold, calculating killers are not swayed by whimsy or deeper passions. They pride themselves on their pitilessness and inability to be bribed or dissuaded from ending a target\xe2\x80\x99s life once they\xe2\x80\x99ve been contracted to do so. Once an assassination is paid for, it\xe2\x80\x99s the duty of all the svartalfars of a clan or cabal to make sure it gets done. If a clan or cabal fails, another one will finish the job. \n'b' Svartalfars seem to feel no love or real friendship. All their actions are committed for practical reasons\xe2\x80\x94political gain, procreation, or relieving boredom. Focused and utterly unyielding, they are considered by many to be the perfect killers, and their tenacity and mastery over magic and shadows are a death sentence for anyone who has been marked as their quarry.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sveldive, Lovely \n'b' Family: Svetudilven \n'b' Tiny fey (enrooted), any \n'b' Armor Class 13 \n'b' Hit Points 17 (5d4 + 5); Wound Threshold 5 \n'b' Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Damage Resistances acid \n'b' Condition Immunities blinded , deafened , prone \n'b' Senses blindsense 60 ft., passive Perception 13 \n'b' Languages Sylvan, Undercommon, and any one language \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The lovely sveldive\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The lovely sveldive can innately cast the following spells like a 1st-level spellcaster, requiring no material components: \n'b'\n'b' At will : minor illusion , spare the dying \n'b' 3/day each : cure wounds , silent image \n'b' 1/day each : color spray \n'b'\n'b' ABOUT \n'b' The svetudilven is a sort of flying, bioluminescent cnidarian that floats gracefully across damp, unventilated caves. It lives in colonies of up to a hundred individuals. Feeding off spores and small insects, it contributes to purifying infested areas, but also hinders the growth of mushroom beds that certain communities subsist on. \n'b' Sensitive to airborne vibrations, a svetudilven pulses in tune with any music or singing around it. Naturally white-colored, it can alter the hue and intensity of its glow when it feels threatened. Thus, in the proximity of an unknown creature larger than it, the svetudilven will take on a dark blue or deep purple color to fade into the protective darkness. In the presence of a predator or dissonant noises, it can even turn completely transparent. \n'b' The sveldive, both lovely and solemn, is known to guide souls, finding them in the Ethereal Plane that it commonly visits. A humanoid that dies within 60 feet of a sveldive will be taken by it to the nearest maelossa, where the departed can be reborn as a sidhe. The sveldive will act toward the sidhe like a sort of mother, watching it, caring for it, and comforting it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Giant Rhinoceros \n'b' Family: Beetles \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 1 (-5) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Trample . If the giant rhinoceros beetle moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone, the giant rhinoceros beetle can make one slam attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant rhinoceros beetle makes one bite attack and one gore attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'\n'b' About \n'b' These creatures are found in the warm jungles and forests of the world and spend their days searching for plants, fruits, and berries on which to sustain themselves. An adult rhinoceros beetle is about 12 feet long. \n'b' Giant rhinoceros beetles charge opponents, biting with their razor sharp mandibles and slashing with their horn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sveldive, Solemn \n'b' Family: Svetudilven \n'b' Small fey (enrooted), any \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 82 (15d6 + 30); Wound Threshold 21 \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +6, Perception +6, Stealth +6 \n'b' Damage Immunities acid \n'b' Condition Immunities blinded , deafened , prone \n'b' Senses blindsense 60 ft., passive Perception 16 \n'b' Languages Sylvan, Undercommon, and any three languages \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The solemn sveldive\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The solemn sveldive can innately cast the following spells like a 9th-level spellcaster, requiring no material components: \n'b'\n'b' At will : magic mouth , minor illusion , silent image , silent walk* \n'b' 3/day each : blur , color spray , cure wounds \n'b' 1/day each : hallucinatory terrain , hypnotic pattern , mass cure wounds \n'b'\n'b' ACTIONS \n'b'\n'b' Paralyzing Tentacle . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 3 (1d6) acid damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Etherealness . The lovely sveldive shifts from the Material Plane to the Ethereal Plane, or vice versa. It leaves behind it a portal that any creature can pass through, which remains open for 1d6 rounds. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Variable Halo . The lovely sveldive sheds bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the radius of the bright light. It can change this radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The solemn sveldive makes two paralyzing tentacle attacks. \n'b' Paralyzing Tentacle . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 14 (4d6) acid damage, and the target must succeed on a DC 13 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' Etherealness . The solemn sveldive shifts from the Material Plane to the Ethereal Plane, or vice versa. It leaves behind it a portal that any creature can pass through, and which remains open for 1d6 rounds. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Variable Halo . The solemn sveldive sheds bright light in a 5 to 50-foot radius and dim light for an additional number of feet equal to the radius of the bright light. It can change this radius as a bonus action. \n'b'\n'b' ABOUT \n'b' The solemn sveldive is slightly bigger than its peers. It sometimes lives among a large community of its cousins, and sometimes alone. It wanders across new tunnels and ruins, seemingly meditating at length on the passing of time. By dint of its prolonged observations, it has accrued extensive knowledge, which it usually shares via illusions rather than through speech.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Maphistal, Second of Orcus \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 400 (32d10 + 224) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 24 (+7) INT: 18 (+4) WIS: 20 (+5) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +15, Wisdom +13, Charisma +14 Skills Deception +14, Intimidation +14, Perception +13 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 26 (90,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . Maphistal\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells requiring no material components:\n'b'\n'b'\n'b' At will : circle of death , detect evil and good , detect magic , dispel magic \n'b' 3/day : animate dead , blight , hallow , suggestion , telekinesis \n'b' 1/day : conjure fiend, fire storm , power word stun \n'b'\n'b' Legendary Resistance (3/day) . If Maphistal fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Maphistal has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . Maphistal\xe2\x80\x99s melee attacks are magical Rampage. When Maphistal reduces a creature to 0 hit points with a melee attack on its turn, Maphistal can take a bonus action to move up to half its speed and make a bite attack . \n'b' Unholy Aura . Malevolent shadows swirl around Maphistal and radiate out from it in a 30-foot radius. Non-evil creatures in this area have disadvantage on attack rolls against Maphistal and its allies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Maphistal makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) piercing damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The 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. The disease can be magically cured by a greater restoration or heal spell. \n'b' Claws . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) slashing damage. If the target is a creature, it must make a DC 20 Constitution saving throw. On a failure, the target\xe2\x80\x99s Dexterity score is reduced by 1d4. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Teleport . Maphistal magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Summon (1/day) . Maphistal summons 1d12 dretches, 1d6 glabrezus, 1d6 hezrous, 1d4 nalfeshnees, 1d3 marilith, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Maphistal, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or Maphistal is slain, or until Maphistal takes an action to dismiss it. \n'b'\n'b' Legendary Actions \n'b' Maphistal 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. Maphistal regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . Maphistal makes one claw attack . \n'b' Circle of Death . Maphistal casts circle of death . \n'b' Teleport . Maphistal uses its Teleport action. \n'b'\n'b' About \n'b' A stinking aura of death and decay lingers in the air around this feral-looking humanoid. Two great horns protrude upward from its oval head. \n'b' Huge leathery, bat-like wings sprout from its shoulders, and its lower torso sports two massive legs that end in soot-colored hooves. Short, coarse black hair covers its entire body, except its face and clawed hands . \n'b' Maphistal is a lieutenant in the employ of Orcus, Demon Prince of the Undead. He makes his home on a stinking, smoldering Abyssal plane where he commands his troops from his great castle, Maalstege (The Keep of Bones \xe2\x80\x93 so called because it is believed to be constructed from the skeletal remains of those slain by Maphistal). He is loyal to no one but Orcus. He does not trust Sonechard, the General of Orcus\xe2\x80\x99s undead legions, and seeks to discredit him at any opportunity, though he does not do this openly for fear of rebellion by his troops or punishment by Orcus. \n'b' His machinations against Sonechard are primarily through his agents and spies in Sonechard\xe2\x80\x99s camps. \n'b' Maphistal stands 9 feet tall and weighs 700 pounds. \n'b' Maphistal is rarely, if ever, encountered alone, and usually has a retinue of undead with him. When he enters combat, he usually opens with his innate spellcasting abilities, immediately using his circle of death ability to affect as many targets as possible. In melee, he batters an opponent with his mace. An opponent whose skull is destroyed (and who is therefore slain) or an opponent brought to Dexterity 0 (and not rescued by his comrades) is carried back to the Keep of Bones where it is transformed into an undead creature or becomes part of the Keep itself.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svetudilven \n'b' Family: Svetudilven \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 1 (1d4 ? 1); Wound Threshold N/A \n'b' Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 8 (-1) INT: 4 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 \n'b' Condition Immunities blinded , deafened , prone \n'b' Senses blindsense 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Paralyzing Tentacle . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 1 acid damage, and the target must succeed on a DC 9 Constitution saving throw or be paralyzed until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Variable Halo . The svetudilven sheds bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the radius of the bright light. It can change this radius as a bonus action. \n'b'\n'b' ABOUT \n'b' The svetudilven is a sort of flying, bioluminescent cnidarian that floats gracefully across damp, unventilated caves. It lives in colonies of up to a hundred individuals. Feeding off spores and small insects, it contributes to purifying infested areas, but also hinders the growth of mushroom beds that certain communities subsist on. \n'b' Sensitive to airborne vibrations, a svetudilven pulses in tune with any music or singing around it. Naturally white-colored, it can alter the hue and intensity of its glow when it feels threatened. Thus, in the proximity of an unknown creature larger than it, the svetudilven will take on a dark blue or deep purple color to fade into the protective darkness. In the presence of a predator or dissonant noises, it can even turn completely transparent. \n'b' The sveldive, both lovely and solemn, is known to guide souls, finding them in the Ethereal Plane that it commonly visits. A humanoid that dies within 60 feet of a sveldive will be taken by it to the nearest maelossa, where the departed can be reborn as a sidhe. The sveldive will act toward the sidhe like a sort of mother, watching it, caring for it, and comforting it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svirf Riding Slug \n'b' Medium beast , unaligned \n'b' Neon green slime and goop slide off of this slithering mollusc\xe2\x80\x99s jellylike hide as it slinks towards you, acid frothing from what must be its mouth. \n'b' Armor Class 13 (natural armor) Hit Points 22 (3d8+9) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Bred for Convenience . While svirf riding slugs are notoriously stupid and also stubborn (more so than even mules!), they have been bred over generations to understand the commands of svirf riders. \n'b' Conveniently Sticky . Svirf riding slugs have been cultivated over the years to produce just the right amount of sticky slime. Riders of these creatures require no special saddle to ride a slug and do not fall from the slug, even when it is hanging upside down from the ceiling. A character riding a svirf riding slug can, as a bonus action, nudge a specific part of the riding slugs\xe2\x80\x99 flank to cause it to excrete a specific enzyme that renders the slime inert for 1 round and allows the rider to dismount sans any sticky residue. \n'b' Slimy Stealth . The slime excretion of svirf riding slugs can be controlled by the rider-the svirfneblin may have suffered a set-back with svirfdozers, but the notion of avoiding most of the underworld\xe2\x80\x99s threats is a sound one. If the slugs exert slime, they gain advantage on any Dexterity ( Stealth ) checks, but individuals tracking them via Wisdom ( Survival ) also gain advantage. \n'b' Weapon stalks . Generations of selective breeding have resulted in svirf riding slugs having a set of easily agitated mutation-capabilities. By rubbing them with svirf slug mutator (see new equipment), a svirfneblin can cause the slug to grow up to one additional set of 2 stalks that exceed in length that of their eyestalks in one day. When a one-handed, non-heavy melee weapon is held in place while these rapidly forming stalks grow (a rather tedious process sans an appropriate harness), the stalk grows around this weapon, granting the snail a melee weapon attack at +3 to hit, with the appropriate damage and damage type. Some scholars believe that this is the origin of the infamous flail snail, but no one can be sure. Svirfneblin are currently experimenting with the formula and their slugs, trying to get slugs to dual-wield weapons or hold on to heavy or two-handed weapons, but so far to no avail. If a weapon stalk gets severed or if the weapon needs to be exchanged, a second application of svirf slug mutator causes the stalks to revert. \n'b' About \n'b' With the troubles of Svirfdozers indelibly marking the history of svirfneblin , there is a sensible aversion to the creation and use of mechanical vehicles. After the fall of the last network of Amber Roads during the Confluence, most undergnomes have taken to adapting the Underworld to their advantage and developed a pervading fondness for riding slugs. Virtually every svirfneblin enclave, regardless of its technological prowess, boasts stables and pens of mollusc mounts for traversing the endless caves of Aventyr.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svirf Siege Slug \n'b' Huge beast , unaligned \n'b' Armor Class 8 Hit Points 142 (15d12+45) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 17 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Bred for Convenience . While svirf siege slugs are notoriously stupid and foul-tempered, they have been bred over generations to understand and heed the commands of svirfneblin . Any attack the siege slug performs against a svirfneblin suffers from disadvantage, as something within the creature refuses to attack the beings it was bred to serve. \n'b' Mobile Siege Platform . Siege slugs have a stretch of skin on their back where they simply have no nerves-this section was specifically bred into the creature to allow svirfneblin not only to place whole regiments on their backs: The tissue is surprisingly sticky, allowing svirfneblin to erect siege platforms and weapons on the back of svirf siege slugs. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (3d12+6) bludgeoning damage, plus 17 (5d6) acid damage. \n'b' Spit Acid . Ranged Weapon Attack : +1 to hit, range 100 ft., one target. Hit : 28 (8d6) acid damage. \n'b' About \n'b' With the troubles of Svirfdozers indelibly marking the history of svirfneblin , there is a sensible aversion to the creation and use of mechanical vehicles. After the fall of the last network of Amber Roads during the Confluence, most undergnomes have taken to adapting the Underworld to their advantage and developed a pervading fondness for riding slugs. Virtually every svirfneblin enclave, regardless of its technological prowess, boasts stables and pens of mollusc mounts for traversing the endless caves of Aventyr.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svirfneblin Caravan Guide \n'b' Small humanoid (svirfneblin), any \n'b' Armor Class 15 (studded leather armor) Hit Points 84 (13d6 + 39); Wound Threshold 21 Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +5 Skills Animal Handling * +6, Athletics +5, Nature * +6, Perception * +6, Survival * +6 Senses darkvision 120 ft., passive Perception 16 Languages Gnomish, Svirfneblin , Sylvan, Undercommon and any one language Challenge 4 (1 100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aimed Attack . When the svirfneblin caravan guide hits its target with a weapon, it deals one extra die of damage (included in the attack ). \n'b' Evasion . When the svirfneblin caravan guide is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the svirfneblin caravan guide instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Gnome Cunning . The svirfneblin caravan guide has advantage on Intelligence , Wisdom , and Charisma saving throws against magic. \n'b' Innate Spellcasting . The svirfneblin caravan guide\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : spare the dying \n'b' 1/day each : goodberry \n'b'\n'b' Stone Camouflage . The svirfneblin caravan guide has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The svirfneblin caravan guide makes two melee attacks or two ranged attacks . \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Word of Advice . The svirfneblin caravan guide can choose one nonhostile creature it can see within 30 ft. of it. That creature has advantage on its next attack roll until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Warning . When a nonhostile creature that the svirfneblin caravan guide can see within 30 ft. of it is targeted by an attack roll or must make a saving throw, the svirfneblin caravan guide can utter a warning to impose disadvantage on the attack roll or grant advantage to the saving throw. \n'b'\n'b' ABOUT \n'b' As the underground cousins of rock gnomes, svirfneblin are recognizable by their dark, blue-gray complexion and their pale hair. Since they\xe2\x80\x99ve never been involved in any major conflicts with surface dwellers, they are feared far less than other subterranean peoples. This is also owed to their sense of discretion. Little is known about them, but most surface people associate them with enchanted caves, which leads to their good reputation. \n'b' As great travelers of the Netherworld, established svirfneblin often become caravanners, guides, or traders. Many are also experts in cultivating underground plants, thus ensuring the air supply of communities. A typical group consists primarily of nomads and is led by a caravan guide. The most seasoned explorers, those who have survived many dangerous journeys, are called underguides.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svirfneblin Nomad \n'b' Small humanoid (svirfneblin), any \n'b' Armor Class 15 (chain shirt) Hit Points 16 (3d6 + 6); Wound Threshold 6 Speed 25 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3 Tools herbalism kit Senses darkvision 120 ft., passive Perception 13 Languages Gnomish, Svirfneblin , Undercommon Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gnome Cunning . The svirfneblin nomad has advantage on Intelligence , Wisdom , and Charisma saving throws against magic. \n'b' Innate Spellcasting . The svirfneblin nomad\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : message \n'b'\n'b' ACTIONS \n'b'\n'b' War Pick . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Poisoned Dart . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' As the underground cousins of rock gnomes, svirfneblin are recognizable by their dark, blue-gray complexion and their pale hair. Since they\xe2\x80\x99ve never been involved in any major conflicts with surface dwellers, they are feared far less than other subterranean peoples. This is also owed to their sense of discretion. Little is known about them, but most surface people associate them with enchanted caves, which leads to their good reputation. \n'b' As great travelers of the Netherworld, established svirfneblin often become caravanners, guides, or traders. Many are also experts in cultivating underground plants, thus ensuring the air supply of communities. A typical group consists primarily of nomads and is led by a caravan guide. The most seasoned explorers, those who have survived many dangerous journeys, are called underguides.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Svirfneblin Underguide \n'b' Small humanoid (svirfneblin), any \n'b' Armor Class 18 (breastplate, shield) Hit Points 127 (17d6 + 68); Wound Threshold 32 Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 19 (+4) INT: 15 (+2) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8, Wis +7 Skills Animal Handling * +11, Athletics +9, Nature * +10, Perception * +11, Survival +11 Senses darkvision 120 ft., passive Perception 21 Languages Gnomish, Svirfneblin , Sylvan, Undercommon and any two languages Challenge 10 (5 900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aimed Attack . When the svirfneblin underguide hits its target with a weapon, it deals one extra die of damage (included in the attack ). \n'b' Evasion . When the svirfneblin underguide is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the svirfneblin caravan guide instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Gnome Cunning . The svirfneblin underguide has advantage on Intelligence , Wisdom , and Charisma saving throws against magic. \n'b' Innate Spellcasting . The svirfneblin underguide\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 1/day each : detect poison and disease \n'b'\n'b' Spellcasting . The svirfneblin underguide is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The svirfneblin underguide knows the following ranger spells:\n'b'\n'b'\n'b' 1st level (4 slots) : hunter\xe2\x80\x99s haven**, hunter\xe2\x80\x99s mark, longstrider * \n'b' 2nd level (3 slots) : detect tracks**, lesser restoration \n'b' 3rd level (3 slots) : plant kingdom**, spying shot** \n'b' 4th level (1 slot) : freedom of movement * \n'b'\n'b' Stone Camouflage . The svirfneblin underguide has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' (*) The svirfneblin underguide casts these spells before combat. \n'b' ACTIONS \n'b'\n'b' Multiattack . The svirfneblin underguide makes three melee attacks or three ranged attacks . \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage, or 16 (2d10+5) slashing damage if wielded with two hands. \n'b' Composite Bow . Ranged Weapon Attack : +7 to hit, range 160/500 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Word of Advice . The svirfneblin underguide can choose one nonhostile creature it can see within 40 ft. of it. That creature has advantage on its next attack roll until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Warning . When a nonhostile creature that the svirfneblin underguide can see within 40 ft. of it is targeted by an attack roll or must make a saving throw, the svirfneblin underguide can utter a warning to impose disadvantage on the attack roll or grant advantage to the saving throw. \n'b'\n'b' ABOUT \n'b' As the underground cousins of rock gnomes, svirfneblin are recognizable by their dark, blue-gray complexion and their pale hair. Since they\xe2\x80\x99ve never been involved in any major conflicts with surface dwellers, they are feared far less than other subterranean peoples. This is also owed to their sense of discretion. Little is known about them, but most surface people associate them with enchanted caves, which leads to their good reputation. \n'b' As great travelers of the Netherworld, established svirfneblin often become caravanners, guides, or traders. Many are also experts in cultivating underground plants, thus ensuring the air supply of communities. A typical group consists primarily of nomads and is led by a caravan guide. The most seasoned explorers, those who have survived many dangerous journeys, are called underguides.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swamp Lily \n'b' Medium plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d8 + 64) Speed 15 ft.\n'b' STATS STR: 16 (+3) DEX: 9 (-1) CON: 18 (+4) INT: 4 (-3) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities blinded , deafened , poisoned Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Discern Food Preferences . The swamp lily can use an action to read the surface thoughts of all creatures within 60 feet of it. This works like the detect thoughts spell, except the lily can only determine each creature\xe2\x80\x99s favorite food. Each creature within range must succeed on a DC 15 Wisdom saving throw or have disadvantage on its saving throw against the lily\xe2\x80\x99s Fake Feast action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swamp lily makes two root attacks. \n'b' Root . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Fake Feast . The swamp lily magically creates the image of a banquet within 5 feet of itself that compels creatures to eat from it. Each creature within 60 feet of the banquet that can see the banquet must succeed on a DC 15 Wisdom saving throw or be charmed by the lily. The lily must take a bonus action on its subsequent turns to maintain the illusion. The illusion ends if the lily is incapacitated . While charmed by the lily, a target is incapacitated and ignores the banquets of other lilies. If the charmed target is more than 5 feet away from the lily\xe2\x80\x99s banquet, the target must move on its turn toward the banquet by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the lily, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this swamp lily\xe2\x80\x99s Fake Feast for the next 24 hours. If the charmed target starts its turn within 5 feet of the banquet, it eats the feast and must make a DC 15 Constitution saving throw. On a failure, the creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' ABOUT \n'b' This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots. \n'b' Deceivingly Delectable . Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily\xe2\x80\x99s roots and deadly toxin. \n'b' Wandering Menace . After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast. \n'b' Grove Guardians . Druids and creatures respectful of poisonous plants or resistant to the swamp lilies\xe2\x80\x99 illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swamp Monster \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (8d10+32) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities poison Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . A swamp monster can hold his breath for 1 hour. \n'b' Spore-splosion . When a swamp monster dies, it\xe2\x80\x99s corpse explodes with a burst of spores. Each creature within 50 feet of him must make a DC 15 Constitution saving throw, becoming infected with umamish on a failed save. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6+5) piercing damage plus 4 (1d6) poison damage and the creature must make a DC 15 Constitution saving throw or become infected with umamish. \n'b'\n'b' Umamish Infection \n'b' Umamish are unique among fungi as they are the only parasitic fungus known to have gained sentience. These parasites extract their host\xe2\x80\x99s nutrients while invigorating the victim to keep it alive long enough to spread further spores. When a beast or humanoid creature is exposed to umamish spores, it must make a DC 15 Constitution saving throw or become infected. \n'b' It takes 1d4 days for the infection\xe2\x80\x99s first symptoms to manifest in an infected creature. The umamish then grow slowly and their rate of growth varies greatly depending on their host. \n'b' Whenever the infected creature advances in a class level, their umamish infection progresses to the next stage (if running this adventure as a short self-contained quest, progress the infected PC immediately to stage 4 infection when they wake the following day.) For NPCs or creatures without class levels, umamish infection progresses to the next stage automatically every 1d4 weeks. If the infected creature spends the majority of its time in a damp and dark environment such as a cave, swamp, or dungeon, its infection progresses to the next stage every 1d2 weeks. \n'b'\n'b' First Stage . First stage symptoms include warty growths and a persistent rash that covers most of the back and shoulders. The infected creature regains only half the normal number of hit points when spending Hit Dice during short rests as the fungal infection siphons off its vitality. The umamish also act as a blood filter for their host, giving the infected creature immunity to poison damage and all other nonmagical diseases. \n'b' Second Stage . At the second stage of infection the umamish sprout as full mushroom caps with eyes and mouths, gaining the ability to speak and understand any language their host knows. The umamish lie and plead with their host to keep them \xe2\x80\x9chappy\xe2\x80\x9d about their presence, presenting themselves as \xe2\x80\x9csymbiotic.\xe2\x80\x9d The umamish make Charisma ( Persuasion ) and Charisma ( Deception ) checks with a +8 bonus. As the mushrooms intertwine with a substantial amount of muscle tissue, the infected creature gains a +2 bonus to both its Strength and Constitution ability scores. \n'b' Third Stage . At the third stage of the infection, the umamish fully integrate into their host\xe2\x80\x99s nervous system. The infected creature gains a +2 bonus to its primary spellcasting ability score (or Dexterity if the infected creature does not have the Pact Magic or Spellcasting features). The umamish also become constantly aware of the infected creature\xe2\x80\x99s surface thoughts as per the spell detect thoughts . \n'b' Fourth Stage . At the fourth and final stage of infection, the umamish attempt to control the mind of the infected creature and spread their spores. The infected creature becomes charmed by the umamish as per the spell geas , and it is compelled to infect other creatures with umamish spores and to take infected creatures to damp dark places. Whenever the infected creature hits another creature with a melee attack , that attack deals an additional 3 (1d6) poison damage and the creature must make a DC 15 Constitution saving throw or become infected with umamish. In addition, when the infected creature dies, its corpse explodes with a burst of spores. Each creature within 25 feet of it must make a DC 15 Constitution saving throw, becoming infected with umamish on a failed save. \n'b'\n'b' For every size category larger than Medium the infected creature is, the radius of this trait doubles. \n'b' Curing Umamish Infection \n'b' An umamish infection is extremely difficult to cure and normal medical and magical means such as the lesser restoration and greater restoration spells are ineffective, as is a paladin \xe2\x80\x98s Lay on Hands. \n'b' Umamish are still acting as a blood filter for their host, however, and they can be overloaded by particularly strong toxins. The infected creature is immune to poison damage, but when this immunity would prevent the infected creature from taking 20 or more poison damage from a single attack , the umamish infestation withers away and the creature fully recovers from the disease.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swampfang Spider \n'b' Medium beast , unaligned \n'b' Armor Class 14 \n'b' Hit Points 102 (12d8 + 48) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 19 (+4) INT: 3 (-4) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages understands Draconic but cannot speak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The spider can hold its breath for 15 minutes. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to attempt an ability check. \n'b' Webspinner . The spider ignores movement restrictions caused by webbing. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The spider makes two attacks: one with its Bladed Forelimbs and one with its Piercing Bite. \n'b' Bladed Forelimbs . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Piercing Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target must attempt a DC 15 Constitution saving throw. If the target is prone , it has disadvantage on this saving throw. On a failure, the target takes 21 (6d6) poison damage and becomes poisoned for 1 minute. While poisoned in this way the creature can\xe2\x80\x99t stand up from prone . \n'b' Web Shot (Recharge 5\xe2\x80\x936) . Ranged Weapon Attack : +7 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing and knocked prone . As an action, the restrained creature can attempt a DC 15 Strength ability check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Ravager \n'b' Family: Beetles \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b' Gnaw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) and restrained . Until this grapple ends, the beetle cannot bite another target. A grappled target takes 7 (2d6) poison damage at the start of each of its turns. \n'b' About \n'b' This creature is covered in a jet-black carapace with whitish markings crisscrossing its back and gold-tinted wing casings. \n'b' Ravager beetles are omnivorous beetles found in temperate or warm forests, hills, and swamps. While generally sustaining themselves on a diet of foliage and grasses, they sometimes scavenge the remains of creatures killed by other predators. \n'b' Like most beetles, a ravager has a thick-plated carapace and two large mandibles used for crushing and chewing its food. Its carapace is black in color with several white streaks crisscrossing it. Its mandibles are dark bluish-black. Its wing casings are black with hints of gold. A typical ravager beetle is about 4 feet long. \n'b' Ravagers have a single life cycle that spans an entire year. Females generally lay 4-8 eggs in soft earth or soil, and within two weeks, the larvae emerge. Young are almost always born in the warmer spring and early summer months. Young are noncombatants and rely solely on their mother for protection and food, feeding generally for 10 days before entering the pupa stage. After about 20 days, the pupae become adults. \n'b' Ravager beetles are generally scavengers by nature, and rarely attack, except in times when food is scarce. Even then, they usually limit their attacks to weakened, sleeping, wounded, or otherwise incapacitated prey. When attacking, ravager beetles lock onto an opponent with their mandibles and continue biting and crushing the target until it is dead.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Orcus, Demon Prince of the Undead \n'b' Family: Demons \n'b' Huge fiend (demon), chaotic evil \n'b' Armor Class 25 (natural armor) Hit Points 825 (50d12 + 500) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 30 (+10) DEX: 21 (+5) CON: 30 (+10) INT: 27 (+8) WIS: 27 (+8) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +15, Constitution +20, Wisdom +18, Charisma +20 Skills History +18, Perception +18, Religion +18 Damage Resistances acid, cold, fire Damage Immunities lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 28 Languages all, telepathy 360 ft. Challenge 35 (330,000 XP) \n'b' Special Traits \n'b'\n'b' Special Equipment . Orcus wields its iconic rod, the Wand of Orcus. \n'b' Innate Spellcasting . Orcus\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). Orcus can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animate dead , chill touch (17th level), detect magic \n'b' 7/day : create undead \n'b' 5/day : eyebite \n'b' 3/day each : circle of death , finger of death \n'b'\n'b' Legendary Resistance (3/day) . If Orcus fails a saving throw, it can choose to succeed instead. Lord of the Grave. Orcus always casts animate dead or create undead at maximum level and without any restrictions. Creatures created by these spells remain under its control indefinitely. \n'b' Magic Resistance . Orcus has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Orcus\xe2\x80\x99s attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Orcus makes two Wand of Orcus attacks. \n'b' Wand of Orcus . Melee Weapon Attack : +20 to hit, reach 5 ft., one target. Hit : 24 (4d6 + 10) bludgeoning damage and the target must make a DC 17 Charisma saving throw, dropping to 0 hit points on failure, or, on a success, the target takes 21 (6d6) necrotic damage. \n'b' Tail . Melee Weapon Attack : +20 to hit, reach 5 ft., one target. Hit : 24 (4d6 + 10) piercing damage plus 22 (4d10) poison damage. \n'b' Aura of Death . Each non-undead creature that starts its turn within 20 feet of Orcus takes 17 (5d6) necrotic damage. \n'b' Aura of Enfeeblement (Recharge 5-6) . Black beams of negative energy surround Orcus in a 20-foot radius centered on it. Each creature in this area must make a DC 24 Constitution saving throw. On a failure, the target deals only half damage with weapon attacks that use Strength for 1 minute. A weakened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to Orcus\xe2\x80\x99s Aura of Enfeeblement for the next 24 hours. \n'b' Teleport . Orcus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' Legendary Actions \n'b' Orcus 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. Orcus regains spent legendary actions at the start of its turn. \n'b'\n'b' Tail . Orcus makes one tail attack . \n'b' Devouring Darkness (Costs 2 Actions) . Orcus chooses a point that it can see within 100 feet of it. A cloud of darkness erupts from that point and lasts for 1 minute. The area is heavily obscured and each creature in the area must make a DC 24 Constitution saving throw, taking 28 (8d6) necrotic damage on a failure, or half as much damage on a success. Creatures slain by the devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds. \n'b' Charnel Wind (Costs 3 Actions) . A putrid, carrion wind erupts from Orcus in a 30-foot radius centered on it and lasts until the end of Orcus\xe2\x80\x99s next turn. All non-undead creatures within this area must succeed on a DC 24 Constitution saving throw against disease or be poisoned until the end of Orcus\xe2\x80\x99s next turn. While poisoned in this way, the creature can take either an action or a bonus action on its turn, not both, and it can\xe2\x80\x99t take reactions . \n'b'\n'b' Lair Actions \n'b' On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Beckon Army of the Dead . While in its lair, Orcus can use the wand to summon an undead army. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Orcus and obey its commands until they are destroyed or until it dismisses them as an action. Orcus can only use this lair action every 24 hours unless it is in the Palace of Bones on Thanatos, the level of the Abyss it rules. Orcus may use it on each subsequent initiative 20 at will if on that plane. That army consists of:\n'b'\n'b'\n'b' 10 skeletons \n'b' 5 zombies \n'b' 3 ghouls \n'b' 3 specters \n'b' 2 wights \n'b' 1 mummy \n'b'\n'b' Bone Cage . Orcus causes all bones within the lair to form tight cages around two creatures of its choice. The cages can be attacked and destroyed (AC 15; hp 30; vulnerability to bludgeoning damage; resistance to piercing, poison, slashing, and psychic damage). While in a bone-cage, a creature is retrained. \n'b' Fountain of Blood . Orcus chooses a point on the ground that it can see within 100 feet of it. A geyser of caustic blood erupts from the ground at that point and rains down in a 40-foot high, 10-foot cylinder. Each creature in that area must make a DC 24 Dexterity saving throw, taking 24 (7d6) acid damage on a failure, or half as much damage on a successful one. \n'b'\n'b' Regional Effects \n'b' The region containing Orcus\xe2\x80\x99s lair is warped by its magic. If a creature within 10 miles of Orcus\xe2\x80\x99 lair dies, roll a d20. On a 19 or 20, the creature rises as a zombie under Orcus\xe2\x80\x99 control. \n'b' If Orcus dies, this effect fade over the course of 1d10 days. \n'b' Wand of Orcus \n'b' Rod, artifact (requires attunement) \n'b' The mighty Wand of Orcus is a huge, black, skull-tipped rod, fully 6-feet in length. Its head is an ancient, bleached jawless skull, whose eye sockets glow with ruddy, red light. It exudes an aura of primeval menace, chilling the soul and the body with the cold of the grave. \n'b'\n'b' Aura of Death . Any living creature is unable to take short or long rest s within 300 feet of the Wand of Orcus. If any creature who is not Orcus touches the Wand of Orcus, it must succeed on a DC 17 Charisma saving throw or drop to 0 hit points and begin dying. On a successful saving throw, the creature takes 6d6 necrotic damage. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Orcus can suppress this effect from any locations. \n'b' Attunement . To attune to the artifact, you must bathe yourself and the Wand of Orcus in the blood of a Solar Angel. \n'b' Magic Weapon . The Wand of Orcus functions as a magic mace that has a +3 bonus to attack and damage rolls made with this weapon. It deals 4d6 bludgeoning damage on a hit. It also functions as a sword of wounding . \n'b' Spellcasting . You can use an action to cast the following spells at will: blight , darkness , or speak with dead . The Wand of Orcus has 20 charges, which can be used to cast the following spells: animate dead (3 or more charges), bestow curse (2 charges), circle of death (6 charges), contagion (5 charges), create undead (6 or more charges), finger of death (7 charges), harm (6 charges), or power word kill (9 charges). The Wand of Orcus recovers all charges each midnight. \n'b' Sentience . The Wand of Orcus is a sentient chaotic evil magic item, with an Intelligence of 20, a Wisdom of 18, and a Charisma of 23. It has truesight out to 120 feet and understands Abyssal and Infernal. It can communicate with its wielder telepathically. Its goal is the subjugation and destruction of all realms under the all-encompassing gaze of Orcus. It will attempt to sway or control an attuned creature to further the goals of Orcus. The Wand of Orcus is evil, wholly so. The wand\xe2\x80\x99s telepathic messages are quiet and breathy, almost a wet wheeze through diseased lungs. It is not averse to assisting an attuned wielder\xe2\x80\x99s temporary goals, as long as they are not inimical to its long-term goal of turning all planes of existence into fields of undead. \n'b' Destruction . The Wand of Orcus can only be destroyed if Orcus is truly slain and destroyed. If Orcus is permanently slain, the Wand of Orcus becomes brittle and can be easily smashed into dust. \n'b'\n'b' About \n'b' This demonic humanoid is squat and bloated, standing nearly three times as tall as a normal human. His goat-like head sports large, spiraling ram horns. His legs are covered in thick brown fur and end in hooves. \n'b' Large powerful arms wield a wicked skull-tipped wand. Two large, black bat-like wings protrude from his back, and a long, snake-like tail, tipped with a sharpened barb, trails behind him. \n'b' Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace, he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). \n'b' Most of the time though, he is content to let his generals and commanders lead the battles. \n'b' When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. \n'b' Orcus stands 15 feet tall and weighs nearly 6,000 pounds. \n'b' Orcus prefers to conduct battles using his Wand or natural weapons (tail and fists). Generally, he avoids direct combat with powerful foes preferring to hang back and pepper them with an array of spells and effects. If pressed into melee, he uses his tail sting against the strongest opponent while focusing his fear gaze on the spellcasters. When given the chance, he summons demons and undead to aid him. If combat goes against him, he uses his greater teleport ability to escape, leaving a retinue of demons and undead monsters to deal with the interlopers. \n'b' Servants of Orcus \n'b' The followers of the Prince of Undead are clerics and adepts that venerate death, sorcerers and wizards fascinated with death, and half-fiend variants of the aforementioned creatures. His followers are most often clerics, necromancers, and sorcerers. Followers of Orcus are known as Disciples of Orcus and must sign a pact of evil. Disciples of Orcus can receive spells from Orcus and are granted access to the domains of Chaos, Death, Destruction, Evil, and War (a cleric can choose any two of these domains).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swampgas Bubble \n'b' Medium ooze , unaligned \n'b' Armor Class 8 Hit Points 59 (7d8 + 28) Speed 20 ft., fly 30 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 7 (-2) CON: 18 (+4) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities bludgeoning, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bludgeoning Bounce . Whenever the swampgas bubble is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 10 feet away from the source of the bludgeoning damage. If the bubble is subjected to bludgeoning damage while attached to a creature, the bubble must succeed on a DC 13 Strength saving throw or detach from the creature and be pushed up to 5 feet away. \n'b' Fiery Death . If the swampgas bubble has half its hp or fewer and takes any fire damage, it dies explosively. Each creature within 20 feet of the bubble must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage. \n'b' Suffocating Grasp . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, the swampgas bubble attaches to the target\xe2\x80\x99s head, and the target is blinded while the bubble is attached. While attached, the bubble can\xe2\x80\x99t make pseudopod attacks against the target. At the start of each of the bubble\xe2\x80\x99s turns, the target takes 9 (2d8) poison damage and begins suffocating as it breathes in the poisonous gases within the bubble. A creature is affected even if it holds its breath, but creatures that don\xe2\x80\x99t need to breathe aren\xe2\x80\x99t affected. The bubble can detach itself by spending 5 feet of its movement. It does so if its target falls unconscious or dies. A creature, including the target, can take its action to detach the bubble by succeeding on a DC 13 Strength check. \n'b'\n'b' ABOUT \n'b' A semi-permeable bubble surrounds a blue-tinged gas. The bubble jauntily bobs in the air. \n'b' Consumers of Exhaled Gases . Swampgas bubbles feed on concentrated exhalations from living creatures. They surround their victims\xe2\x80\x99 heads and extract these gases, usually in copious quantities as their victims panic and breathe harder. \n'b' This leads many to believe the bubbles are sadistic. However, encounters with swampgas bubbles are rarely fatal, since the bubbles typically sate themselves by the time their prey falls unconscious, losing interest as the creature\xe2\x80\x99s breathing slows. \n'b' Attracted to Fire . A swampgas bubble is instinctively drawn to fire, even though they are highly flammable. Its susceptibility to fire makes it relatively easy to dispatch, but its explosive ending makes the use of fire risky for its foes. In fact, this form of death, accompanied by a beautiful burst of blue light, is just part of the bubble\xe2\x80\x99s overall lifecycle. Its outer layer hardens and shatters, and the remaining bits fall into the swamp where they grow and encase swamp gasses, developing into new swampgas bubbles. \n'b' Ooze Nature . A swampgas bubble doesn\xe2\x80\x99t require sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swampgas Shade \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 39 (6d8 + 12) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 17 (+3) CON: 15 (+2) INT: 8 (\xe2\x80\x931) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Skills Stealth +5 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The swampgas shade can move through a space as narrow as 1 inch wide without squeezing. \n'b' Rejuvenation . If it dies within its bound region, the swampgas shade returns to life in 1d4 days and regains all its hp . This trait doesn\xe2\x80\x99t function if the swampgas shade is put to rest, which occurs after its corpse has been reburied outside the swamp. \n'b' Swampbound . The swampgas shade is bound to a region of swamp within 1 mile of its body. If the shade leaves this region, it loses its Soul Drain action until it returns to the region. If it remains outside the region, it automatically teleports back to its corpse after 24 hours, regardless of distance. \n'b' Swamp Camouflage . The swampgas shade has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b' Undead Nature . The swampgas shadow doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Soul Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) psychic damage, and the target\xe2\x80\x99s Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a Humanoid dies from this attack , it can\xe2\x80\x99t be restored to life until the swampgas shade is put to rest (see the Rejuvenation trait). \n'b' Haunting Murmurs . Ranged Spell Attack : +3 to hit, range 60 ft., one creature. Hit : 8 (1d8 + 3) psychic damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Swampland Stealth . The swampgas shade takes the Hide action. It must be in swampy terrain to use this bonus action. \n'b'\n'b' ABOUT \n'b' An ethereal shadow of hatred and swampgas haunts the fens, and seeks to duplicate its own tragic demise. \n'b' A swampgas shade is the aggrieved soul of a humanoid murdered in a swamp. Mired in muck, the body cannot decompose, and spawns an undead instead. The soul is trapped on the Material Plane, tied to the area within a mile of its corpse. The soul grows furious at its condition as time passes, eventually combining with swampgas to form a ghostly undead that lashes out at others, whispering in the ears of the living. \n'b' Restless Slumber . The swampgas shade can be put to rest by finding and properly interring its corpse outside the swamp. \n'b' Otherwise, the shade returns to haunt the swamp anew shortly after being slain. \n'b' Vile Compact . Dark powers often seek out swampgas shades, promising relief from their eternal torture if they can ensnare souls of those they kill. As it kills others, it traps their souls, which it barters in exchange for its freedom.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swan Maiden \n'b' Small fey (shapechanger), chaotic good \n'b' Armor Class 13 Hit Points 24 (7d6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amphibious . The swan maiden can breathe air and water. \n'b' Shapechanger . As an action, the swan maiden can shapechange into a giant swan, or back into its true form. If the swan maiden dies, it reverts to its true form. \n'b' Magic Resistance . The swan maiden has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Summon Water Elemental (1/day) . The swan maiden can summon a water elemental once a day. The elemental will obey its every command. \n'b' About \n'b' A large swan swims to the shore and then morphs into a beautiful humanoid. \n'b' These fey are the handmaidens of the Lady of the Swans. As such they are part of the Spring Court, a division of the Seelie Court. \n'b' Peaceful Pilgrims . Swan maidens are as peaceful and calm as their arch fey leader. They will only use violence to protect themselves. These pretty fey spend their time caring for the beasts and plants. If they encounter hostile foes, the inhabitants of the wild will come to their aid. \n'b' Swan Mount . These blissful creatures usually ride on giant swans. They often use the swans to travel around rivers and lakes.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swan Maiden \n'b' Medium fey , chaotic good \n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Senses passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The swan maiden\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The swan maiden can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights \n'b' 1/day each : confusion , entangle , faerie fire , major image , sleep (as a 4th-level spell) \n'b'\n'b' Magic Resistance . The swan maiden has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The swan maiden can use its action to polymorph into the form of a trumpeter swan, or back into her humanoid form. Her swan form is Small. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. Without her feather cloak, a swan maiden can\xe2\x80\x99t use her shapechanger ability. \n'b' Trackless . A swan maiden can\xe2\x80\x99t be tracked except by magical means. She leaves behind no tracks or other traces of its passage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swan maiden makes two attacks, with her bow or her rapier. In swan form she attacks twice: one bite and one wing buffet. \n'b' Rapier (Humanoid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Longbow (Humanoid Form Only) . Melee or Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Bite (Swan Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Wing Buffet (Swan Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Swan maidens are fey shapechangers who vow to protect unspoiled wilds from the encroachment of civilization or evil. They live in small flocks along secluded lakeshores, appearing as tall, regal women clad in long cloaks of pristine white swan feathers and silvery armor with a winged helm. \n'b' Swan Cloaks . Because stealing a swan maiden\xe2\x80\x99s cloak robs her of her shapechanging ability, most maidens avoid humanoids and take up armor and weapons to defend themselves. \n'b' Transformation Ritual . A swan maiden can transform a willing good female humanoid into a swan maiden via a ritual that takes 24 hours. The humanoid loses her class and racial abilities.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anathema Locust Swarm \n'b' Family: Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 36 (8d8) Speed 20 ft., climb 20 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 12 (+1) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) 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 Senses blindsight 10 ft., passive Perception 9 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' Bite . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing and 3 (1d6) acid damage or 5 (2d4) piercing damage and 2 (1d4) acid damage if the swarm has half its hit points or fewer. \n'b' Defensive Retreat . The swarm can move on its turn while the locusts spray their acidic spittle, leaving behind a cloud of acid droplets that lasts until the start of the swarm\xe2\x80\x99s next turn. Any creature that begins its turn in the cloud takes 14 (4d6) acid damage or 7 (2d6) acid damage if the swarm has half its hit points or fewer. \n'b'\n'b' ABOUT \n'b' Dark red with patterns of black splotches on its carapace, an anathema locust is about 3 inches in length. Its bite secretes an acidic spittle that melts organic materials. A single anathema locust is a dangerous pest, but these insects never show up alone. In groups of hundreds or thousands, these creatures slumber beneath the dust of the Wastes, awaiting the spawning storms and the mad spring that follows. Then the locusts awaken from hibernation and tunnel to the surface to feed on the abundant plant life. Most inhabitants of the Western Wastes loathe these creatures, which can strip the bounty provided in the season to nothing. \n'b' Dangerous Pest . Countries that border the Western Wastes keep close watch for these vermin during the mad spring. While they remain in the Wastes and feed on the wild growth there, they are tolerated. However, should swarms seek to fly into Allain or other border realms, defenders are quick to destroy them. Allowing anathema locusts to gain a foothold outside the Wastes could lead to famine as the invasive species has no natural predators outside of its regular territory. \n'b' Hunters and Hunted . While swarms of anathema locusts feed mainly on plant life, they will not hesitate to attack and devour creatures that disturb their feeding or happen to be in a chosen feeding ground when they descend. The denizens of the Wastes are a frugal and hardy people however and will take their food wherever they can find it. Some hunt swarms of anathema locusts for food as the insects provide a rich source of protein. \n'b' Finely woven nets of silk vine (see \xe2\x80\x9cItems of the Mad Spring\xe2\x80\x9d below) are used to ensnare a swarm, which is then quickly drowned, smothered, or killed by some other means.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Iron Ant Swarm \n'b' Family: Swarm \n'b' Medium swarm of Tiny elementals , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 39 (6d8 +12) Speed 20 ft., climb 15 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' Damage Vulnerabilities lightning Damage Resistances piercing, slashing Damage Immunities bludgeoning Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 15 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a 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' Bites (Swarm) . Melee Weapon Attack : +9 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 8 (2d6 + 1) piercing damage, or 4 (1d6+1) piercing damage if the swarm has half its hit points or fewer. \n'b' Bite (Individual Ant) . Melee Weapon Attack : +4 to hit, reach 0 ft., one target being crawled upon. Hit : 1 piercing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Adamantine Wasps \n'b' Family: Swarm \n'b' Large swarm of Tiny constructs , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 133 (14d10 + 56) \n'b' Speed 5 ft., fly 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 19 (+4) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8 \n'b' Skills Perception +3, Stealth +7 \n'b' Damage Resistances bludgeoning, fire, piercing, slashing \n'b' Damage Immunities acid, cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities blinded , charmed , deafened , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses blindsight 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 11 (7,200 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 adamantine wasp. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes two Icy Stingers attacks. \n'b' Icy Stingers . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. In addition, on a failed save the target gains a level of cold-based exhaustion . \n'b'\n'b' ABOUT \n'b' Adamantine wasps are flying constructs with a deadly sting. They are one-foot-long silver wasps that often fly in swarms to bring down larger prey. The wasps are constructs created to guard or patrol areas. Their bodies are segmented like a normal wasp with a head, thorax, and abdomen, with its metallic pieces seamlessly fitted together. An adamantine stinger protrudes from the wasp\xe2\x80\x99s abdomen. Its wings are formed of paper-thin adamantine. Their poison freezes the blood of those they sting. Adamantine wasps are non-intelligent and are programmed to carry out simple tasks that might include phrases such as \xe2\x80\x9cguard this room\xe2\x80\x9d or \xe2\x80\x9c attack any who enter.\xe2\x80\x9d The wasps fight until destroyed when performing their tasks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Bladecoins \n'b' Family: Swarm \n'b' Large swarm of Tiny constructs , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 75 (10d10 + 20) \n'b' Speed 5 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +8 \n'b' Damage Resistances acid, bludgeoning, piercing, slashing \n'b' Damage Immunities cold, poison, psychic \n'b' Condition Immunities blinded , charmed , deafened , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses blindsight 60 ft., passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 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 bladecoin. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Distraction . A creature that starts its turn in the swarm\xe2\x80\x99s space must succeed on a DC 14 Dexterity saving throw or be blinded and deafened until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes two Slash attacks. \n'b' Slashes . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the swarm has half its hit points or fewer, and 4 (1d8) slashing damage at the end of its next turn. \n'b'\n'b' ABOUT \n'b' A bladecoin swarm appears to be nothing more than a pile of brass or copper coins. However, when the swarm senses intruders entering the area it is tasked with guarding, it swirls upward into a cyclonic tornado composed of hundreds of coins with razor-sharp edges. The swarms are often placed to deter would-be thieves.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Butcher Gnolls \n'b' Family: Swarm \n'b' Gargantuan swarm of medium humanoids ( gnoll ) , chaotic evil \n'b' Armor Class 10 \n'b' Hit Points 110 (17d8 + 34) \n'b' Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +6, Wis +5 \n'b' Skills Perception +5 \n'b' Damage Resistances bludgeoning, piercing, and slashing \n'b' Condition Immunities special (see Swarm trait) \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Abyssal, Gnoll \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fury of Demons . If a creature other than a gnoll starts its turn in the swarm\xe2\x80\x99s space, that creature takes 21 (6d6) slashing damage and has disadvantage on all saving throws until it is no longer in the swarm\xe2\x80\x99s space. \n'b' Supercharged . If the swarm ends its turn while under the effects of a condition, that condition ends. \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 Medium creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . Creatures moving through the swarm treat it as difficult terrain . The swarm cannot be affected by a condition such as restrained or charmed unless the source of that condition covers the entire swarm\xe2\x80\x99s space. \n'b'\n'b' ACTIONS \n'b'\n'b' Gnashing Teeth . Melee Weapon Attack : +9 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 23 (6d6 + 2) slashing damage and the target is knocked prone . \n'b' Overrun . The swarm moves up to its speed as part of taking this action, and any hostile creatures in spaces through which the swarm moves are subject to its Gnashing Teeth attack .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Carnivorous Fish \n'b' Family: Swarm \n'b' Medium swarm of tiny beasts , unaligned \n'b' Armor Class 12 \n'b' Hit Points 36 (8d8) \n'b' Speed 0 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 7 (\xe2\x80\x932) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The swarm has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \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 creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Breathing . The swarm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage or 7 (2d6) if the swarm has fewer than half its starting hit points . \n'b'\n'b' ABOUT \n'b' A carnivorous fish swarm attacks prey as it crosses through the rivers they call home. The swarm\xe2\x80\x99s initial bites draw blood, which send the school into a frenzy that can strip the meat from the bone in a matter of moments. Swarms of piranhas are most commonly encountered.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Pazuzu, Demon Prince of Air \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 364 (27d10 + 216) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 27 (+8) INT: 18 (+4) WIS: 19 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +15, Dexterity +13, Constitution +16, Wisdom +12 Skills Acrobatics +13, Arcana +12, Athletics +15, Deception +14, Insight +12, Perception +12, Stealth +13, Survival +12 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 22 Languages Auran, Aquan, Abyssal, Celestial, Common, Draconic, Giant, Infernal, Terran; telepathy 120 ft. Challenge 27 (105,000 XP) \n'b' Special Traits \n'b'\n'b' Special Equipment . Pazuzu wields the greatsword Carriontooth. \n'b' Evasion . If Pazuzu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Pazuzu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Flyby . Pazuzu doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . Pazuzu\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : animal messenger , arcane eye , call lightning , detect magic , feather fall, giant insect , gust of wind , insect plague , lightning bolt , sending , wind wall (no concentration necessary) \n'b' 3/day each : control weather , darkness , dispel magic , dominate person , freedom of movement , suggestion \n'b' 1/day : storm of vengeance \n'b'\n'b' Legendary Resistance (3/day) . If Pazuzu fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Pazuzu has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Pazuzu\xe2\x80\x99s weapon attacks are magical. \n'b' Unholy Aura . An unholy aura surrounds Pazuzu out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 22 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'\n'b' Actions \n'b'\n'b' Multiattack . Pazuzu makes two attacks with Carriontooth and two attacks with its claws. \n'b' Carriontooth . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 38 (8d6 + 10) slashing damage plus 21 (6d6) necrotic damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 7) slashing damage. \n'b' Corrosive Gas (Recharge 5-6) . Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. Creatures in the area must make a DC 24 Constitution saving throw, taking 18d8 acid damage on a failed saving throw, or half as much damage on a successful one. \n'b' Dominate Aerial Creature . Pazuzu can target up to six beasts or monstrosities with a fly speed and an Intelligence lower than 8 and cause them to make a DC 22 Wisdom saving throw. On a failed saving throw, the target is charmed by Pazuzu for 24 hours. The charmed target obeys Pazuzu\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to this ability for the next 24 hours. Pazuzu can have up to six targets charmed at a time. If it charms another, it can end the charmed condition on one target of its choice. \n'b' Summon (1/day) . Pazuzu summons 2d4 succubi, 1d4 nalfeshnees, 1d4 vrocks, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Pazuzu, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or Pazuzu is slain, or until Pazuzu takes an action to dismiss it. \n'b'\n'b' Legendary Actions \n'b' Pazuzu 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. Pazuzu regains spent legendary actions at the start of its turn. \n'b'\n'b' Shriek . Pazuzu releases a blast of concussive sound in a 40-foot cone. Creatures within the area must make a DC 24 Strength saving throw. On a failed saving throw, the target takes 26 (4d8 + 8) thunder damage and is pushed 15 feet. On a successful saving throw, the target takes half damage and is not pushed. \n'b' Possess (Costs 2 Actions) . Pazuzu uses its dominate person innate spellcasting ability. If it casts it as a legendary action, it does not need to maintain concentration. \n'b' Wing Attack (Costs 2 Actions) . Pazuzu beats its wings. Each creature within 15 feet of Pazuzu must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be forced\xc2\xa0 prone . Pazuzu can then fly up to half its flying speed. \n'b'\n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; Pazuzu can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Gale . Pazuzu causes strong winds to immediately gust, choosing a 60-foot cube within its lair that wraps around corners (Pazuzu does not need to see this area). Any creatures within this area must make a DC 22 Strength saving throw or be pushed 60 feet in a random direction and be forced\xc2\xa0 prone . If this would push that creature into a solid surface, the target takes 1d6 bludgeoning damage per 10 feet traveled. \n'b' Insect Storm . Pazuzu causes a storm of swarming insects to fill a 30- foot cube. Until the next initiative count 20, that area is heavily obscured , and all creatures within the cube treat the area as difficult terrain . \n'b'\n'b' Regional Effects \n'b' The region containing Pazuzu\xe2\x80\x99s lair is warped by its magic, creating one or more of the following effects: Aviary. Avian creatures crowd into the area surrounding Pazuzu\xe2\x80\x99s lair and have advantage on saving throws against magical effects that charm or frighten them cast by creatures other than Pazuzu himself. \n'b'\n'b' Tempests . Strong winds whip through the area around Pazuzu\xe2\x80\x99s lair, and lightning storms crash through the days and nights. \n'b' Clairvoyance . Pazuzu can hear its name spoken by any creature in any language within 10 miles of its lair. It knows the exact location of the creature who spoke its name. \n'b'\n'b' About \n'b' This powerfully built humanoid has the head of a hawk and four great feathery wings spanning its shoulders. Its feathers are red and gold, fading to black at the tip. Its eyes are red and its hands and feet end in hawk-like talons. \n'b' Pazuzu is the demon prince of aerial creatures and is revered as such on both the Abyssal plane and the Material Plane. Unlike other demon princes, its lair is not confined to a single plane or multiple adjoining planes; Pazuzu rules the sky realms above all layers of the Abyss. (No demon prince has contested its rulership of the skies thus far.) \n'b' Pazuzu has a great many dealings with creatures on other planes, including devils. It seems to be on fairly good terms with several powerful dukes and arch-devils of Hell. Pazuzu never enters that plane but has been known to meet with such a duke on Acheron or Tarterus. \n'b' Pazuzu stands 8 feet tall and weighs 700 pounds. \n'b' Pazuzu prefers to use its spells and spell-like abilities, subjecting its opponents to a magical onslaught of great power. If cornered or forced into melee, it prefers to use its claws or weapon. If it is outclassed or overmatched, it summons aerial creatures and demons to his aid. \n'b' Servants of Pazuzu \n'b' Followers of Pazuzu are evil humanoids that respect and revere the air and sky. Devout followers of Pazuzu are called Aerial Lords and must sign a pact of evil with Pazuzu. \n'b' Special Equipment: Carriontooth \n'b' Weapon (greatsword), artifact (requires attunement) \n'b' This single-edged, blood-stained greatsword is the personal weapon of the demon lord Pazuzu. Legend has it Pazuzu created the weapon from the claw of a bird goddess it dueled and lost to before being trapped in the skies above the Abyss. Carriontooth is serrated and jagged, rending flesh as it slices and slashes. \n'b' Attunement . If you attempt to attune to Carriontooth, your maximum hit points are reduced by 10 unless your alignment is chaotic evil. This reduction remains as long as you remain attuned to Carriontooth; magic cannot return the lost hit points . \n'b'\n'b' Magic Weapon . You gain a +3 bonus to attack and damage rolls made with this weapon. Carriontooth also functions as a sword of sharpness , a sword of wounding and a vicious weapon . \n'b' Rend . You deal an additional 6d6 necrotic damage when you hit with Carriontooth. \n'b'\n'b' Natural Enmity . Celestials of all kinds find Carriontooth abhorrent and are always hostile to you if you carry the weapon. \n'b' Destruction . To destroy Carriontooth, it must be used to slay Pazuzu, and then returned to the bird goddess whose claw it was made from; the goddess needs to only touch it to undo the artifact.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Requiem \n'b' Family: Beetles \n'b' Gargantuan beast , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 495 (30d20 + 180) Speed 50 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 23 (+6) INT: 1 (-5) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Senses darkvision 60 ft., tremorsense 100 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the requiem beetle moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the requiem beetle can make one claw attack against it as a bonus action. \n'b' Earthshaker . When the requiem beetle moves more than 10 feet in a single turn, creatures within 20 feet of it must succeed on a DC 12 Dexterity saving throw or be\xc2\xa0forced prone as the ground shakes. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The requiem beetle makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 8) piercing damage. \n'b' Claws . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 21 (3d8 + 8) slashing damage. \n'b'\n'b' About \n'b' This massive beetle has a dark-red carapace, blackish-red wing casings, and black legs. Two large claw-like pincers protrude from its front, slashing and ripping the very air around the creature. Its oversized mandibles are dark reddish-black. \n'b' Requiem beetles are beetles of enormous size, reaching lengths of 100 feet or more. They make their lairs in remote mountainous regions or deep underground in massive caverns. A typical lair contains a solitary creature (no two have ever been encountered together). Mating and reproduction rituals and methods among requiem beetles are unknown to sages, though it is generally accepted that requiem beetles follow other similar beetle and vermin mating patterns. \n'b' These monsters sustain themselves on a diet of mosses, funguses, lichens, molds, and oozes. Their natural immunity to acid allows them to kill and digest most oozes without bother. Requiem beetles are mindless hunters, like other vermin, and simply kill and eat whatever they come across. When they deplete an area of its food source, they simply move to another location. \n'b' Requiem beetles measure about 40 feet long and weigh about 18 tons. \n'b' A requiem beetle charges into combat, attempting to trample as many of its opponents as it can. It uses its massive pincers in battle to cut and tear its opponents or grab and squeeze them. Once a requiem beetle grabs a foe, it rarely lets go until either it or the opponent is dead. If forced to flee, a requiem beetle does not release its prey, but instead, carries it off with it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Eye Spiders \n'b' Family: Swarm \n'b' Medium swarm of Tiny constructs , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 45 (10d8) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 10 (+0) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 9 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Distraction . Any living creature that begins its turn with the swarm in its space must succeed on a DC 14 Constitution save or be frightened for one round. \n'b' Swarm . The swarm can occupy one or more other creatures\xe2\x80\x99 spaces and vice versa, and the swarm can move through an opening large enough for a Tiny eye spider. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 4 (1d8) bludgeoning damage or 2 (1d4) bludgeoning damage if the swarm has half its starting hit points or fewer. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Mind Ruin . The swarm flashes and pulsates. Any creature caught within its space when it does so has its mind suddenly filled with thousands of tangled visual images composed of text, passages, and secrets that the eyes of the swarm have seen over the centuries. The creature must succeed on a DC 14 Wisdom saving throw or be confused, as if by a confusion spell. If the target fails three consecutive saving throws, the condition is permanent until cured by greater restoration or other magic. \n'b'\n'b' ABOUT \n'b' Eye spiders are tiny constructs formed from eyeballs discarded by the scholars of the Great Repository in the City of Brass. They resemble spiders composed completely of eyeballs with a larger eye (presumably taken from a larger creature) serving as the monster\xe2\x80\x99s central body. Small eyes that have been sewn, chained, or stitched together function as the creatures\xe2\x80\x99 legs.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Flying Scorpions \n'b' Family: Swarm \n'b' Medium swarm of tiny beast , unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 22 (5d8) \n'b' Speed fly 30 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 13 (+1) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 7 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses blindsight 10 ft., passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' 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 flying scorpion swarm can move through any opening large enough for a Tiny creature. The flying scorpion swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Stings . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 16 (6d4 + 1) poison damage, or 8 (3d4 + 1) poison damage if the swarm has half or fewer hit points . \n'b'\n'b' ABOUT \n'b' Flying scorpions swarms are clouds of hundreds, sometimes thousands, of the small, predatory arachnids, each with beetle-like wings. The scorpions swarm enemies, stinging them repeatedly with their poisonous tails.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Hostile Birds \n'b' Family: Swarm \n'b' Medium swarm of tiny beasts , unaligned \n'b' Armor Class 12 \n'b' Hit Points 31 (7d8) \n'b' Speed 10 ft., fly 50 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 14 (+2) CON: 10 (+0) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses passive Perception 11 \n'b' Challenge 1/4 (50 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 creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Beaks . Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the hostile bird swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage or 3 (1d6) piercing if the swarm has half its initial hit points or fewer. \n'b'\n'b' ABOUT \n'b' A swarm of hostile birds is a collection of feathered avians that fly in a twisting mass. The birds swoop and dive to attack creatures, pecking with their beaks and slashing with their talons. The flights are often composed of the same type of bird , such as starlings or magpies, but some larger birds might be found mixed into their number.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Miniature Mermaids \n'b' Family: Swarm \n'b' Large swarm of Small humanoids ( merfolk ) , neutral \n'b' Armor Class 13 \n'b' Hit Points 60 (11d10) \n'b' Speed 10 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 8 (\xe2\x80\x931) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses passive Perception 14 \n'b' Languages Aquan, Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm can breathe air and water. \n'b' Smothering Embrace . While in water, a creature in the swarm\xe2\x80\x99s space is at risk of suffocating. It must succeed on a DC 13 Constitution saving throw to hold its breath or begin choking. A choking creature can survive a number of rounds equal to its Constitution modifier (minimum of one round) before dropping to 0 hit points and dying. \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 mermaid. 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 : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its initial hit points or fewer. \n'b' Haunting Melody (recharge 6) . The voices of the dozens of miniature mermaids harmonize into a haunting melody. Each creature within 30 feet of the swarm that can hear it must succeed on a DC 13 Charisma saving throw or be charmed by the swarm for one 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 swarm\xe2\x80\x99s Haunting Melody for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Colorful fish swam in lazy circles. There was even a shark! I remember seeing something small swim toward the glass, then another, and another. I was amazed. Mermaids! Tiny mermaids! I remember them singing such a beautiful melody. \xe2\x80\x94 Holy warrior Jurgen DeFetterlind, found wandering the Haunted Steppes while dragging the bodies of his four friends in a net Miniature mermaid swarms consist of tiny mermaids that swim together like a school of fish. They raise their voices together in a song that can charm anyone they encounter. They swarm prey that enters their watery depths, drowning them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Nanobots \n'b' Family: Swarm \n'b' Large swarm of tiny constructs , lawful neutral \n'b' Armor Class 16 Hit Points 93 (11d10 + 33) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 22 (+6) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning; bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned , unconscious Senses blindsight 10 ft. (blind beyond this radius), passive Perception 11 Languages understands Gnomish but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cloud Computing . When connected to a cloud mind, the swarm can use the cloud mind\xe2\x80\x99s Intelligence , Wisdom , and Charisma saving throws in place of its own. Additionally, the swarm can see and hear everything the cloud mind can see and hear. \n'b' Supercharger . When the swarm takes lightning damage, it becomes accelerated and gains an additional action it can take on its next turn. The swarm can only benefit from this feature once per round. \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 nanobot. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes two Deconstruct attacks. It can use either Defensive Line or Good Offense in place of one of these attacks. \n'b' Deconstruct . Melee Weapon Attack : +9 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) force damage. \n'b' Defensive Line . The swarm chooses one creature in its space. That creature gains resistance to all damage until the start of the swarm\xe2\x80\x99s next turn. \n'b' Good Offense . The swarm chooses one creature in its space. That creature must succeed on a DC 17 Strength saving throw or become restrained until the start of the swarm\xe2\x80\x99s next turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Stirges \n'b' Family: Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 58 (13d8) \n'b' Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 19 (+4) CON: 10 (+0) INT: 1 (?5) WIS: 12 (+1) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 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 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 : +6 to hit, reach 5 ft., one creature. Hit : 15 (6d4) piercing damage, and the stirges attach to the target. While attached, the stirges don\xe2\x80\x99t attack . Instead, at the start of each of the swarm\xe2\x80\x99s turns, the target loses 15 (6d4) hit points due to blood loss. The swarm can detach itself by spending 5 feet of its movement. It does so after it drains 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirges. \n'b'\n'b' ABOUT \n'b' Stirge swarms are flocks of the bloodsucking creatures. The individual stirges look like a cross between a bat and a mosquito. It has sharp pincers on its legs that allow it to grab hold of prey. They use their long proboscises to stab and suck their victims dry.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Undead Bats \n'b' Family: Swarm \n'b' Medium swarm of Tiny undead , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 22 (5d8) \n'b' Speed 0 ft., fly 30 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 15 (+2) CON: 10 (+0) INT: 2 (\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' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses blindsight 60 ft., darkvision 60 ft., passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation . The swarm can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The swarm has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat . The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half its hit points or fewer. \n'b'\n'b' ABOUT \n'b' Undead bat swarms are collections of dead bats that still fly as if they were living, breathing creatures. The bats attack with hundreds of tiny bites as they swarm their prey.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Undead Hummingbirds \n'b' Family: Swarm \n'b' Medium swarm of Tiny undead , chaotic evil \n'b' Armor Class 16 \n'b' Hit Points 27 (6d8) \n'b' Speed 10 ft., fly 60 ft.\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 21 (+5) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +9 \n'b' Damage Vulnerabilities bludgeoning \n'b' Damage Resistances piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a 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' Pierce . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. If the target is a creature, the wound bleeds for 1 necrotic damage on each subsequent turn. The wound continues to bleed until it is cured by magical healing . \n'b'\n'b' ABOUT \n'b' Undead hummingbird swarms are composed of hundreds to thousands of dead hummingbirds. The tiny birds flit and dart about as they move, but seem to follow a single, focused mind when pursuing prey. Their pecks deal little damage, but in large numbers they can kill larger creatures by swarming over their bodies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Undead Rats \n'b' Family: Swarm \n'b' Medium swarm of Tiny undead , chaotic evil \n'b' Armor Class 10 \n'b' Hit Points 24 (7d8 \xe2\x80\x93 7) \n'b' Speed 30 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 11 (+0) CON: 9 (\xe2\x80\x931) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 30 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The swarm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Swarm . The undead rat 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 rat. 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 creature 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. \n'b'\n'b' ABOUT \n'b' An swarm of undead rats consists of hundreds of undead rodents that squirm and writhe as if alive, until you stop to look at their broken bodies and lifeless eyes. Their insides ooze through their fur, making them a disgusting mass to deal with.'}
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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' Huge fiend , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 161 (14d12 + 70) Speed 25 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 20 (+5) INT: 9 (-1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Vulnerabilities fire Damage Resistances acid, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Pestilence . Whenever a creature starts its turn within 120 feet of the catoblepas, it is exposed to writhing flesh (page 125; save DC 17). \n'b' Magic Resistance . The catoblepas has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The catoblepas\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catoblepas makes three attacks: one to bite and either two with its claws or two with its hooves. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage and 11 (2d10) poison damage. The target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned creature\xe2\x80\x99s turns, it must make another Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or ending the condition on itself on a successful one. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage and the target is pushed up to 5 feet in the direction of the catoblepas\xe2\x80\x99s choice. \n'b' Hoof . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone. \n'b' Poison Breath (Recharge 5-6) . The catoblepas breathes poison in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A catoblepas fiend is a physical embodiment of rot. It spreads pestilence wherever it goes, enjoying the process of living mortal flesh eroding over time. To facilitate this, a catoblepas orders weaker fiends to harry, delay, and grapple creatures within range of its Aura of Pestilence while it breathes poison over them all. \n'b' When a creature survives the attention of a catoblepas, the fiend redoubles its interest in trapping the creature. If it can, it imprisons the survivor in the hope of tempting it to accept the power of the legion and become a corrupted creature (page 155). \n'b' Wasted Lands . The catoblepas slowly crumbles as it moves, dropping bits of flesh and ichor behind it. This toxic residue saturates the regions it passes through with a variety of diseases and poisons that infect mortals. The poisons and diseases described in Ravaged Lands starting on page 122 appear more and more often where the catoblepas has passed until the catoblepas is slain, which allows the land to recover. \n'b' Toxic Time Bomb . A catoblepas can rarely keep itself together in the mortal world for the full length of an invasion, as its unnatural form simply isn\xe2\x80\x99t physically stable enough. This is obvious to all who see the fiend, as its flesh visibly peels and its muscles wobble to release plumes of noxious gas that surround it. When it finally falls apart completely, it unleashes a toxic wave that fills the region for miles around with poisons and diseases, quickly killing most plants and wildlife and leaving a persistent stain on the land. \n'b' Legions . Catoblepas fiends typically serve as generals of the Acheron, Lethe, Phlegethon, and Tartarus legions. \n'b' This monster resembles a squirming rack with a huge gaping mouth below pillars of flesh and protruding bone spines. Its barrel-wide arms splay sideways and its long, hooved legs struggle to heave its ungainly bulk forward.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Sonechard, General of Orcus \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 Hit Points 336 (32d10 + 160) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 21 (+5) INT: 19 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +12, Dexterity +10, Constitution +11, Wisdom +9 Skills Arcana +10, Athletics +12, Nature +10, Perception +15, Religion +10 Damage Resistances acid, cold, fire Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 25 Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin , Ignan, Infernal, Terran; telepathy 120 ft. Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Special Equipment . Sonechard carries the war pick Fool\xe2\x80\x99s Errand. \n'b' Aggressive . As a bonus action, Sonechard can move up to its speed toward a hostile creature that it can see. \n'b' Innate Spellcasting . Sonechard\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : animate dead , chill touch (17th level), inflict wounds (5th level) \n'b' 3/day each : circle of death , create undead , fireball , finger of death , harm \n'b' 1/day : create undead (9th level) \n'b'\n'b' Legendary Resistance (3/day) . If Sonechard fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Sonechard has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Sonechard\xe2\x80\x99s weapon attacks are magical. \n'b' Stench . Any creature that starts its turn within 10 feet of Sonechard must succeed on a DC 19 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Sonechard\xe2\x80\x99s Stench for 24 hours. \n'b' Unholy Aura . An unholy aura surrounds Sonechard out to a radius of 40 feet. A creature who enters or begins its turn in the area must make a DC 19 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened , it is 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' Undead Master . When Sonechard casts animate dead or create undead , it creates twice the amount of undead with each casting. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Sonechard makes two attacks with Fool\xe2\x80\x99s Errand, one claw attack , and one head butt, or two claw attacks and one head butt. \n'b' Fool\xe2\x80\x99s Errand . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 18 (2d8 + 9) piercing damage plus 10 (3d6) necrotic damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Head butt . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage, and the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of its next turn. \n'b' Control Undead . Sonechard chooses one undead creature not already under its control that it can see within 120 feet of it. That creature, or the creature that controls it, must make a DC 19 Wisdom saving throw. On a failed saving throw, the undead falls under Sonechard\xe2\x80\x99s control and obeys its every command. \n'b' Undead Awareness . Whenever an undead is created or enters within 1 mile of Sonechard\xe2\x80\x99s lair, Sonechard is aware of the creature\xe2\x80\x99s presence and location. \n'b'\n'b' Bonus Actions \n'b'\n'b' Command Undead . Sonechard gives telepathic commands to any undead it controls unless they are on another plane of existence. It can command them to take specific actions, such as \xe2\x80\x9cattack those creatures\xe2\x80\x9d or general instructions \xe2\x80\x9cguard this passageway.\xe2\x80\x9d \n'b'\n'b' Legendary Actions \n'b' Sonechard 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. Sonechard regains spent legendary actions at the start of its turn. \n'b'\n'b' Head Butt . Sonechard uses its head butt attack . \n'b' Command Undead . Sonechard can command one undead Sonechard controls to use its reaction to move its speed, or make a melee or ranged attack . \n'b' Animate Dead (Costs 2 Actions) . Sonechard animates one corpse within 120 feet of it as a zombie . \n'b'\n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Sonechard can take a lair action to cause one of the following effects; Sonechard can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Heal Undead . Sonechard sends necrotic energy coursing through his lair. Up to six undead under his command regain 19 (4d6 + 5) hit points each. Sonechard does not need to see these undead in order to grant them this boon. \n'b' Raise Dead . Sonechard chooses one slain creature and causes the creature\xe2\x80\x99s soul to rise as a specter under its control. \n'b' Fearsome Show . Sonechard causes the many corpses within its lair to animate briefly and babble the horrific tales of their deaths. Creatures within its lair that are not constructs or undead must make a DC 20 Wisdom saving throw. On a failed saving throw, those creatures are frightened for 1 minute. While frightened , those creatures must attempt to flee the lair, Dashing where possible. If a creature is trapped or cannot move, they can take the Dodge action instead. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or if the effect ends on it, that creature is immune to this effect for 24 hours. \n'b'\n'b' Regional Effects \n'b' The region containing Sonechard\xe2\x80\x99s lair is warped by its magic, creating one or more of the following effects: \n'b'\n'b' Undead Walking . Slain creatures sometimes rise as skeletons or zombies, abhorred mockeries of their former states.\xc2\xa0 \n'b' Nightmares . Unpleasant dreams wrack those who rest within 6 miles of Sonechard\xe2\x80\x99s lair. If Sonechard dies, the effects fade immediately, but animated undead remain until destroyed. \n'b'\n'b' About \n'b' This ram-headed humanoid appears to be at least as twice as tall as a human and has leathery gray skin. Large, curved horns \xe2\x80\x93 the left one broken off midway from its starting point \xe2\x80\x93 jut from his head. Two large bat-like wings spread from his shoulders. The creature\xe2\x80\x99s body is covered with thick, dark hair. Portions of the hair are torn away in areas revealing masses of battle-born scars and damage. \n'b' Sonechard is a General in the infernal armies of Orcus and serves him \xe2\x80\x93 at least to all onlookers \xe2\x80\x93 with unswerving loyalty. He has countless numbers of demons and undead at his command. Though his true loyalty lies only to himself, he would never openly refuse a request by Orcus nor challenge his position as Prince of the Undead. Should the day come when Orcus weakens, Sonechard plans to be there to claim what he believes is rightfully his. \n'b' Sonechard makes his home in a large castle that sits atop a plateau of scorched earth surrounded by a moat of blood. The walls are constructed of bone and sinew, and it is said that the souls of those who cross him are entombed within. \n'b' Sonechard stands 14 feet tall and weighs about 3,500 pounds. \n'b' Sonechard is almost always encountered with a large number of demons or undead at his side. When he enters battle, he usually unleashes a fireball at his foes immediately, and then follows it up with a circle of death effect or a suggestion . Dying creatures are subjected to his death knell spell-like ability and then raised via animate dead . \n'b' Should Sonechard find himself on the losing end of a battle, he does not hesitate to retreat, covering his escape with summoned or created undead and demons. A defeat is not forgotten \xe2\x80\x93 or forgiven. He remembers his opponents and sends his troops to exterminate them at first chance, bringing their carcasses to his keep where he grinds their remains into a fine powder and gives it to his servants to be used to spice up the keep\xe2\x80\x99s foodstuffs. \n'b' Fool\xe2\x80\x99s Errand \n'b' Weapon (war pick), artifact (requires attunement) \n'b' Fool\xe2\x80\x99s Errand is a macabre spectacle, wrought of a dark, unknown wood as hard as steel. The spike of the war pick is similarly unfinished and unpolished and glows dimly with dark energies. Blood and ichor constantly drip from the pick and seems to freeze and thaw continuously no matter what attempts are made to clean the weapon. \n'b'\n'b' Attunement . To attune to Fools\xe2\x80\x99 Errand, you must slay a celestial being of lawful good alignment. \n'b' Magic Weapon . You have a +3 bonus to attack and damage rolls made with Fool\xe2\x80\x99s Errand. It also functions as a sword of wounding . \n'b' Unholy Smite . When you hit with Fools\xe2\x80\x99 Errand, you deal an additional 3d6 necrotic damage on a hit, and a creature who takes this damage is poisoned for 1 minute. While poisoned , the creature has disadvantage on saving throws against your spells and other effects, and you have advantage on attack rolls with Fool\xe2\x80\x99s Errand. \n'b' The Smell of Blood . While holding Fool\xe2\x80\x99s Errand, you have advantage on Wisdom ( Perception ) checks to notice hidden creatures. \n'b' Spellcasting . Fool\xe2\x80\x99s Errand has 20 charges. You can use an action to cast one of the following spells using those charges: bestow curse (3 charges), blight (4 charges), circle of death (6 charges), or finger of death (7 charges). If you expend the last charge, you take 4d6 necrotic damage and regain a number of charges equal to the damage dealt, up to a maximum of 20. This damage cannot drop you below 1 hit point. Fool\xe2\x80\x99s Errand recovers all lost charges each day at midnight. \n'b' Destruction . Fool\xe2\x80\x99s Errand can only be destroyed by the ancient celestial Sonechard first killed to attune to the weapon. This creature must bath it in a holy water font specially crafted and blessed for the purpose.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm Assassin \n'b' Medium humanoid , lawful evil \n'b' Armor Class 13 Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , paralyzed , petrified , stunned Senses darkvision 120 ft., passive Perception 14 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm Weakness . The assassin takes double damage from area attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The assassin makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. The target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its ne xt turn. \n'b' Discorporate . The assassin dissolves its humanoid shape, becoming a shapeless swarm of locusts, or returns to its assassin form. Its equipment falls to the ground in its current space. While discorporated, the assassin retains its statistics but can\xe2\x80\x99t use its shortsword attack , speak, or manipulate objects, and it can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' REACTIONS \n'b'\n'b' Reactive Sting . When a creature within 5 feet of the assassin hits it with a melee attack , insects erupt from the assassin and sting the attacker. The attacker must succeed on a DC 11 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Attacks made against swarm assassins seem to pass through the creature ineffectively, leading many panicked adventurers to believe they are fighting a ghost or specter. Swarm assassins are all too happy to perpetuate such myths in order to mask their true nature and vulnerabilities. \n'b' Created by means of a powerful shadowy summoning ritual, a swarm assassin arrives on the Material Plane replete with an ominous black shortsword and billowing dark robes that obscure its features. Anyone unfortunate enough to catch a glimpse of the visage beneath the robes sees a swarming mass of insects where flesh should be. These insects are poisonous black locusts native to the Plane of Shadow, bound together in humanoid shape with powerful unholy magic. \n'b' Once summoned, a swarm assassin awaits orders from its summoner and carries out its duties to the best of its ability. Swarm assassins remain on the Material Plane until their orders are completed or for one moon cycle, whichever comes first. Once back on the Plane of Shadow, a swarm assassin discorporates into a humming mass of bugs that skitter to the plane\xe2\x80\x99s dark corners. \n'b' Evil wizards occasionally summon swarm assassins to serve as their bodyguards, but more often, vile clerics summon these fiendish servants to deal with heretics or enemies of their order. Swarm assassins excel at tracking down their targets and typically do so under cover of night. They avoid civilized areas, though their basic level of intellect allows them to interact with unsuspecting individuals when necessary. Roadside innkeepers whisper of the disturbing hum that emanates from such occasional cloaked guests, who pay for information and rumors with the distinct dragon-stamped coinage of the Plane of Shadow. \n'b' A swarm assassin typically attacks its targets when they are alone or far from the nearest settlement. \n'b' It launches its assault from dark corners or bushes, weakening foes with poison before slipping back into the shadows, spreading out as a bug swarm, then reincorporating at a different spot on the battlefield and attacking once more.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Rhinoceros \n'b' Family: Beetles \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 1 (-5) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the giant rhinoceros beetle 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 16 Strength saving throw or be\xc2\xa0forced prone . If the target is prone , the giant rhinoceros beetle can make one slam attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant rhinoceros beetle makes three attacks: one bite, one gore, and one slam. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. \n'b'\n'b' About \n'b' This creature appears as a giant beetle with a grayish-brown carapace and wing casings and a large brownish-black \xe2\x80\x9chorn\xe2\x80\x9d between its mandibles. \n'b' These creatures are found in the warm jungles and forests of the world and spend their days searching for plants, fruits, and berries on which to sustain themselves. An adult rhinoceros beetle is about 12 feet long. \n'b' Rhinoceros beetles charge opponents, biting with their razor-sharp mandibles and slashing with their horn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Acid Jellyfish \n'b'\n'b' Large swarm of tiny beasts \n'b' Armor Class 14 (natural) Hit Points 40 (8d8) Speed 20\xe2\x80\x99; climb 20\xe2\x80\x99; swim 20\xe2\x80\x99\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) 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 , paralyzed , petrified , prone , restrained , stunned Skills Perception +0 Senses Blindsight 10 ft., Passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Water Breathing . The acid jellyfish swarm can breath water. \n'b' Swarm . The swarm fills a 10 ft. by 10 ft. square, can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacles . +5 to hit, reach 0 feet, all targets in the swarm\xe2\x80\x99s space, 10 (4d4) acid damage and the targets must make a DC 10 Constitution save. On a failed save, the target is overwhelmed by painful stingers, becoming poisoned for 1 minute. The target may repeat the save at the end of each of its turns to end the condition. \n'b'\n'b' ABOUT \n'b' Ages ago, several aboleth cities combined their ichor with the blood of dragons in a quest for power over both land and sea. \n'b' The goal was to create spawn that held all the domineering and scheming aspects of the aboleth race mixed with the raw power and majesty of the great dragons. To the aboleths\xe2\x80\x99 horror, the experiment succeeded. \n'b' Livyathans are terrible foes with the ability to enslave nearly every creature they encounter. Yet the livyathans proved impossible to control, destroying several aboleth cities outright and bending others to their will. Any livyathan dwelling in an aboleth city is its undisputed master, with the aboleth living in fear of the creature. \n'b' Livyathans prefer to have their lessers and slaves take the brunt of any combat, but are well equipped to attack even well armed ships and coastal settlements. \n'b' They always try to keep enemies in the water to maximize the effects of their breath weapons. While a livyathan can fly, they typically only do so to gain a tactical advantage. \n'b' Vain and arrogant, livyathans treat any insubordination harshly, seeing threats to their power in the smallest actions. They hate krakens, true dragons, and powerful coastal nations with a deep passion, and plot endlessly to destroy those that they cannot simply destroy. Livyathans are well aware of how calculating their aboleth minions can be, and watch them with care.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Bees \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 14 Hit Points 36 (8d8) Speed 5 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 11 (+0) INT: 1 (-5) 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 Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 10 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. The swarm can move through any opening large enough for a Tiny insect. The swarm cannot regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Sting . Melee Weapon Attack : +3 to hit, range 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm is at half its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 1 poison damage on a failed save. \n'b'\n'b' ABOUT \n'b' A few bees here and there rarely pose much of a threat, but when a cloud of the insects form an angry swarm, it can spell trouble for any unsuspecting creatures nearby.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Bubble Sea Horses \n'b' Medium swarm of Tiny Beasts , unaligned \n'b' Armor Class 11 Hit Points 21 (6d8 \xe2\x80\x93 6) Speed 0 ft., swim 20 ft.\n'b' STATS STR: 5 (-3) DEX: 12 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny sea horse. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Breathing . The swarm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bubble Burn . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 11 (3d6 + 1) acid damage, or 7 (2d6 + 1) acid damage if the swarm has half of its hit points or fewer. \n'b' Breathing Bubble . The swarm can create a sphere of water around itself. This sphere lasts for 1 hour or until the swarm dies. The swarm gains a flying speed of 30 feet, and it can hover for the duration. \n'b' Bubble Trap (Recharge 5-6) . The swarm spits a bubble toward a Medium or smaller creature it can see within 30 feet of it. The target must succeed on a DC 11 Dexterity saving throw or be trapped inside the bubble. Nothing can pass in or out of the bubble except by teleportation. It has an AC of 8 and 8 hit points . Reducing it to 0 hit points destroys it. At the end of the trapped creature\xe2\x80\x99s turn, the bubble floats 5 feet away from the swarm. The bubble dissipates after 10 minutes. \n'b'\n'b' ABOUT \n'b' A bubble sea horse is a docile creature that spends most of its time with its herd, but it is curious about other sea life. \n'b' Occasionally, a bubble sea horse gets an exploratory urge and uses its bubble of water to float over land. Bubble sea horses are a popular pet for those who spend a great deal of time above and below the water. Although generally peaceful, a bubble sea horse quickly defends itself if threatened.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Clacker Beetles \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 36 (8d8) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 10 (+0) 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 Damage Immunities thunder Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constant Clacking . A creature that starts its turn in the swarm\xe2\x80\x99s space takes 5 (1d10) thunder damage. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , minor illusion , ray of frost \n'b' 1st level (4 slots) : foretell distraction*, mage armor , magic missile , shield \n'b' 2nd level (3 slots) : time step*, web \n'b' 3rd level (3 slots) : counterspell, lightning bolt , mirror image \n'b' 4th level (3 slots) : phantasmal killer , time vortex* \n'b' 5th level (1 slot) : wall of time* \n'b'\n'b' ABOUT \n'b' The gnome carries a small ring of keys. He also wears a simple gold stickpin in his waistcoat that allows him to open and close those doors as if they\xe2\x80\x99re unlocked without using the keys. This item can be a lifesaver if he finds himself running from an enemy through hallways and chambers. It works only on those three locks.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Clacker Beetles \n'b' Medium swarm of Tiny Beasts , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 36 (8d8) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 10 (+0) 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 Damage Immunities thunder Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 30 ft., passive Perception 8 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constant Clacking . A creature that starts its turn in the swarm\xe2\x80\x99s space takes 5 (1d10) thunder damage. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The golden beetle places its small mandible against its oversized mandible then snaps them quickly apart, creating a deafening clacking. \n'b'\n'b' ABOUT \n'b' Clacker beetles are aggressive subterranean scavengers. Individually they aren\xe2\x80\x99t much of a threat, but they\xe2\x80\x99re rarely encountered individually. Worker clacker beetles and immature beetles form swarms, and soldiers always scavenge in groups. \n'b' Clacking Mandibles . The beetles get their name from the deadly clacking sound their mandibles produce. They can use their mandibles to create a clacking noise with the force of a sledgehammer. Clacker beetles use this attack to stun or kill potential prey. When they\xe2\x80\x99re encountered in large groups, the rapid-fire clacking of their mandibles can quickly bring down creatures as large as trolls and ogres. \n'b' Cavern Nests . Clacker beetles nest by chewing holes into rock and rubble. A small cavern riddled with clacker beetle tunnels can house hundreds or thousands of the creatures. They\xe2\x80\x99re fond of shiny objects, much as crows and pack rats are. When clacker beetles infest ancient tombs or other sites where valuables are stored, they\xe2\x80\x99ve been known to snatch nearly all the gold, silver, and jewels and drag it to their nesting site.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Compsognathus \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 12 Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Senses passive Perception 12 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , prone , restrained , stunned Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Grasslands Camouflage . The compsognathus has advantage on Dexterity ( Stealth ) checks made to hide in tall grass. \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 compsognathus. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' About \n'b' The curious bipedal lizard lets out a musical chirp. More chirps respond from within the nearby grass, becoming a sinister chorus. \n'b' Compsognathus readily bond with their pack mates, and a young compsognathus without a pack is often willing to serve a spellcaster as a familiar. Such compsognathus have the following trait. \n'b' Compsognathus is one of the smallest carnivorous dinosaurs. Its stature leads many to underestimate the deadly nature of a pack of these beasts. \n'b' Kobold Pets . Compsognathus are often kept by kobolds as pets. Kobolds are particularly fond of building traps that feed swarms of the dinosaurs by placing them at the bottom of a hidden pit or rigging a cage full of the creatures to drop on the heads of unsuspecting adventurers. \n'b' Little Dinosaurs, Big Appetites . Though compsognathus are small, they live in large packs. Compsognathus are not afraid of larger prey when they hunt together as a swarm and will seek out a meal worthy of the pack. \n'b' Silently Surrounds . Compsognathus are naturally stealthy thanks to their size and ability to blend in with natural terrain. They hunt in tall grass or areas of dense foliage, spreading out to surround their prey before attacking.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Cursed Snakes \n'b' Medium swarm of Tiny undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Damage Resistances bludgeoning, piercing, poison, slashing Damage Immunities necrotic, poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 10 ft., darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \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 snake. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, plus 7 (2d6) necrotic damage, or 3 (1d6) piercing damage plus 3 (1d6) necrotic damage, if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 12 Constitution saving throw (or 8, if the swarm has half of its hit points or fewer), or be cursed with mummy rot. \n'b' A false mummy can be any humanoid mummy of challenge rating 5 or lower. The statistics of a false mummy are unchanged, except that the mummy does not speak any languages and can\xc2\x92t cast spells. Additionally, if the mummy is reduced to 0 hit points , a swarm of cursed snakes exits the body into the mummy\xe2\x80\x99s space or a space within 5 feet of the mummy . The swarm acts on the mummy\xe2\x80\x99s initiative .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Death \n'b' Gargantuan swarm of Medium undead, chaotic evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 330 (20d20+120) \n'b' Speed 40 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 23 (+6) INT: 15 (+2) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +11, Stealth +18 \n'b' Damage Resistances acid, fire, lightning, psychic, thunder; bludgeoning, piercing, slashing \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses darkvision 120 ft., passive Perception 21 \n'b' Languages Common, Undercommon \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Undeath . At the start of each of the swarm\xe2\x80\x99s turns, each creature within 15 feet of it takes 14 (3d8) necrotic damage. A creature that touches the swarm or hits it with a melee attack while within 15 feet of it takes 10 (3d6) necrotic damage. \n'b' Magic Resistance . The swarm has advantage on saving throws made against spells and other magical effects. \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 Medium undead. The swarm can\xe2\x80\x99t regain hit points from spells or potions, and it cannot gain temporary hit points . \n'b' Turn Immunity . The swarm is immune to effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch of Undeath . Melee Weapon Attack : +11 to hit, reach 0 ft., any number of creatures in the swarm\xe2\x80\x99s space (make a separate attack roll for each). Hit : 17 (2d12+4) slashing damage, or 10 (1d12+4) slashing damage if the swarm has half of its hit points or fewer. In addition, a target is grappled (escape DC 19) and takes 10 (3d6) necrotic damage. A target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the swarm regains hit points equal to that amount. The reduction lasts until a target finishes a long rest. A target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The swarm 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 swarm regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The swarm makes an attack . \n'b' Move . The swarm moves up to half its speed. \n'b' Channel Negative Energy (Costs 2 Actions) . The swarm magically unleashes negative energy. Creatures within 60 feet of the swarm, including ones behind barriers and around corners, can\xe2\x80\x99t regain hit points until the end of the swarm\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Battlefields littered with festering corpses and unblessed mass graveyards can spawn a horror that brings about more death than most conflicts manage in the first place. These shambling swarms of the undead have no purpose, no desires, and rarely any master other than a fundamental need to snuff out all that which lives.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, The Demon Queen of Witches \n'b' Family: Demons \n'b' This giant , elderly woman, with long, unkempt hair, pendulous breasts, and horrific claws cracks a crooked smile. Her face is a horrifying, fanged mask with wild, protruding eyes, and her tongue is disturbingly long with curved spikes of bone along its edges. \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 262 (25d10 + 125) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 19 (+4) CON: 20 (+5) INT: 22 (+6) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +12, Charisma +11 Skills Arcana +12, Deception +11, Insight +9, Perception +9, Stealth +10 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 120 ft., truesight 60 ft., passive Perception 19 Languages Abyssal, Celestial, Common, telepathy 120 ft. Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If the demon queen of witches fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The demon queen of witches has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . the demon queen of witch\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , comprehend languages , eldritch blast (4d10), fly , mage hand , vicious mockery (4d4) \n'b' 3/day each : bestow curse (8 hours), blight , counterspell , major image , remove curse , tongues , witch bolt (5d12) \n'b' 1/day each : feeblemind , plane shift , true polymorph \n'b'\n'b' Actions \n'b'\n'b' Multiattack . She makes three attacks: two with her claws and one with her tongue lash. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. If the target is a humanoid , it must succeed on a DC 19 Constitution saving throw or become infected with cackle fever. If the target succeeds, it is immune to this effect for 24 hours. \n'b' Tongue Lash . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Hypnotic Sway (Recharge 5-6) . She sways her body and tongue in a mesmerizing rhythm. Each creature of her choice that is within 30 feet of her that can see her must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn. \n'b' Teleport . She magically teleports to an unoccupied space within line of sight. Alternatively, she magically enters her home plane from the Material Plane, or vice versa. \n'b'\n'b' Legendary Actions \n'b' The demon queen of witches 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 queen of witches regains spent legendary actions at the start of her turn. \n'b'\n'b' Claw . She makes one claw attack. \n'b' Teleport . She uses her Teleport ability. \n'b' Spell (Costs 2 Actions) . She casts a spell. \n'b' Hypnotic Sway (Costs 2 Actions) . She uses her Hypnotic Sway ability, if it is available. \n'b'\n'b' Lair \n'b' The demon queen of witch\xe2\x80\x99s lair is nestled beneath an immense, twisted tree strewn with corpse flowers and surrounded by warlock\xe2\x80\x99s trumpetblooms deep in a vast bog of the Abyss.\xc2\xa0The tree must reshape itself to grant access to the Witch Queen\xe2\x80\x99s abode, an earthy, worm-ridden manse that reeks of decay. \n'b' On initiative count 20 (losing initiative ties), she takes a lair action to cause one of the following effects; she can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Roots of the great tree burst through the ground to grasp at a creature that she can see. The creature must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15) until initiative count 20 on the following round. \n'b' Water bubbles up from the ground in a 20-foot-radius from a point that she can see, making the area difficult terrain for 1 minute or until she uses this lair action again. \n'b' The air in the lair shimmers in a disorienting way. Up to three creatures that she can see must succeed on a DC 15 Constitution saving throw or have disadvantage on all attack rolls until initiative count 20 on the following round. \n'b'\n'b' Regional Effects \n'b' The region containing her lair is warped by her magic, which creates one or more of the following effects: \n'b'\n'b' Within 1 mile of the lair, all terrain is considered difficult, as boggy ground sucks at the feet of those walking, and leafless trees are grown so thick as to make flight burdensome. Hags, warlocks who gain their power from the demon queen of witches, and creatures native to swamps are unaffected. \n'b' She can choose to see or hear through the senses of any beast or swarm within 3 miles of her lair. \n'b' Water within 1 mile of the lair becomes tainted with the sight rot disease. Any non-native creature drinking water in this area, even water it brought in from outside the area, must succeed on a DC 15 Constitution saving throw or become infected. Holy water is not infected by this effect. \n'b'\n'b' ABOUT \n'b' Sacrifice of Innocents . Worshippers of the demon queen of witches are required to deliver the babes of mortals unto her once a year. She delights in feasting upon these offerings, often swallowing them whole. \n'b' Cursed Enemies . The demon queen of witches, once the mortal lover of the king of spirits, is now his eternal enemy. Her hate for the king of spirits fuels her machinations, and she blames him for her misfortunes.\xc2\xa0In this, at least, she is correct-the king of spirits did betray her to darkness long ago, though she has since embraced it as an instrument of her vengeance. \n'b' Friend to Hags . The demon queen of witches is often accompanied by a half-dozen green or sea hags, occasionally by a few night or sand hags, and very rarely by one or two blood hags. The hags are messengers, guards, and allies of the demon queen.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Deep Ticks \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 11 Hit Points 27 (6d8); Wound Threshold N/A Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 12 (+1) CON: 11 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded , charmed , deafened , frightened , grappled , restrained , stunned , paralyzed , petrified , prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Damage Transfer . While it is attached to a creature, the tick swarm takes only half the damage dealt to it, and the host creature takes the other half. \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 deep tick. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Absorption . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : the deep tick swarm attaches to its target. As long as it remains attached, the tick doesn\xe2\x80\x99t attack . The target loses 10 (4d4) hit points from blood loss at the start of each of the tick swarm\xe2\x80\x99s turns; the target loses 5 (2d4) hit points if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' The deep tick swarm can release itself by using 5 feet of its movement. A creature can remove the swarm by using one action and succeeding on a DC 11 Strength ( Athletics ) or Dexterity ( Acrobatics ) (only available for the target). \n'b' Normally a simple pest and carrier of diseases, deep ticks become a real threat when moving in a swarm. Swarms of deep ticks prefer to attack prey that\xe2\x80\x99s either isolated, wounded, or asleep, so the victim has little chance of escaping its grisly fate.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Esteron \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 13 Hit Points 54 (12d8) Speed 10 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm can breathe air and water. \n'b' Keen Smell . The swarm 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 esteron. 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 : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer. \n'b'\n'b' ABOUT \n'b' Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter. \n'b' Esteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. \n'b' Instead, they cooperate with one another peacefully. \n'b' When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible. \n'b' Territorial . Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter. \n'b' Excellent Memory . Although esteron are not intelligent, they have extraordinary memories. Many underground peoples collect esteron in small groups and use the beasts to race through mazes in games of chance. Others who dwell underground sometimes gather esteron and teach them certain scents to help locate ores or to detect dangerous substances such as poison in food or hidden patches of mold or fungi . \n'b' Community Groups . Esteron are highly sociable creatures. They choose a mate for life, and both parents take turns caring for their young. When a young esteron finds itself orphaned, others within the larger community provide for it. Esteron communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Ahool \n'b' Medium humanoid , neutral evil \n'b' This creature is easily the size and stock of a strong man or orc, corded with thick muscles that belie a nearly elven litheness. Sharp talons extend from its hands and feet and its ears dwarf the creature\xe2\x80\x99s head in their impressive size. The resemblance to a bat is uncanny, made concrete by the massive leathery wings that sprout from its back. Mottled brown fur covers its skin and accentuate the tone of fitness apparent in the creature. \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 +45) Speed 30 ft, fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+3) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Immunities thunder Damage Resistances cold Senses blindsight 30 ft., darkvision \xc2\xa0120 ft. \n'b' Languages Ahool, abyssal, telepathy Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Carry Off . A single ahool can carry away prey up to 50 lbs or a single rider under that weight. A group working in conjunction can carry an additional +50 lbs per participating ahool. A maximum of 4 ahool can try to carry off a single Medium or smaller creature. \n'b' Flyby . The ahool doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The ahool\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 2/day: fog cloud \n'b'\n'b' Actions \n'b'\n'b' Multiattack . An ahool makes one bite attack and two claw attacks. It may substitute a weapon attack for the bite attack , if it has a weapon. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) piercing damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the piercing damage taken, and the ahool regains hit points equal to that amount. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) slashing damage. If the target is a Medium or smaller creature and is hit by both claws in a given round, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the ahool can\xe2\x80\x99t bite another target. When the ahool moves, any target it is grappling moves with it. \n'b' Disruptive Echo (Recharge 3-6) . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 7 (2d6) thunder damage. \n'b'\n'b' About \n'b' Ahool are terrifying creatures that soar through the endless caverns of the underworld. They are primordial hunters that strike swiftly and without warning, carrying subdued prey away to a moss cavern for eating later. \n'b' The average ahool is 7 feet tall and weighs 300 pounds or so (despite its slender form and ability to fly).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Saw-Toothed \n'b' Family: Beetles \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and the beetle cannot bite another target. A grappled target takes 6 (1d8 + 2) piercing damage at the start of each of the beetle\xe2\x80\x99s turns. \n'b' About \n'b' The most noticeable feature of this beast is its oversized, jagged and serrated mandibles. The beetle\xe2\x80\x99s wing casings and carapace are silvery-green and have a dull sheen. Its legs are long and marked with spiraling bands of green and black. \n'b' Giant saw-toothed beetles are deadly predators that hide in their burrows and ambush creatures that come too close. They make their homes in deep burrows on the forest floor and usually cover the opening with sticks, leaves, branches, and whatever else they can find. It takes a successful DC 15 Wisdom ( Perception ) check to notice a giant saw-toothed beetle\xe2\x80\x99s hidden burrow. \n'b' These beetles form colonies of about ten creatures. They are highly aggressive creatures and actively seek sources of meat. Their usual diet consists of small forest animals such as rabbits, deer, or moles. They are even known to devour their own when food is short or when a member of the colony becomes sick or weak. \n'b' Giant saw-toothed beetles wait for their prey to come close to their burrow. Hiding at the edge of the burrow, the beetle sits motionless until its target is within range. It then charges out, grabs its target with its jagged mandibles and clamps down, holding on until the prey dies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Fire Bugs \n'b' Medium swarm of tiny elementals, typically neutral \n'b' Armor Class 13 Hit Points 32 (5d8+10) Speed 10 ft., fly 60 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 17 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Understands Ignian Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Form . The swarm can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. \n'b' Illumination . The swarm sheds bright light in a 5-foot radius and dim light in an additional 5 feet. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Susceptibility . For every 5 feet the swarm moves in water, or for every gallon of water splashed on them, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) fire damage, or 7 (2d6) fire damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' A hundred tiny candle flames swirl and dance in the air. It\xe2\x80\x99s beautiful until they rush toward you and sear your flesh. \n'b' Fire bugs are tiny elementals, native to the plane of fire, where they serve the same ecological niche that flies and mosquitoes do in the prime material plane. \n'b' Dangerous Pests . For adventurers a single fire bug is a nuisance. However, when unleashed on the prime material plane, they can easily start fires that ruin property and endanger lives. Luckily, once they start a fire, they normally bask in it. Thanks to their vulnerability to water, they are often destroyed when the fire is extinguished without anybody being the wiser. True ruin comes when fire bugs dance from house to house, setting blocks or entire cities aflame. \n'b' Slipping Through or Summoned Minion . When fire bugs come to the prime material plane, it\xe2\x80\x99s frequently near an elemental nexus, like an active volcano. Other times they are called by spellcasters with magic like conjure minor elementals .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Fleas \n'b' Medium swarm of Tiny Beasts , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 58 (9d8 + 18) \n'b' Speed 30 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses blindsight 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The giant flea can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. \n'b' Keen Smell . The swarm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Ravenous . When a creature that doesn\xe2\x80\x99t have all of its hp starts its turn in the swarm\xe2\x80\x99s space, that creature must succeed on a DC 12 Dexterity saving throw or lose 5 (2d4) hp from blood loss. \n'b' Standing Leap . The swarm\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b' 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 flea. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Flower Mice \n'b' Medium swarm of Tiny beasts (fey) , unaligned \n'b' Armor Class 10 Hit Points 24 (7d8-7) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 9 (-1) DEX: 12 (+1) CON: 9 (-1) INT: 2 (-4) WIS: 11 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Saving Throws Dex +2 Skills Perception +4, Stealth +5 Senses tremorsense 30 ft. Languages \xe2\x80\x93 Challenge \xc2\xbc (50 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 flower mouse. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Flying Cliones \n'b' Medium swarm of Tiny aberrations , unaligned \n'b' Armor Class 14 Hit Points 49 (9d8+9); Wound Threshold 13 Speed 10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded , charmed , deafened , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 60 ft., passive Perception 10 Languages understands simple words in Deep Speech but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm of flying cliones can breathe air and water. \n'b' Screech . When a creature moves within 10 feet of the swarm of flying cliones for the first time on a turn or starts its turn there, it must make a DC 11 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. \n'b' Aerial Grace . The swarm of flying cliones does not provoke attacks of opportunity when it flies out of an enemy\xe2\x80\x99s reach. \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 flying clione. 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 : +6 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, and the swarm of flying cliones attaches to the target. While attached, the swarm doesn\xe2\x80\x99t attack . Instead, at the start of each of the swarm\xe2\x80\x99s turns, the target loses 21 (6d6) hit points due to blood loss, or 10 (3d6) hit points if the swarm has half of its hit points or fewer. The swarm of flying cliones can detach itself by spending 5 feet of its movement. A creature in melee with the swarm can use its action to detach the swarm by making a DC 12 Strength ( Athletics ) or DC 12 Dexterity ( Acrobatics ) check. The Dexterity ( Acrobatics ) check can only be made by the creature the swarm is attached to. The flying clione can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points or the target dies. Any creature, including the target, can use its action to detach the clione. \n'b'\n'b' ABOUT \n'b' The flying clione is an aberration that defies scholars\xe2\x80\x99 attempts to describe it. It\xe2\x80\x99s small and appears to swim through the air. It\xe2\x80\x99s translucent and bioluminescent with shades of yellow, orange, and blue. An oblong body ends in an eyeless head that has a mouth and graceful tentacles reminiscent of an animated flower\xe2\x80\x99s corolla. \n'b' An elegant, agile, and dangerous predator of small prey, it behaves very violently, often with no regard to its own survival when swarming. This property is readily used by greater aberrations that turn the clione into a fearsome weapon.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Flying Cliones \n'b' Medium swarm of Tiny aberrations , unaligned \n'b' Armor Class 14 Hit Points 49 (9d8+9); Wound Threshold N/A Speed 10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded , charmed , deafened , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 60 ft., passive Perception 10 Languages understands simple words in Deep Speech but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm of flying cliones can breathe air and water. \n'b' Screech . When a creature moves within 10 feet of the swarm of flying cliones for the first time on a turn or starts its turn there, it must make a DC 11 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. \n'b' Aerial Grace . The swarm of flying cliones does not provoke attacks of opportunity when it flies out of an enemy\xe2\x80\x99s reach. \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 flying clione. 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 : +6 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, and the swarm of flying cliones attaches to the target. While attached, the swarm doesn\xe2\x80\x99t attack . Instead, at the start of each of the swarm\xe2\x80\x99s turns, the target loses 25 (6d6 + 4) hit points due to blood loss, or 10 (3d6 + 4) hit points if the swarm has half of its hit points or fewer. The swarm of flying cliones can detach itself by spending 5 feet of its movement. A creature in melee with the swarm can use its action to detach the swarm by making a DC 14 Strength ( Athletics ) or DC 14 Dexterity ( Acrobatics ) check. The Dexterity ( Acrobatics ) check can only be made by the creature the swarm is attached to.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Gadgols \n'b' Medium swarm of Tiny monstrosities , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 22 (5d8) \n'b' Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 7 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Wood Bane . The gadgol swarm deals double damage to plant creatures and objects and structures made of wood. \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 gadgol. 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 : +5 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 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This wicked-looking mosquito is the size of your hand and has a feral intelligence in its eyes. \n'b' Gadgols are evil creatures that delight in flying against the tree trunks in the Forest of Burzee. Their poisonous contact wounds the trees so that they droop and die. They are loathed by wood nymphs, who destroy them every chance they get.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon Lord, Tsathogga, The Frog God \n'b' Family: Demons \n'b' Gargantuan fiend (demon), chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 29 (+9) DEX: 15 (+2) CON: 28 (+9) INT: 19 (+4) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +19, Wisdom +14, Charisma +16 Skills Arcana +14, Insight +14, Perception +24, Survival +14 Damage Resistances cold, fire Damage Immunities acid, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 34 Languages Aquan, Abyssal, Common, Giant, Infernal, Terran, telepathy 120 ft. Challenge 35 (330,000 XP) \n'b' Special Traits \n'b'\n'b' Acidic Hide . A creature that touches Tsathogga or hits it with a melee attack while within 10 feet of it takes 35 (10d6) acid damage. Any nonmagical weapon made of metal or wood that hits Tsathogga instantly dissolves before dealing damage. \n'b' Amphibious . Tsathogga can breathe both water and air. \n'b' Innate Spellcasting . Tsathogga\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks).\n'b'\n'b'\n'b' At will : acid arrow (5th level), bane , blindness/deafness , blight , command , detect magic , fog cloud , grease , inflict wounds (5th level) \n'b' 7/day each : antilife shell , circle of death , cloudkill , contagion , counterspell , dispel magic , dominate beast , dominate person , earthquake \n'b' 3/day each : geas , harm \n'b' 1/day each : control weather , power word kill , storm of vengeance , wish \n'b'\n'b' Legendary Resistance (3/day) . If Tsathogga fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Tsathogga has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Tsathogga\xe2\x80\x99s weapon attacks are magical. \n'b' Unholy Aura . An unholy aura surrounds Tsathogga out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 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'\n'b' Actions \n'b'\n'b' Multiattack . Tsathogga uses its Blasphemous Croak ability, then uses its tongue attack . If there is a creature within range, it can then use its bite attack and two claw attacks. \n'b' Bite . Up to three targets of Huge size or smaller within 10 feet of Tsathogga must make a DC 27 Dexterity saving throw. On a successful saving throw, it takes 44 (10d6 + 9) piercing damage, plus 35 (10d6) acid damage, and is grappled . On a failed saving throw, the target is swallowed. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside of Tsathogga, and it takes 56 (16d6) acid damage at the start of each of Tsathogga\xe2\x80\x99s turns. If Tsathogga takes 50 damage or more on a single turn from a creature inside it, Tsathogga must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space with 10 feet of Tsathogga. If Tsathogga dies, a swallowed creature is no longer restrained by it and can escape from the corpse using all of its movement, exiting prone . \n'b' Claw . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 40 (9d6 + 9) slashing damage plus 35 (10d6) acid damage. \n'b' Tongue . Tsathogga chooses one creature that it can see within 40 feet of it. That target must make a DC 28 Dexterity saving throw. On a failed saving throw, the target takes 37 (8d6 + 9) bludgeoning damage plus 35 (10d6) acid damage and is grappled . Tsathogga can use a bonus action to pull a creature grappled by it up to 40 feet towards it. \n'b' Blasphemous Croak . Tsathogga utters a blasphemous croak audible to all creatures within 300 feet of it. Those that can hear it must make a DC 24 Wisdom saving throw. On a failed saving throw, the target takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Summon (1/day) . Tsathogga summons 2d6 hezrous, 2d4 greruors, 1 nalfeshnee, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Tsathogga, and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or Tsathogga is slain, or until Tsathogga takes an action to dismiss it. \n'b'\n'b' Legendary Actions \n'b' Tsathogga 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. Tsathogga regains spent legendary actions at the start of its turn. \n'b'\n'b' Retract Tongue . Tsathogga can pull one creature grappled by its tongue attack 40 feet towards it. \n'b' Quake . Tsathogga causes the area around it to violently shake in a radius of 100 feet. Creatures in the area must make a DC 24 Dexterity saving throw or fall prone . Until the beginning of Tsathogga\xe2\x80\x99s next turn, the ground continues shaking, and creatures must repeat the saving throw to rise from prone . \n'b' Seeping Darkness (Costs 2 Actions) . Magical darkness fills the area surrounding Tsathogga out to a distance of 50 feet. The darkness spreads around corners, douses any nonmagical lights, and any light-producing spell of 6th level or lower is immediately dispelled. The magical darkness remains for 1 hour, or until Tsathogga uses an action to dismiss it. \n'b'\n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Tsathogga takes a lair action to cause one of the following magical effects. \n'b'\n'b' Acid Swamp . Tsathogga chooses an area of swamp that it can see within 120 feet of it. The area can be no larger than a 30-foot cube. Creatures in the area must make a DC 24 Strength saving throw. On a failed saving throw, the target takes 21 (6d6) acid damage and is grappled (escape DC 24). On a successful saving throw, the target takes half damage and is not grappled . On the next initiative count 20, the target takes an additional 21 (6d6) acid damage if it is still grappled by this lair action. \n'b' Insect Swarms . Tsathogga causes 7 (2d6) insect swarms to converge on an area of Tsathogga\xe2\x80\x99s choosing that it can see. \n'b' Swamp Mist . Tsathogga causes swamp mist to rise. This acts as if Tsathogga had cast the fog cloud spell as a 9th level spell. Tsathogga does not need to maintain concentration on this effect. \n'b'\n'b' About \n'b' This massive creature appears to be a gigantic frog no less than 60 feet long. Its body is covered with warts and sores, and each oozes putrid, yellowish mucus. Its eyes are red and glow with an inherent evil. The creature\xe2\x80\x99s massive mouth sports rows of sharpened teeth, each at least as long as a sword. This foul frog-demon cares less about the machinations of men and power than he does about obliterating light and life with the slow oozing sickness and decay that he represents. He is the viscous dark evil bubbling up from beneath the surface, the foul corruption at the heart of the earth. \n'b' Tsathogga makes his home on both Tarterus and the Abyss, spending equal amounts of time in both places. His lair is a vast swamp of filth deposited by the River Styx as it flows between the two planes. \n'b' Tsathogga\xe2\x80\x99s main form is of a colossally bloated humanoid frog with spindly, elongated limbs and fingers. His corpulent body exudes all manner of foul oils and fluids, which leak into the vile swamp in which he lies. He has positioned himself so that all of the slime and filth from the River Styx feeds into his gaping, toothy maw. He rarely moves and rarely speaks other than to emit an unintelligible shrieking. Tsathogga thoughtlessly commands a host of evil creatures, notably his own vile frog race, the tsathar. \n'b' Tsathogga is 60 feet long and 40 feet tall. He weighs about 200 tons. \n'b' Tsathogga prefers to avoid direct combat simply because he usually has better things to do than waste time killing the latest group of would-be demon killers. If threatened or attacked, he usually summons his minions to battle his opponents. If Tsathogga does enter combat, he almost always begins by striking the nearest opponent with his tongue, pulling that foe in and swallowing him. If he is near the muck and filth that permeates his home plane, he likes to dive or bury himself underneath it so if a swallowed opponent does manage to cut his way out of Tsathogga\xe2\x80\x99s gullet, he usually drowns or suffocates before he sees daylight again. \n'b' Servants of Tsathogga \n'b' Followers of Tsathogga are the tsathar and some few evil and vile humans or giants. He has few other worshippers, though it is rumored that an evil cult of sahuagin worships him on the Material Plane. Devout followers of Tsathogga are called Lords of the Gaping Maw and must sign a pact of evil with Tsathogga.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Giant Sea Horses \n'b' Gargantuan swarm of Large Beasts , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 63 (6d20) \n'b' Speed 0 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, poison, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the swarm moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 21 (6d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \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 Large sea horse. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Water Breathing . The swarm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 17 (4d6 + 3) bludgeoning damage, or 10 (2d6 + 3) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' There are plenty of sea horses in the sea. GMs should feel free to create additional sea horses and swarms to add to those that the patchwork sea horse can summon or to populate the oceans of the campaign. \n'b' The sea horse and giant sea horse appear in the official fifth edition rules, but they are presented here for ease of reference as well as a bonus swarm.'}
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