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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Green Frogs \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 14 Hit Points 38 (7d8 + 7) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious . The swarm of green frogs can breathe air and water. \n'b' Poisonous Skin . A creature that touches the swarm, hits it with a melee attack while within 5 feet of it, or that ends its turn in the same space as the swarm takes 4 (1d8) poison 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 frog. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 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. \n'b' Many-Legged Kick (recharge 6) . The frogs in the swarm kick at the same time. Each creature in the swarm\xe2\x80\x99s space must succeed on a DC 14 Dexterity saving throw or be knocked prone . If a creature is prone in the swarm\xe2\x80\x99s space, it takes 9 (2d8) poison damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Grigs \n'b' Medium swarm of Tiny fey, neutral good \n'b' Armor Class 14 (natural armor) Hit Points 110 (20d8 + 20) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Charisma +6 Skills Acrobatics +5, Perception +4, Performance +6, Stealth +8 Senses passive Perception 14 Languages Common, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The swarm of grig\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells innately, without requiring material components.\n'b'\n'b' At will : druidcraft \n'b' 3/day each : disguise self , entangle , invisibility \n'b'\n'b' Surprise Attack . If the swarm of grigs surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 28 (8d6) damage from the attack . \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 grig. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) piercing damage, or 5 (1d6 + 2) piercing damage if the swarm has half its points or fewer. \n'b' Fiddle (Recharge 5-6) . The swarm of grigs begins playing a lively tune with its fiddles. Creatures within 30 feet that can hear the fiddle must make a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed by the swarm, the target uses its action to dance in place, capering comically. The 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 the effect ends for it, the creature is immune to that grig\xe2\x80\x99s Fiddle ability for 24 hours. \n'b' About \n'b' Winged man-shaped creatures with blue skin and cricket legs buzz about in a dense mass both hypnotic and frightening.\xc2\xa0A grig swarm is a large mass of flying grigs.\xc2\xa0Normally grigs don\xe2\x80\x99t gather into groups larger than 80 or so creatures. But sometimes when several tribes come together, they join as a grig swarm.\xc2\xa0The individual grigs that make up the swarm have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1\xc2\xbd feet tall and weighs about 1 pound. \n'b' A grig swarm normally attacks by surrounding and enveloping its opponents. Before closing to melee range, a swarm uses its entangle ability to bind its foes. If facing destruction, a swarm often turns invisible and flees.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Heliconias \n'b' Medium swarm of Tiny fey (enrooted), unaligned \n'b' Armor Class 14 Hit Points 55 (10d8 + 10); Wound Threshold N/A Speed 5 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 12 (+1) INT: 8 (-1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 Damage Resistances bludgeoning, piercing, slashing Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 30 ft., passive Perception 11 Languages understands Sylvan but usually doesn\xe2\x80\x99t communicate Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heliconia\xe2\x80\x99s Dusty Haze . A haze of luminescent dust surrounds the swarm of heliconias within 10 feet of it and moves with it. The haze only affects breathing creatures that are not already under the effect of a Heliconia\xe2\x80\x99s Dusty Haze. When such a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 12 Constitution saving throw or be numbed and poisoned for 1 minute due to the hallucinations. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Innate Spellcasting . The swarm of heliconias\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The swarm of heliconias can innately cast the following spells like an 8th-level spellcaster, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , spare the dying, sudden cramp* \n'b' 3/day each : blindness/deafness , inflict wounds , ray of enfeeblement \n'b' 1/day each : bestow curse , revivify , speak with dead ** \n'b'\n'b' (**) Any nearby creature can speak with the targeted corpse. \n'b' ACTIONS \n'b'\n'b' Poisonous Touch . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 30 (12d4) poison damage, or 15 (6d4) poison damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' The heliconia is an enrooted fey with the appearance of a butterfly with black, white, and red wings. Its wings are coated with a fearsome poison dust with powerful psychotropic effects that causes paralysis and visions. \n'b' The poison of heliconias is famous in the Netherworld, and some underground dwellers capture specimens of this fey to harvest their powdery toxin. It is not uncommon for the relationship between the butterflies and their captor to gradually change, the beauty, intelligence, and personality of the fey filling their \xe2\x80\x9cowner\xe2\x80\x9d-and sometimes the rest of their household-with growing fascination. \n'b' A common myth among Netherworld druids- svirfneblin ones in particular-tells of the fate of certain individuals particularly sensitive to the beauty of the world and in tune with Eana. According to this legend, when they die, instead of transitioning to the Ethereal Plane, their soul scatters in the air and into the rock, forming briefly shimmering particles that can be seen with the naked eye. These soul fragments join the roots of Eana and reincarnate into heliconias. \n'b' After a period of time in this form, the soul fragments lose the entirety of their original essence, leaving them immaculate and ready to be reborn into a new form. It is said that sidhes might be born from such heliconias. \n'b' An Inspiration for Poets and Necromancers \n'b' A tragic drow legend speaks of a butterfly catcher whose name and gender vary depending on the version of the story. Grieving and disconsolate, they fell deep into a strange lunacy, vowing to capture all the heliconias that held a fragment of their beloved in order to bring them back to life. In the eyes of many, it is no more than a romantic tale, but it actually gives a faithful picture of a major component of necromancy in the Netherworld. Heliconias are a central element of it, whether as spell components or as the catalysts of rituals. By using these enrooted fey, it is possible to cast necromancy spells ordinarily tainted by the essence of Canker without risk of corruption. If the leader uses this option, one heliconia is required per spell level. \n'b' For example, a spellcaster wishing to cast animate dead (3rd level) without risk of corruption will require three heliconias, which will replace the normal material component. \n'b' A heliconia can only be used as a spell component once per day. \n'b' Using the same heliconia twice in the same day destroys it. \n'b' White, red and black: three primordial colors. Purity, life, death. Asceticism, suffering, sleep. \n'b' From certain angles, heliconias show golden reflections. \n'b' The Scarlet Shroud teaches us to heed the work of the forgotten, of the unknown, while continuing to fight for the preservation of life. The Red inspires us and opens the way to a different world, one of perpetual wonder. \n'b' Some enrooted fairies look like butterflies. Sublime butterflies exist, also.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Sniffer \n'b' Family: Beetles \n'b' Small beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 5 (1d6 + 2) Speed 30 ft., fly 10 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 30 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The sniffer beetle has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b'\n'b' About \n'b' Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. \n'b' Forest Beetles . Giant bombardier beetles lurk on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. \n'b' Arctic Beetles . Giant snow beetles are carrion-eating beetles that inhabit the coldest parts of the world. They collect snow into large balls for use against their enemies, for protection for their lairs, and to house their eggs. When food is abundant, they pack extra carrion into snowballs, saving the food for later or for feeding freshly hatched larvae. When attacked, giant snow beetles fling any snowballs on-hand that don\xe2\x80\x99t contain their young, often splattering attackers with frozen, rotten meat. \n'b' Underworld Beetles . Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle\xe2\x80\x99s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle\xe2\x80\x99s gut to make the glow. Both lantern and sniffer beetles are docile, and they\xe2\x80\x99re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. \n'b' Companions and Familiars . Forest rangers often train bombardier beetles as companions, valuing the beetle\xe2\x80\x99s spray for its ability to deter beasts without setting fire to the forest. \n'b' Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards seeking a light source for late-night studying. The sniffer beetle sees a variety of uses on the surface world, with its most common use being as the eyes and nose for wizards with limited vision.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Hellwasps \n'b' Large swarm of Tiny fiends, lawful evil \n'b' Armor Class 15 Hit Points 90 (12d10 + 24) Speed 5 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 5 (-3) WIS: 11 (+0) CHA: 3 (-4) \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 , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 10 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \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 hellwasp. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Multiattack . The swarm makes two Stings attacks. \n'b' Stings . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 12 (2d6 + 5) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 21 (6d6) poison damage and is poisoned until the end of its next turn. On a successful saving throw, it takes half as much poison damage and is not poisoned . \n'b' Inhabit . The swarm enters the body of a dead or incapacitated creature of size Small, Medium, or Large. If the creature was dead, it becomes a zombie of the appropriate variety with full hit points under the control of the swarm. If the creature is alive, it must succeed on a DC 16 Constitution saving throw or the swarm takes complete control of its body. The swarm may cause the creature to take any of its normal actions , except spellcasting. Damage done to an inhabited creature is split evenly between the creature and the swarm. When a creature begins its turn inhabited by the swarm, it takes 7 (2d6) necrotic damage. An inhabited creature may repeat its saving throw at the end of each of its turns, expelling the swarm from its body and ending the swarm\xe2\x80\x99s control over it on a success. A living inhabited creature which dies from the swarm\xe2\x80\x99s necrotic damage becomes a zombie of the appropriate variety with full hit points under the control of the swarm. Casting greater restoration or heal on a living inhabited creature expels the swarm. \n'b' About \n'b' Even Hell\xe2\x80\x99s fiendish inhabitants know to stay clear of the maddening buzz of hellwasp swarms. While individual hellwasps are mindless, when swarmed together they gain a hive mind that torments the living and the dead alike. Sages and diabolists argue as to why this happens, but a favored explanation is that all hellwasps contain the dispersed soul of some greater devil, scattered and imprisoned by his rivals for infractions lost to mortal knowledge. \n'b' Though intelligent, these swarms are often difficult to understand and reason with. A hellwasp swarm can speak in a fashion with its myriad droning wings. The chatter is often little more than repetitive mantras of insults and the voicing of the twisted and base desires of the swarm. \n'b' A hellwasp swarm has little use for reason, diplomacy, or discourse in other circumstances, for its desires are as savage as its home plane.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Hiding Sea Horses \n'b' Large swarm of Small beasts , unaligned \n'b' Armor Class 12 \n'b' Hit Points 49 (9d10) \n'b' Speed 0 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 10 (+0) 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 \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses blindsight 30 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' 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' Underwater Camouflage . The swarm has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The swarm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 20 (4d8 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Tail Grasp . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 24 (5d8 + 2) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the target is restrained . The swarm can grapple no more than two targets at a time. \n'b' Ink Cloud (Recharge 5-6) . A 15-foot-radius cloud of ink extends all around the swarm if it is underwater. Each creature in the area must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) acid damage, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the swarm can use the Dash action as a bonus action without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' A hiding sea horse is a shy, skittish creature that tends to swarm together in herds for additional protection. Its dark blue skin makes it challenging to spot underwater, but even more so amidst the ice of the arctic regions it sometimes calls home. A hiding sea horse assumes unfamiliar creatures are threats and will first attempt to flee or hide before attacking if there appears to be no escape. Hiding sea horses have an uncanny ability to detect youth in other creatures and have been known to play peekaboo with merfolk children.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Ice Borers \n'b' Medium swarm of Tiny Elementals , unaligned \n'b' Armor Class 12 \n'b' Hit Points 40 (9d8) \n'b' Speed 10 ft., climb 10 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 15 (+2) CON: 10 (+0) INT: 3 (\xe2\x80\x933) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities cold Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the swarm remains motionless, it is indistinguishable from a cluster of icicles. This trait doesn\xe2\x80\x99t function if the swarm has damaged a creature with blood within the past 2 hours. \n'b' Frigid Mass . A creature that starts its turn in the swarm\xe2\x80\x99s space takes 4 (1d8) cold damage. \n'b' Heatsense . The swarm can pinpoint the location of creatures emitting heat, such as warm-blooded Beasts and Humanoids, within 30 feet of it. \n'b' Spider Climb . The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Impale . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage plus 9 (2d8) cold damage, or 3 (1d6) piercing damage plus 4 (1d8) cold damage if the swarm has half its hp or fewer. \n'b'\n'b' ABOUT \n'b' The simple icicle moves, unfurling delicate, icy wings. As it reveals a hungry, gnawing mouth full of piercing teeth, dozens more follow suit. \n'b' Creatures originally from deep within the elemental planes, ice borers resemble a shard of ice at first glance. They have thin, membranous wings that they keep wrapped tight to their bodies when not in flight, and their mouths look like cracks in the ice when closed. The icicle fa\xc3\xa7ade fades instantly if an ice borer has eaten recently, as its body gains a red tint from the consumed blood. \n'b' Patient Hunters . Ice borers are carnivorous and station themselves above entrances to caves and on the eaves of buildings where icicles form. Hidden among the mundane icicles, a group of ice borers will wait for a hapless creature to walk beneath them, waiting to sense the warmth of a living creature. When a suitable victim approaches, they launch themselves from their perches to fall into their feast. If threatened by a particularly powerful foe or if their meal wasn\xe2\x80\x99t as easy as they thought, a swarm of ice borers takes wing to find a safer place to hunt.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Knighted Magpies \n'b' Large swarm of Tiny beasts , unaligned \n'b' Armor Class 12 Hit Points 40 (9d10 \xe2\x80\x93 9) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 10 (+0) 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'\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) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The swarm does not provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Mimicry . The swarm can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \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 magpie. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Swarming Multiattack . The swarm makes a Beak attack against each enemy in the swarm\xe2\x80\x99s space. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 6 (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 Living Memories \n'b' Small swarm of Tiny undead , neutral \n'b' Armor Class 13 Hit Points 40 (16d6 \xe2\x80\x93 16) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 9 (-1) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+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 passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The swarm can move through other creatures and objects as if they were difficult terrain . It takes no damage if it ends its turn inside an object. \n'b' Memory Connection . The swarm is connected to a particular memento and memories it expresses are connected to that memento. If the memento is destroyed, the swarm is reduced to 0 hit points . \n'b' Undead Resilience . The swarm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Buffeting Maelstrom . Melee Weapon Attack : +6 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 15 (2d10 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if the swarm is at half of its hit points or fewer. \n'b' Joyous Memories . The swarm targets an ally it can see within 60 feet of it. The target experiences a series of joyous memories associated with the memento\xe2\x80\x99s past. The presence of the memories causes an effect based on the memento that summoned the swarm (choose one or roll 1d8; once an option is selected it becomes the only effect for this swarm\xe2\x80\x99s Painful Memories). The swarm may not target the same creature with Joyous Memories until its previous effect wears off or is otherwise removed. \n'b'\n'b' 1 \n'b' The Courtesan\xe2\x80\x99s Necklace . The target has a +10 bonus to Charisma ( Persuasion ) checks for one hour. \n'b'\n'b' 2 \n'b' The Criminal\xe2\x80\x99s Skull . The first time the target would drop to 0 hit points as a result of taking damage, it instead drops to 1 hit point. \n'b'\n'b' 3 \n'b' The Eagle\xe2\x80\x99s Feather . The target gains a flying speed of 20 ft. for 1 hour. \n'b'\n'b' 4 \n'b' The Healer\xe2\x80\x99s Potion . The target gains 15 temporary hit points . \n'b'\n'b' 5 \n'b' The Jailor\xe2\x80\x99s Key . The swarm casts the freedom of movement spell on the target. \n'b'\n'b' 6 \n'b' The Knight\xe2\x80\x99s Sword . The target gains a +2 bonus to AC for 8 hours. \n'b'\n'b' 7 \n'b' The Scholar\xe2\x80\x99s Book . The target\xe2\x80\x99s Intelligence score is increased by 4 up to a maximum of 22 for 8 hours. \n'b'\n'b' 8 \n'b' The Seer\xe2\x80\x99s Orb . The target\xe2\x80\x99s next attack roll is made with advantage. \n'b'\n'b' Painful Memories . The swarm assails a creature with voices and images associated with the memento that brought the swarm to life. The target must succeed a DC 14 Wisdom saving throw or suffer an effect based on the memento (choose one or roll 1d8; once an option is selected it becomes the only effect for this swarm\xe2\x80\x99s Painful Memories). \n'b'\n'b' 1 \n'b' The Courtesan\xe2\x80\x99s Necklace . On a failed save, the target is charmed until the end of its next turn. \n'b'\n'b' 2 \n'b' The Criminal\xe2\x80\x99s Skull . On a failed save, the target is poisoned and takes 4 (1d8) poison damage at the start of each of its turns. 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' 3 \n'b' The Eagle\xe2\x80\x99s Feather . On a failed save, the target is blown off its feet and is pushed 20 feet away from the swarm. \n'b'\n'b' 4 \n'b' The Healer\xe2\x80\x99s Potion . On a failed save, the target cannot benefit from any healing effects for 1 minute. \n'b'\n'b' 5 \n'b' The Jailor\xe2\x80\x99s Key . On a failed save, the target is paralyzed until the end of its next turn. \n'b'\n'b' 6 \n'b' The Knight\xe2\x80\x99s Sword . On a failed save, the target\xe2\x80\x99s AC is reduced by 2 until the end of combat. \n'b'\n'b' 7 \n'b' The Scholar\xe2\x80\x99s Book . On a failed save, the target\xe2\x80\x99s Intelligence score becomes 1 until the end of its next turn. It cannot cast spells, activate magic items, understand language, or communicate in any intelligible way. \n'b'\n'b' 8 \n'b' The Seer\xe2\x80\x99s Orb . On a failed save, the target makes all attack rolls with disadvantage until the end of its next turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Anemoberration, Common \n'b' Family: Anemoberration \n'b' Large aberration (brute), unaligned \n'b' Armor Class 13 (natural armor) Hit Points 76 (9d10 + 27); Wound Threshold 19 Speed 15 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth * +2, Perception +2 Damage Vulnerabilities radiant, thunder Damage Resistances bludgeoning Damage Immunities acid Condition Immunities blinded , deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Camouflage . The anemoberration has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anemoberration makes two tentacle attacks. If both attacks hit the same target of Medium size or smaller, the target is grappled (DC 14 to escape) and the anemoberration can use Swallow on it as a bonus action. \n'b' Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Engulf . The anemoberration engulfs a Medium or smaller target it is grappling. The engulfed target is blinded and restrained , and cannot breathe-it\xe2\x80\x99s suffocating. It must succeed on a DC 13 Constitution saving throw at the start of each of the anemoberration\xe2\x80\x99s turns or take 9 (2d4 + 4) acid damage. If the anemoberration moves, the engulfed target moves with it. The anemoberration can have only one target engulfed at a time. \n'b' Chimeric Cone (Recharge 5-6) . The anemoberration emits a 30-foot cone of entropic psychic energy that affects sight and balance. Each creature in that area must make a DC 12 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. Finally, if the initial saving throw is failed by 5 or more, the creature falls prone . \n'b'\n'b' ABOUT \n'b' Anemoberrations, similar to sea anemones with their many tentacles, travel very slowly, whether on land or in the water. They fade into their environment, only to surprise their prey at the last second by bristling a wall of tentacles and attacking.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Mechanical Birds \n'b' Medium swarm of Tiny constructs, unaligned \n'b' Armor Class 16 (natural armor) Hit Points 33 (6d8 + 6) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 1 (-5) DEX: 21 (+5) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +9 Damage Vulnerabilities bludgeoning Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Swarm . The mechanical bird 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' Actions \n'b' Pierce . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage. On a critical hit, the target must succeed on a DC 14 Dexterity saving throw or lose an eye, if it has one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Meerkats \n'b' Medium swarm of Tiny Beasts , unaligned \n'b' Armor Class 12 \n'b' Hit Points 22 (5d8) \n'b' Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 14 (+2) CON: 10 (+0) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 4 (\xe2\x80\x932) \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 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Corral . A creature in the swarm\xe2\x80\x99s space must succeed on a DC 12 Dexterity saving throw to leave the swarm\xe2\x80\x99s space. The creature has advantage on its saving throw if the swarm has half of its hp or fewer. \n'b' Keen Sight . The swarm has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Snake Hunter . The swarm of meerkats has advantage on saving throws against being poisoned . \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 meerkat. 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 : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of 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 Mirage Butterflies \n'b' Medium swarm of Tiny beasts (fey) , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 0 ft., fly 20 ft.\n'b' STATS STR: 2 (-4) 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 , paralyzed , petrified , prone , restrained , stunned Skills Stealth +5 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A swarm of mirage butterflies can cast minor illusion at will and hallucinatory terrain once a day (spell save DC 13). \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 mirage butterfly. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points .'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Mosquitoes \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 15 (natural armor) Hit Points 58 (13d8) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 19 (+4) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Swarm . The mosquito 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' Actions \n'b' Blood Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 19 (6d4 + 4) piercing damage, and the some mosquitoes attach to the target. While attached, the mosquitoes don\xe2\x80\x99t attack . Instead, at the start of each of the mosquito\xe2\x80\x99s turns, the target loses 19 (6d4 + 4) hit points due to blood loss. The mosquito swarm can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the mosquito swarm.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Musk Deer \n'b' Medium swarm of Tiny Beasts , unaligned \n'b' Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 2 (\xe2\x80\x934) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \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 , poisoned , prone , restrained , stunned Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 2 (450 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 deer. 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 : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half its hp or fewer. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Musk (Recharges after a Short or Long Rest) . As the musk deer, except the save DC is 12. \n'b' Sprinter . The swarm of musk deer takes the Dash action. \n'b'\n'b' ABOUT \n'b' This miniature deer has no antlers but sports a prominent pair of long canine teeth. Its matted red-brown fur is mottled with white spots, and a heady odor surrounds it as it speeds away. \n'b' Musk deer have their origins in cold northern climes, but their small size, and the ease with which they are tamed, makes them popular in warmer climates as well. Musk deer are skittish in the wild, but they can be wooed with patience and a steady supply of snacks. While their sharp canines indicate a carnivorous diet, they are mostly herbivorous, eating insects only when vegetation is scarce. Their impressive teeth are used primarily for defense. \n'b' Hardy Travelers . Woodfolk, wanderers, and spellcasters all appreciate the company of a musk deer. If they are fed and groomed, musk deer are agreeable travel companions, though their odor can be a bother for travelers if the deer is startled. A musk deer can serve a spellcaster via the find familiar spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Stench \n'b' Family: Beetles \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) 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 1/4 (50 XP) \n'b' Special Traits \n'b' Death Throes . When a stench beetle dies, it explodes in a rush of effluvium of nauseating fluids and gases in a 10-foot radius. Creatures within that radius must make a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned , the creature can only take one action or bonus action on its turn as it spends the rest of its turn retching. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage. \n'b' About \n'b' This beetle is about the size of a small dog and has a mottled green carapace with darker legs fading to black near the ends. Its mandibles are dull brown. \n'b' Stench beetles are small, nocturnal hunters that sustain themselves on a diet of grains, fruits, vegetables, and leaves. In civilized lands, they are considered a nuisance for the damage they cause, especially in larger groups, to crops and farmlands and have acquired their moniker from the wretched stench emitted when killed. If faced with extreme hunger, stench beetles eat cattle, small game animals, and the occasional child that wanders too far into the forests. \n'b' Stench beetles make their lairs in large hollow logs and fallen trees. \n'b' A typical lair can contain almost twenty of these creatures with half that number in noncombatant young. Females lay up to a dozen eggs at a given time, usually once per year. Eggs are laid on leaves, and the female chews the ends of the leaves so they curl and fold around the eggs, concealing them from predators and protecting the eggs from the elements. Young go from larvae to adulthood in the span of a year. Most stench beetles leave the lair when they reach adulthood. \n'b' Stench beetles attack with their bite, seeking retreat if combat goes against them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Nyssian Scarabs \n'b' Medium swarm of Tiny undead , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 22 (5d8) 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 Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., passive Perception 8 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm occupies a 10-foot cube, can occupy another creature\xe2\x80\x99s space and vice versa, and 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' Scarab\xe2\x80\x99s Protection . Undead that are occupying the same space as the swarm of scarabs have advantage on saving throws against any effect that turns undead and have a +2 bonus to AC. The swarm can choose to surround one undead creature. In this state, the swarm only occupies the space of that creature and may use its reaction to move up to 60 feet with that creature when that creature moves. An undead creature surrounded by the swarm in this way has immunity to any effect that turns undead and has a +5 bonus to AC. \n'b'\n'b' ABOUT \n'b' Deep beneath the sands of Nys, the most ancient tunnels and tombs are home to swarms of Nyssian scarabs, guardians of the undead. The cobalt blue carapace of these undead insects is recognized by adventurers and graverobbers throughout Nys as a warning to explore elsewhere, as scarabs never stray far from other undead creatures. \n'b' Scions of the Worm God. Nyssian scarabs are as old as the sands of Nys, having fed aeons ago on the corpse of the Worm and received its immortal gift. In addition to the Worm\xe2\x80\x99s immortality, the scarabs radiate its dark power to bolster the undead. Their protection as undeniable as the will of the titan itself, undead shielded by the scarabs are not easily turned by the gods or their champions. \n'b' Treasures Lost to Time. Nyssian scarabs are favored by the undying pharaoh kings of Nys both for the protection they grant and as priceless symbols of power and influence. As hosts of the Worm God\xe2\x80\x99s secret, the scarabs never truly die, instead turning to stone when their animating energy leaves them. \n'b' Petrified Nyssian scarabs are seen as holy relics and good luck charms to worshipers of the Worm and are used to adorn Nyssian clothing, jewelry, and weapons.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Obsidian Spiders \n'b' Medium swarm of Tiny Monstrosities , neutral \n'b' Armor Class 14 Hit Points 97 (15d8 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\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 darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous Demise . When the swarm is reduced to 0 hit points or has half of its hit points or fewer, there is an explosive burst of shrapnel. Each creature in a 10-foot-radius sphere centered on the swarm must succeed on a DC 13 Dexterity save or take 28 (8d6) piercing damage. \n'b' False Appearance . While the swarm remains motionless, it is indistinguishable from a pile of pebbles or small rocks. \n'b' Magic Absorption . The grounding properties of the swarm\xe2\x80\x99s glassy exoskeletons give the swarm resistance to spells and magical effects. \n'b' Spider Climb . The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \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 obsidian spider. 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 : +7 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 26 (4d10 + 4) piercing damage, or 15 (2d10 + 4) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflective Burst . When the swarm takes damage from a spell, it can reflect some of the spell\xe2\x80\x99s energy back at the spell\xe2\x80\x99s caster if the swarm is within 30 feet of the caster. The caster must make a DC 13 Dexterity saving throw. On a failed save, the target takes 27 (6d8) damage of the same type as the spell that hit the swarm, or half as much damage on a successful one. \n'b'\n'b' TACTICS \n'b' Obsidian spiders are territorial and, unusually for arachnids, highly sociable. Their nests are always underground, but often exceptionally deep below the surface. Their primary prey are the typical insects that most spiders target, though they are frequently able to take down much larger prey when working as a swarm. \n'b' ABOUT \n'b' Heavily camouflaged by their rocky habitats, these tiny spiders\xe2\x80\x99 exoskeletons are made of a dark and glossy chitin. This substance grounds the obsidian spider against magical effects and can reflect most low-level magics, making spellcasters\xe2\x80\x99 attacks backfire. \n'b' Infrequent Origins . Obsidian spiders are very rare. When magical or other energies interact with volcanic rock, it can give rise to these creatures. Stray lightning bolts, odd wild effects, and the machinations of mad wizards have all led to the birth of obsidian spiders. These accidental populations have grown over time and spread elsewhere. \n'b' Volcanic Skitterers . These small spiders live their lives among the black sands and rocks of mountainous regions and volcanic beaches. Although most common on the Material Plane, obsidian spiders are found on the Plane of Lava and volcanic areas of other planes. \n'b' Magical Grounding . Any spell that would severely harm or even kill another creature can be reduced by the innate restrictive power of the obsidian spider\xe2\x80\x99s shell. The protective property of the obsidian spider\xe2\x80\x99s exoskeleton can channel magical effects away from the rest of the spider. When magical power hits the spider, it may be channeled into the surrounding rock, or recirculated through its exoskeleton\xe2\x80\x99s conductive surface. \n'b' Equivalent Exchange . The obsidian spider can sometimes use the magical power coursing through its exoskeleton to lash out at an unsuspecting enemy. This makes targeting obsidian spiders with spells wildly unpredictable at best, dangerous and suicidal at worst. \n'b' Resilient Delvers . Obsidian spiders make their nests in deep caverns and forgotten places. Unlike other species of delving creatures who might stumble upon forgotten ruins or lost arcane powers, the obsidian spider is able to withstand most magical traps or long-lasting effects. Because of this, intrepid subterranean adventurers often find obsidian spiders in long-forgotten places where many other creatures would fear to tread.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Penguins \n'b' Huge swarm of Medium Beasts , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 114 (12d12 + 36) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, cold, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \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 Medium penguin. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Tobogganing Tide . The swarm can move at double its walking speed over ice and snow. \n'b'\n'b' ACTIONS \n'b'\n'b' Beaks . 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) if the swarm has half its hp or fewer. \n'b' Toboggan Charge (Recharge 5\xe2\x80\x936) . The swarm moves up to 20 feet in a straight line over ice or snow and can move through the space of any Large or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 14 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and 10 (3d6) piercing damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b'\n'b' ABOUT \n'b' The massive penguin with black, gold, and white feathers tilts back its head and swallows a slain walrus. The imperator ressembles a standard emperor penguin, though built on a massive scale. It is not only bigger, but also much more intelligent and much more aggressive than its smaller kin. Thankfully, imperators are quite rare. Inhabiting desolate, ice-bound coastal regions, these massive, migratory birds travel hundreds of miles between feeding grounds and attack small boats, whales, and even the livestock of coastal villages while traveling. \n'b' Psychic Rapport . Imperators possess an intellect that surpasses the average animal. While their intelligence doesn\xe2\x80\x99t rival most humanoids, they have both a deep cunning and a measure of psychic ability. Imperators can communicate with local penguin populations and even control the penguins\xe2\x80\x99 behavior. In some instances, they forge local populations into a single vast colony, which they use as a personal army to attack and drive off predators and other interlopers. In times of extreme need, they devour smaller penguins as an emergency food source. \n'b' Disastrous Omen . Some coastal humanoids treat an imperator as a minor god or nature spirit, considering its appearance an omen and offering sacrifices in hopes of good fortune. However, most humanoids dread any sign of them, because their ravenous appetites can spell disaster for other creatures. A single imperator can devastate local populations of seals, walrus, and fish in a few weeks before moving on. \n'b' Imperators with colonies of penguins following them can leave famine in their wake, because the sea is cleared of most fish stocks. \n'b' Heroic Prey . Where imperators reside, there is often no greater measure of a hunter or hero than to slay such a beast. Given the havoc they can wreak on food supplies, anyone who can claim to have slain an imperator is looked on most favorably by those who have suffered their visitations before. \n'b' Loyal Legions . Colonies of emperor penguins sometimes fall under the sway of the imperator. Penguins that remain under the influence of an imperator for more than one season change, both physically and in temperament. They become larger, smarter, and more aggressive. From a distance, they look like normal, if overlarge, penguins, and their rookeries are strangely orderly, with nests equally spaced in neat rows. However, they attack in force and with surprising ferocity against trespassers, and doubly so when led by their imperator leader. When compelled by an imperator, a swarm of penguins fights without fear and to the death. \n'b' Apex Predators of Ice and Sea . A swarm of penguins, like its imperator leader, will not abide any competitors for its sources of food. The swarm attacks any perceived threats, even creatures for which penguins are normally prey, such as seals, sharks, and even whales. On land, the swarm approaches in military-like ranks, emitting low growls. When the penguins close on opponents, they fall on their bellies and slide forward in an onrushing wave of squawking, crushing bodies.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Phantom Veils \n'b' Large swarm of Tiny undead , unaligned \n'b' Armor Class 13 \n'b' Hit Points 85 (19d10 \xe2\x80\x93 19) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 9 (-1) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 \n'b' Damage Resistances bludgeoning, necrotic, piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' 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 spectral veil. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Undead Resilience . The swarm doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes two Slap attacks. If both attacks hit a Huge or smaller creature, the creature is grappled (escape DC 14), and the swarm can use Ethereal Wrap. \n'b' Slap . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (2d6 + 3) necrotic damage. \n'b' Ethereal Wrap . The swarm wraps itself around a Huge or smaller creature grappled by it. While the swarm is attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the swarm\xe2\x80\x99s turns or take 10 (2d6 + 3) necrotic damage. If something moves the target, the swarm moves with it. The swarm can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the swarm and force it to move into the nearest unoccupied space, doing so with a successful DC 13 Strength check. When the swarm is reduced to 0 hit points , it detaches from any creature it is attached to. \n'b'\n'b' ABOUT \n'b' Seemingly an unstoppable force, a phantom stalker pursues its target obsessively, even across the multiverse itself. \n'b' Indifferent to all dangers and void of any needs, a phantom stalker hunts its obsession with a relentless passion. No obstacle can delay it for long because its undeath is magically and inextricably linked to the soul of its prey. \n'b' Deathly Connection . When necromancers or liches hold a grudge against a living being, these powerful spellcasters are often too busy to hunt down the targets of their animosity themselves. Instead, they perform a dark ritual. Using a trinket that belongs to their enemy, they infuse a corpse with burning obsession to destroy the target. After the rite is concluded, a phantom stalker arises and silently sets out to find and destroy its obsession. Once a phantom stalker fulfills its duty, its body crumbles to ashes within minutes since its continued existence was tied to its obsession. Likewise, if the obsession dies by any other means so too does the phantom stalker meet its end. \n'b' Face of Death . When a phantom stalker is created, it bears the face of its obsession. However, this face is disfigured and hidden beneath a ghastly veil. When a phantom stalker attacks its obsession, it discards its veil so that its victim may gaze upon its grotesque visage. The experience of seeing one\xe2\x80\x99s own face distorted by death and decay often proves to be too horrible a burden for many people. \n'b' Phantom Veils . The discarded veils show a semblance of undeath as well. Once the obsession is killed, the torn-off guise returns to its creator\xe2\x80\x99s lair, where it joins other veils in a freakish flock. The veils\xe2\x80\x99 creator can send a swarm of them to fetch a fresh corpse to be used in the creation of a new phantom stalker.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon of Iubeni \n'b' Family: Demons \n'b' Large fiend ( demon ), chaotic evil \n'b' Armor Class 15 Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 43 (+1) CON: 16 (+3) INT: 34 (+2) WIS: 24 (+2) CHA: 22 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities frightened , poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The demon of Iubeni has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The demon of Iubeni makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' A demon of this sort is eight feet tall, broad, and fast. It is humanoid in appearance, with metallic-blue, scaly skin and a comb-like crest of spines running from the top of its knobby skull to between the shoulder blades. It is otherwise similar to the blue demon, though it lacks a prehensile and poisonous tail.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Pierrettes and Pierrots \n'b' Large swarm of Medium fey (pierrotfolk, ozian), chaotic neutral \n'b' Armor Class 12 \n'b' Hit Points 60 (8d10 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Performance +4 \n'b' Damage Immunities psychic \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b' Senses passive Perception 9 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deafening Clatter . Creatures are deafened while in the swarm\xe2\x80\x99s space. \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 fey. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Forceful Play . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 11 (2d8 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Confusing Whirl (Recharge 5\xe2\x80\x936) . One target in the swarm\xe2\x80\x99s space must succeed on a DC 12 Wisdom saving throw, or for 1 minute, the target can\xe2\x80\x99t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: \n'b'\n'b' 1\xe2\x80\x934 . The target takes no action or bonus action and uses all of its movement to move in a random direction. \n'b' 5\xe2\x80\x936 . The target doesn\xe2\x80\x99t move and has disadvantage on Dexterity saving throws and attack rolls and other creatures have advantage on attack rolls against it. The only thing it can do on its turn is make a DC 12 Wisdom saving throw, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This cackling, laughing mob consists of Pierrettes and Pierrots, the girls in full skirted frocks with tall saucy caps, the men in pantaloon suits and frills. \n'b' Pierrotfolk build playgrounds and other amusements to suit their never-ending need for fun. They have absolutely no regard for non-pierrots and will forcibly expect anyone to play with them until they die of exhaustion . Pierrots makes a huge amount of noise and create so much confusion with their playing that makes it nearly impossible to concentrate. \n'b' Often known as the King of Play, the pierrotfolk noble looks exactly like a court jester. Nobles lead the charge on the playground and are only too eager to point out new prey to keep them entertained.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Plague-Touched Rats \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 10 Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 11 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Damage Resistances bludgeoning, piercing, poison, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell . The swarm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Poison and Disease Resistance . The swarm has advantage on saving throws made to resist disease and the poisoned condition. \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 rat. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Swarm Insensitivity . If damage reduces the swarm to 17 or fewer hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the swarm is only reduced to 18 hit points . If damage reduces the swarm to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the swarm drops to 1 hit point instead. \n'b' Actions \n'b' Bites . Melee Weapon Attack : +2 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Additionally, living creatures must succeed on a DC 10 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Plague-Touched Ravens \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 12 Hit Points 36 (8d8) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2 Skills Perception +5 Damage Resistances bludgeoning, piercing, poison, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Poison and Disease Resistance . The swarm has advantage on saving throws made to resist disease and the poisoned condition. \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' Swarm Insensitivity . If damage reduces the swarm to 17 or fewer hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the swarm is only reduced to 18 hit points . If damage reduces the swarm to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the swarm drops to 1 hit point instead. \n'b' Actions \n'b' Beaks . Melee Weapon Attack : +4 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. Additionally, living creatures must succeed on a DC 11 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Plague-Touched Roaches \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3 Damage Resistances bludgeoning, piercing, poison, slashing Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Poison and Disease Resistance . The swarm has advantage on saving throws made to resist disease and the poisoned condition. \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 roach. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Swarm Insensitivity . If damage reduces the swarm to 15 or fewer hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the swarm is only reduced to 16 hit points . If damage reduces the swarm to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the swarm drops to 1 hit point instead. \n'b' Actions \n'b' Bites . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. Additionally, living creatures must succeed on a DC 10 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Poisonous Frogs \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 13 Hit Points 76 (17d8 \xe2\x80\x93 8) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \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' Standing Leap . The swarm\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. \n'b' 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 poisonous frog. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 0 ft., one target. Hit : 11 (3d6 + 1) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. \n'b' About \n'b' Each frog in the hopping army bears black stripes on its hind legs and sickly, yellowish eyes.\xc2\xa0Poisonous frog swarms are composed of small, fierce, poisonous frogs.\xc2\xa0The swarm moves collectively, hopping or jumping toward their prey.\xc2\xa0Single poisonous frogs mate during the second half of the year.\xc2\xa0The male attracts a female through a series of unique mating calls consisting of strange guttural sounds. When a female answers the call, she lays a clutch of 1d6 eggs in a damp, dark area covered with leaves. The male fertilizes the eggs and protects them during their incubation period. Two weeks later the eggs hatch and the male carries the tadpoles to the water on its back. Tadpoles reach maturity in two to three months. \n'b' A single poisonous frog is a small dark-green frog with black bands or stripes on its hind legs. These stripes function as a warning to predators that the frog is poisonous. The skin of a poisonous frog is very smooth to the touch. The middle digit on each of its extremities is slightly shorter than the others. \n'b' Poisonous frog swarms attack by engulfing their prey and subjecting it to the frog\xe2\x80\x99s deadly poison. Creatures that begin their turn in a poisonous frog\xe2\x80\x99s space suffer swarm and poison damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Poisonous Sea Horses \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 11 Hit Points 26 (4d8 + 8) Speed 0 ft., swim 20 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 14 (+2) 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, poison, 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' Poison Acclimation . The swarm has advantage on saving throws against poison. \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' Ram . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 11 (4d4 + 1) bludgeoning damage, or 6 (2d4 + 1) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Poison Growl (Recharge 4-6) . The swarm makes a growl exhaling poisonous liquid in a 15-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way takes 14 (4d6) poison damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A poisonous sea horse usually makes its home with a herd amidst kelp and seaweed. The red skin of the poisonous sea horse makes it harder for it to hide in open water, but it uses its poison to deter would-be predators. Although bolder than other sea horse species, the poisonous sea horse is only aggressive when it needs to be. The poison of this sea horse is sought after by those who would make it into a deadly tincture.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetle, Water \n'b' Family: Beetles \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 37 (5d8 + 15) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Water Breathing . Giant water beetles can only breathe water but can hold their breath for up to 8 hours out of water. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Ink Cloud (Recharge 6) . A 10-foot radius cloud of ink extends all around the water beetle if it is underwater. The area is heavily obscured for 1 minute although a significant current can disperse the ink. \n'b' About \n'b' This giant beetle has a cylindrical and hydrodynamic body that tapers to a pointed tail section. Its wing casings and carapace are brownish black, and its legs are dull yellow. A silver stripe runs lengthwise along its back. \n'b' These highly aggressive beetles make their home in deep fresh water such as slow-moving rivers, lakes, large pools, and inland seas. They can be found in any climate, from the warmest to the coldest. Giant water beetles are predators. They sustain themselves on fish and other aquatic animals. They spend most of their lives in the water, rarely emerging onto land. In the rare cases when they are encountered on land, a giant water beetle is seldom more than 30 feet from water. They are diurnal creatures, hunting during the day and sleeping in deep water at night. They dive with blinding speed when they spot a potential meal in the water. When not actively hunting, they sometimes simply drift along with the current. \n'b' The giant water beetle normally uses its ink to escape from attackers, but thanks to its tremorsense, it can fight inside the ink cloud without penalty. \n'b' Giant water beetles lair on the bottoms of lakes, rivers, and inland seas. \n'b' A colony always contains at least one female and 2d4 eggs. Eggs hatch within three weeks after the female deposits them and reach full maturity in six to eight weeks. \n'b' When hunting, these creatures prefer to attack by ambushing their prey. They usually drift near the water surface and dive down onto targets below them with surprising speed, but they have also been known to drift in darker water at greater depth and lunge upward to seize prey with their tough, sharp mandibles.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Puffles \n'b' Medium swarm of Tiny elementals , neutral good \n'b' Armor Class 11 \n'b' Hit Points 27 (6d8) \n'b' Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 10 (+0) INT: 11 (+0) WIS: 17 (+3) CHA: 7 (-2) \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 passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge \xc2\xbd (100 XP) \n'b' 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 puffle. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Unique Anatomy . The puffle doesn\xe2\x80\x99t require food. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 8 (2d6 + 1) piercing damage, or 4 (1d6 + 1) piercing damage if the swarm has half of its hit points or fewer. \n'b' Charm Stare . The swarm stares at a creature it can see within 60 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or be charmed by the swarm. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to the swarm\xe2\x80\x99s Charm Stare for 24 hours. The swarm does not issue commands to the charmed creature; it merely uses this technique to make it friendly. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cloudy Escape . If within 10 feet of clouds, smoke, or fog, the puffle can take the Dodge , Disengage , or Hide action as a bonus action. \n'b' Detect Emotions . The swarm attempts to detect the emotions of a creature within 60 feet of it. The target must make a DC 13 Wisdom saving throw. If it fails, the swarm gains insight into its emotional state until the start of the swarm\xe2\x80\x99s next turn. The target knows that the swarm is probing its mind. \n'b'\n'b' REACTIONS \n'b'\n'b' Intangibility . When the puffle takes damage, it can use its Reaction to become intangible until the end of its next turn. While intangible, the puffle is immune to bludgeoning, slashing, and piercing damage from nonmagical attacks. The puffle can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. The intangibility ends early if the puffle makes an attack . Although other creatures and objects can pass through the puffle, it is still visible while intangible. \n'b'\n'b' TACTICS \n'b' Puffles prefer open spaces with room to move and can be found in any environment except underground. They have been observed on the Material Plane, the Elemental Plane of Air, and other planes such as the Fey Realm. They are diurnal and are not active at night unless operating as a familiar. Those who keep them as familiars often catch them dozing during nighttime activities. When located in the wild, puffles may be playing, resting, exploring, or traveling toward a source of emotion. While all puffles are empathetic and respond to strongly expressed emotions, they are more likely to take direct action when in the safety of a group. Use the Puffle Responses to Emotions table to determine a puffle\xe2\x80\x99s behavior when faced with a particular emotion. The table does not include every possible emotion. The GM may add emotions or adjust the behaviors as desired and has the final say on puffle responses to emotions. \n'b' ABOUT \n'b' Thought to originate on the Elemental Plane of Air, puffles are playful creatures that are drawn to strong emotions. \n'b' Happiness, fear, sadness, and anger are just a few of the emotional states that attract these rare creatures. Most notably, their behavior differs based on the emotion encountered. \n'b' Bafflingly Bird-like . Although they are not birds, puffles resemble them with their beaks, talons, and feathers. They do not have wings but can fly . Despite their elemental nature, a puffle is often referred to as a \xe2\x80\x9cball of feathers.\xe2\x80\x9d \n'b' Cloud Cover . Puffles are often encountered in fog, smoke, and clouds. Not only do these cloudy conditions offer camouflage, but they present opportunities for play. Puffles like to chase each other into and through the cloudy air. \n'b' Distinct Sound . Sound is one of the puffle\xe2\x80\x99s most powerful tools to interact with the emotions around it. Puffles make the sound \xe2\x80\x9cooh-uh\xe2\x80\x9d, but they use tone and repetition to express different things. If a puffle is confronted with fear , the \xe2\x80\x9cooh-uh\xe2\x80\x9d is repeated many times quickly in a sharp tone. If it experiences happiness, it makes the sound more slowly and repeats it only a few times periodically. \n'b' Fading Feathers . Puffles rarely lose feathers. If they do, it is most likely from combat. In any case, once removed, puffle feathers fade into nothing after 24 hours, making them an expensive magical ingredient. \n'b' Familiar Friends . Puffles make great familiars, but those that are not spirits summoned by the find familiar spell may struggle to avoid responding to nearby emotions. With training, a familiar puffle may resist the emotions around it. \n'b' Wobbly Moves . Puffles are not the most graceful fliers. As they hover about, periodically they seem to wobble for no discernable reason. When flying in a direction, they sometimes swerve as if encountering a hidden obstacle. Other times it is as if they forget that they are hovering and must stabilize themselves before falling. \n'b' Puffle Responses to Emotions \n'b' Emotion/Puffle Response \n'b' Anger Puffles do not like anger. If the anger comes from two or more creatures in an altercation, a swarm of puffles my try to charm one or more participants to temporarily cease the hostilities. Alternatively, they may make disapproving sounds from a safe distance. \n'b' Fear Puffles may attempt to soothe an unaligned, neutral, or good creature that is experiencing fear . They do this by moving near the creature and making soothing sounds. The puffles may defend the frightened creature from harm . Alternatively, they might try to lead the creature to safety. \n'b' Happiness Puffles want to be near happiness. They will approach and sway in unison while making delightful sounds when they encounter it. \n'b' Love When puffles spot love, they make catcalling sounds or do fly -bys making happy sounds. They may even couple up in a hover in front of two lovers momentarily. \n'b' Sadness When confronted with sadness, puffles make mournful sounds to show solidarity with sad creatures or exhibit playful antics to try and distract them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Quasits \n'b' Medium swarm of Tiny fiends ( demon , shapechanger) , chaotic evil \n'b' Armor Class 15 (studded leather armor) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 \n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages Abyssal, Common \n'b' Challenge 4 (1,100 xp) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The swarm has advantage on saving throws 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 Tiny quasit. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Invisibility . The swarm magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the creatures in the swarm wear or carry becomes invisible with it. \n'b' Scare (1/Day) . One creature of the swarm\xe2\x80\x99s choice within 20 feet of it must succeed on a DC 12 Wisdom saving throw or be frightened 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. A frightened creature that can see the swarm has disadvantage on the saving throw. \n'b' Tiny Swords . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 11 (2d6 + 4) piercing damage or 7 (1d6 + 4) piercing damage if the swarm has less than half of its hit point maximum. In addition, the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and become 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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Ravens \n'b' Large swarm of Tiny Beasts , unaligned \n'b' Armor Class 12 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'\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 \xc2\xbc (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . The swarm can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \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'\n'b' ACTIONS \n'b'\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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Abrikandilu (Wrecker Demon, Legendary Games) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d10+10) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 12 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Dexterity +3, Constitution +4, Wisdom +3 Skills Athletics +6, Perception +3 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from attacks that aren\xe2\x80\x99t cold iron Damage Immunities lightning, poison Condition Immunities poisoned ; Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Celestial, Common, Draconic, telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Hatred of Mirrors . When adjacent to a mirror or creature wielding a polished metal shield , the abrikandilu makes a DC 15 Wisdom saving throw at the start of its turn or focuses on destroying the object casting its reflection. \n'b' Innate Spellcasting . The abrikandilu\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The abrikandilu can innately cast the following spells, requiring no material components: 3/day each: fear , shatter Siege Monster. The abrikandilu deals double damage to objects and structures. \n'b'\n'b' Actions \n'b' Multiattack . The abrikandilu makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) magical piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) magical slashing damage. \n'b' Wrecker demons that fill out the infantry of Abyssal armies, abrikandilu were destroyers of beauty in life that continue their envious vandalism for eternity. These fiends are driven to madness by the sight of their own mutated reflections and they do whatever is necessary to destroy an object showing it to them, enraged by the reminder of what they\xe2\x80\x99ve become. \n'b' ABOUT \n'b' This enormous fiend reeks of sulfur and brimstone, its furry lower body, arms, and torso rank with the iron smell of damp blood. An impressive flare of blue fur makes a mane around the monster\xe2\x80\x99s grotesque horned, crimson head and furious avian glare. \n'b' Abrikandilu Eye \n'b' Wondrous item, very rare (requires attunement) \n'b' After you have attuned to this fiendish monocle it is subsumed into your face, replacing one of your eyes. Once attuned, you gain the following benefits: \n'b' You have darkvision out to a range of 60 feet. If you already have darkvision , the eye increases its range by 60 feet. \n'b' The abrikandilu eye has 5 charges. You can expend 1 charge as an action to cast the shatter spell (save DC 12) or 2 charges to cast the fear spell (save DC 12). The eye regains all expended charges at midnight. \n'b' These powerful gifts do not come without a price, however-you cannot stand the sight of your reflection. When adjacent to a mirror or creature wielding a polished metal shield, you must make a DC 15 Wisdom saving throw at the start of your turn or be compelled to destroy the object casting your reflection. \n'b' In addition, the eye becomes a permanent part of your body after you have attuned to it. Removing the magic item requires removing your actual eye, lowering your Constitution by 1 and causing you to make vision-based Wisdom ( Perception ) checks and Intelligence ( Investigation ) checks with disadvantage until your normal eye is restored through regeneration or a similar powerful healing spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Scavenger Squid \n'b' Large swarm of Small beasts , neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 78 (12d10 + 12) \n'b' Speed 5 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 13 (+1) INT: 6 (-2) WIS: 14 (+2) CHA: 5 (-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 blindsight 60 ft. (blind beyond this radius), passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Light Fixation . If exposed to a source of bright light, the swarm attempts to envelop the light with Mucus Bubble. If this is impossible, the swarm clusters around the light. If the size of the light source is less than 5 feet in diameter, only up to half the swarm can see the light as other individuals crowd in the way. The swarm\xe2\x80\x99s speed becomes 0, and it can only make a single attack on its turn. If the source of light is greater than 5 feet in diameter, the entire swarm fixates on the light and becomes incapacitated with a speed of 0. This effect ends if the source of light is removed, or the swarm leaves its visible range. \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 scavenger squid. 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' Multiattack . The swarm makes two attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 13 (2d8 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 14). The swarm can either grapple up to one Large creature, two Medium creatures, or four Small or smaller creatures at a time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Mucus Bubble . The swarm targets a Large or smaller creature or object that it can see within 10 feet. If the target is a creature or an object that is being worn or carried, the target (or its wielder) must make a DC 12 Dexterity saving throw. On a failed save, the swarm secretes a sticky, translucent bubble that envelops the target. An enveloped target can\xe2\x80\x99t breathe and is blinded, deafened, and restrained. The target can attempt to escape by destroying the sphere, which can be punctured by a piercing weapon from the inside or the outside. The sphere has an AC of 10 and 15 hit points. The sphere flows with the current of the water, moving 10 feet per turn. After 1 minute, the sphere dissipates. On a successful save, the target is not enveloped and is pushed 5 feet in a direction of its choice. \n'b'\n'b' TACTICS \n'b' Scavenger squids make their homes in rocky sea caves where they hide their spoils. When faced with overflow, they dig ditches into the seafloor or even pile rocks and boulders, glued together with mucus, to expand their homes. \n'b' Scavenger squid are not typically aggressive, relying mostly on their scaly hides and protruding barbs for defense. They prefer to amble through long-abandoned shipwrecks and sunken ruins, avoiding creatures like merrow or sharks that might otherwise turn them into a chewy meal. \n'b' ABOUT \n'b' Often seen picking through shipwrecks and flotsam, scavenger squid are best known as the ocean\xe2\x80\x99s most prolific hoarders. Though not technically a squid, these scaly creatures derive their name from the long tentacles they use to maneuver across the seafloor in search of items to add to their troves. \n'b' The contents of each trove vary from squid to squid; some favor sunken relics and others are content to simply collect seashells. However, all scavenger squid are united by an unyielding desire for a larger trove. This single-minded drive allows scavenger squid to grow their troves to vast sizes despite their relatively short lifespan of about five years. \n'b' In fact, expanding troves can even overlap if multiple squid settle in the same area. When this happens, rather than engaging in territorial disputes, these squid often combine their troves into one and work together to expand it. \n'b' This amalgamation can continue with any number of neighbors \xe2\x80\x94 and in large enough swarms, the typicallypeaceful scavenger squid can prove to be rather dangerous. \n'b' Moreover, troves that attract swarms of squid can grow endlessly if younger squid continue to cycle into the group. \n'b' Deep Sea Denizens . The scavenger squid is naturally suited for life in the cold, abyssal deep, with a blubbery body that retains heat and a thick-skinned exterior. This far down in the seas, the scavenger squid has no need for eyes \xe2\x80\x94 and instead has developed vestigial glands that detect levels of light. \n'b' Like a Squid to a Flame . In the depths, the scavenger squid\xe2\x80\x99s ability to detect light can help it find more interesting treasures. In shallow waters, particularly during the day, however, squids often become entranced by sunlight. This typically results in the squid being stranded ashore by its attempts to reach out and \xe2\x80\x9ccollect\xe2\x80\x9d it. \n'b' Sealed for Delivery . On a typical day, a scavenger squid spends about two-thirds of it scavenging. When the squid finds an object that piques its fancy, it secretes an opaque, mucus-like bubble to engulf its target and carry it home. \n'b' These bubbles are largely impermeable, soundproof, and from just one squid can reach sizes of 1 foot in diameter.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Swamp Slirghs \n'b' Large swarm of Tiny Elementals , neutral \n'b' Armor Class 10 \n'b' Hit Points 66 (12d10) \n'b' Speed 30 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 10 (+0) INT: 7 (\xe2\x80\x932) WIS: 15 (+2) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 \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 60 ft., tremorsense 60 ft., passive Perception 12 \n'b' Languages Aquan, Terran \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Puddle Jump . Once on its turn, the swarm can use 10 feet of its movement to step magically through a body of water with its reach and emerge from a second body of water within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second body of water. If the swarm is in a Huge or larger body of water, it can teleport to another location within the same body of water instead. \n'b' Stench . Any creature that starts its turn within 5 feet of the swarm must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the swarm\xe2\x80\x99s Stench for the next 24 hours. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage plus 9 (2d8) poison damage, or 7 (2d6) piercing damage plus 4 (1d8) poison damage if the swarm has half its hp or fewer. \n'b' Spit Swamp Sludge . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 18 (4d8) poison damage, or 9 (2d8) poison damage if the swarm has half its hp or fewer. \n'b' Soggy Relocation (Recharge 5\xe2\x80\x936) . While at least one creature is in the swarm\xe2\x80\x99s space, the swarm uses Puddle Jump , attempting to pull one creature along for the ride. The target must succeed on a DC 13 Strength saving throw or be magically teleported along with the swarm to the swarm\xe2\x80\x99s destination.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Tiny Imagos \n'b' Medium swarm of Tiny constructs , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6); Wound Threshold N/A Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 12 (+1) INT: 3 (-4) WIS: 6 (-2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0, Stealth * +5 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 60 ft., passive Perception 10 Languages understands the languages of its creator but can only speak inside of an image Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The swarm of tiny imagos is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the swarm of tiny imagos must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Enter/Exit Image . By spending an amount of movement equal to half its speed, the swarm of tiny imagos can enter an image within 5 feet of it or exit an image it is in, appearing in a space within 5 feet of the image. \n'b' False Appearance . While the swarm of tiny imagos remains motionless, it is indistinguishable from an ordinary image. \n'b' Image Haven . As long as it is within an image, the swarm of tiny imagos cannot take damage. If the image\xe2\x80\x99s support is destroyed, the swarm of tiny imagos is destroyed with it. \n'b' Magic Weapons . The swarm of tiny imagos\xe2\x80\x99 weapon attacks are magical. \n'b' Swarm . The swarm of tiny imagos can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny imago. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Inky Slashes . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 8 (2d6 + 1) slashing damage, or 4 (1d6 + 1) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' A horde of tiny people spring out of the picture and swarm the intruders! They leap out of books, frescoes, and paintings, climbing on their enemies and relentlessly assailing them. \n'b' Imagos are creatures that usually remain at rest in paintings and frescoes, only springing into action when certain conditions are met. Their aspect is entirely dependent on the artist who depicted them, from crude stick figures to elegant humanoids and all the way to surrealistic beasts; as long as something can be drawn, it can exist as an imago. Imagos can fold, but not stretch, and the set of movements and actions they can perform is based on their form. But no matter how they look or act, they remain flat and two-dimensional. A defeated imago returns to its original picture, its appearance modified in accordance with how it was defeated. \n'b' Imagos are very popular and come in many varieties. \n'b' Sanctuary Guardians \n'b' Imagos are often used as guardians in the Netherworld. For example, a tunnel can be painted with warrior-like figures that will beset intruders. The criteria that determine intruders must be simple: \xe2\x80\x9cAll forms of life,\xe2\x80\x9d \xe2\x80\x9cAny creature that does not say the password,\xe2\x80\x9d \xe2\x80\x9cAny creature that does not bear this tattoo,\xe2\x80\x9d etc. \n'b' Range of Action \n'b' Due to its nature, an imago is bound to its support (wall, canvas, etc.) and cannot venture far from it. However, especially powerful imagos (which are often self-aware) can actually move from one image to another. When an imago\xe2\x80\x99s support or backdrop changes, its appearance is altered to fit the picture\xe2\x80\x99s overall style. Thus, should a stick figure imago from a crude charcoal doodle move to an elven master painting, it will turn into a realistic, exquisitely drawn humanoid. An imago\xe2\x80\x99s appearance ( size , colors, features, equipment, etc.) always fits the latest picture it was in. \n'b' Caught in a Picture \n'b' A creature that has been incapacitated and restrained by imagos can be taken into their picture. \n'b' While imagos can easily leave their picture-whether of their own will or as a result of a magic ritual-an imprisoned creature will not find it so simple. Each picture has its own rules, which the creature will have to discover in order to leave it. The inside of the picture is left at the leader\xe2\x80\x99s choice et depends on the work\xe2\x80\x99s creator. It can be an actual domain linked to the Astral Plane in the most extremes cases. \n'b' An Imago Familiar \n'b' If the leader uses this option, a wizard or warlock can have a tiny imago as a familiar. When the arcanist who wishes to conjure such a creature casts the find familiar spell, they must draw their future familiar on a piece of paper, which the imago will jump out of. \n'b' The Picture\xe2\x80\x99s Substance \n'b' If the leader uses this optional rule, the peculiar nature of imagos will make for dramatic and picturesque situations outside of the strict context of a fight. Arcanists who create imagos usually let their creativity run free, so the resulting constructs might be full of surprises. \n'b' Superficial metamorphosis . Casting a polymorph spell on an imago alters its aspect and apparent size, but it remains an imago-a two-dimensional drawing that can enter and exit pictures. \n'b' Sneaky picture . An imago can exit its home picture and return to it. At the leader\xe2\x80\x99s option, an imago can also take shelter within any flat surface that can be painted or scribbled upon (paper, wall, smooth wood, etc.), and which is large enough to contain it. Tiny imagos gathered in a swarm can even split and hide in various supports. Thus, in the midst of attacking a party of adventurers, a tiny imago from a swarm might sneak into one of the pages of a notebook at the bottom of a bard\xe2\x80\x99s pocket. \n'b' Ink stain . When an imago inflicts a Wound to a creature, the creature must succeed on a DC 11 Charisma saving throw or turn into an imago. At the leader\xe2\x80\x99s option, this can also occur when an imago grapples a creature, in which case the saving throw is made at the end of each of the creature\xe2\x80\x99s turns as long as it remains grappled . The creature can choose to automatically fail this saving throw. Until it finishes a short or long rest, the transformed creature gains the following traits: Antimagic Susceptibility, Enter/Exit Image, False Appearance, Image Haven, Magic Weapons. \n'b' Image\xe2\x80\x99s prisoner . A creature cannot revert from being an imago as long as it remains within an image. To escape the image, the creature must be free to move within it, and so it must not be imprisoned or tied up by other imagos. If 24 hours pass without the creature returning to its original form, it permanently becomes an imago. Restoring the creature will then require powerful magical means, at least the greater restoration spell and up to the wish spell at the leader\xe2\x80\x99s discretion.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Tuyango Hatchlings \n'b' Medium swarm of tiny beasts, chaotic neutral \n'b' Armor Class 12 (natural hide) Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 20 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'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The tuyango 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 tuyango hatchling. The swarm cannot regain hit points or gain temporary hit points . \n'b' Blood Lust . If a tuyango hatchling swarm damages a humanoid creature with its beak, it gains advantage on its next attack against that same target. \n'b' Poor Eyesight . Tuyango hatchlings have poor eyesight and have difficulty spotting stationary creatures. The swarm has disadvantage on any vison-based Wisdom ( Perception ) checks to spot stationary or hidden creatures. \n'b'\n'b' ACTIONS \n'b'\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.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Vampire Blossoms \n'b' Large swarm of Tiny plants , unaligned \n'b' Armor Class 14 Hit Points 82 (11d10 + 22) Speed 20 ft., fly 10 ft. (hover)\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 19 (+4) CON: 14 (+2) INT: 3 (\xe2\x80\x934) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +3 Damage Resistances bludgeoning, piercing, slashing Damage Immunities psychic Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 12 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \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' Blood Sense . The swarm of vampire blossoms can pinpoint, by scent, the location of creatures that aren\xe2\x80\x99t constructs or undead within 30 feet of it. The swarm is otherwise blind. \n'b' False Appearance . While the swarm of vampire blossoms remains motionless, it is indistinguishable from a carpet of flower petals. \n'b' Swarm . The swarm of vampire blossoms can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny plant. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Petal Slashes . Melee Weapon Attack : +6 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 hp or fewer. The target must make a DC 13 Constitution saving throw, reducing its hp maximum by an amount equal to the damage taken on a failed save, or by half as much on a successful one. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b'\n'b' ABOUT \n'b' The pile of white petals swirls around of its own volition. Individual petals cut with razor sharpness and turn pink then red as they absorb the blood they let. \n'b' Vampire blossoms embody the idea of deadliness lying in wait within the most pleasant fa\xc3\xa7ade. The plants feed on blood and take so much from their victims that they become bloated and stained with their bounty. \n'b' Patient Hunters . Swarms of vampire blossoms can sense blood from a fair distance. However, they instinctively know not to immediately react to the presence of such creatures, since the swarms move slowly and might drive away their sources of food. \n'b' Blood Reservoir . Swarms of vampire blossoms subsist on blood, but they do so slowly. The swarms store excess fluid in their mass, causing their white flowers to turn pink and red. Creatures that feed on blood, such as vampires, cultivate the blossoms, allowing them to drink the stored blood without alerting others to their presence. Vampire blossoms don\xe2\x80\x99t sense undead and remain dormant through the extraction process. \n'b' Created Through Bloodshed . Considerable bloodshed in groves and orchards containing trees with white flowers can spontaneously generate swarms of vampire blossoms. Scholars who study the phenomenon conclude an ancient deity unleashed a death curse against the deity\xe2\x80\x99s slayer, whose symbol was a white flower. \n'b' A creature can deliberately spawn a swarm by pouring a quart of blood at the base of a tree with white flowers while intoning the nigh-forgotten deity\xe2\x80\x99s name. The flowers disengage from the tree 24 hours later to create a new swarm. Regardless of how they are created, the swarms need not remain with their parent trees and often allow winds to carry them to new hunting grounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Vermin of the Depths \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 , paralyzed , petrified , prone , restrained , stunned 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' 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 an individual member of the swarm. 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 + 1) piercing damage, or 5 (2d4 + 1) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' The Netherworld is crawling with all sorts of creatures, and while surface-dwellers are mostly only aware of the largest and most dangerous of them, the smaller fauna shouldn\xe2\x80\x99t be ignored. These are commonly referred to as \xe2\x80\x9cvermin,\xe2\x80\x9d a name that belies the immense variety of this subterranean populace, as well as the many roles they play. Indeed, while many of these creatures are parasitic and seen as nuisances by the Netherworld peoples, others are appreciated for their many uses, whether hygienic, culinary, alchemical, etc. \n'b' All vermin of the depths use the following vermin of the depths base sheet, to which the individual characteristics of each vermin are added. You can also use the swarm of vermin of the depths sheet as a base and tweak it. \n'b' Though some of these creatures don\xe2\x80\x99t make for the most popular pet choices, it is possible to summon them with the summon familiar spell, so some wizards from the Netherworld may have surprising servants.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Vordoag \n'b' Medium swarm of Tiny Beasts , neutral evil \n'b' Armor Class 15 (Hardshell) Hit Points 36 (8d8) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded Senses tremorsense 100 ft. (no normal vision), passive Perception 10 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 vordoag. 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 : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) piercing damage or 9 (2d8) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' The vordoag are small, dark crustaceans that dwell in deep dungeons, caves, uninhabited sewer lines, and the like. Their bodies are small and round, about the size of a halfling\xe2\x80\x99s buckler. They have 10 long, segmented legs that fold up under the creature\xe2\x80\x99s body when it is not moving. Two claws cap each leg. Between the pincers lies a long tubular tongue the creature extends when feeding. The vordoag move very quickly, crawling toward any creature that radiates heat. \n'b' Attack on contact. Vordoag grow in large nests, breeding, and piling up on one another until there are large balls of them several yards in diameter. They lie dormant, using almost no energy, and can lie this way for hundreds of years. They only come alive when something disturbs the nest; this is easy to do as simple vibrations in the floor or wall alert them to potential prey. Creatures are able to slip by the vordoag nest, but only if they are able to do so moving silently. \n'b' Underground dwellers . The vordoag live in most underground environments that have some moisture, generally wherever algae, fungus, or other underground plants grow. They are completely sightless, unable to smell, or hear. If a victim is able to stand completely still, slowing heartbeat and breath, the vordoag cannot find them.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Bombardier Beetle, Giant \n'b' Family: Beetles \n'b' Small beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances acid Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Forest Camouflage . The bombardier beetle has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Acid Spray (recharge 6) . The bombardier beetle expels heated acid in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Wyrmspawn Young \n'b' Small swarm of Tiny beasts, unaligned\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 28 (8d6) Speed 20 ft. Condition Immunities charmed , frightened , prone Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Paralysis . If the swarm successfully bites a creature, it can use a bonus action to inject its venom into the target. The creature must make a DC 8 Constitution saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on a success. \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 wyrmspawn. 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 : 5 piercing damage or 2 piercing damage if the swarm has 14 or fewer hit points . \n'b' Tactics \n'b' Wyrmspawn young display no tactics. They will attack their host or any suitable creature that they can get to, stopping only after they have eaten their fill. Adult wyrmspawn are much more cautious, preferring to wait in hiding until they can either attack in unison or use flight to their advantage. They will use their larval cloud to cover their escape (wyrmspawn are absent parents and won\xe2\x80\x99t return, even to check on their offspring).'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm of Zombies \n'b' Huge swarm of medium zombies (undead), neutral evil \n'b' Armor Class 9 Hit Points 38 (4d12 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 9 (-1) CON: 17 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the zombie swarm has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Swarm . The zombie swarm can occupy another creature\xe2\x80\x99s space and vice versa, and it can move through any opening large enough for a Medium zombie . The zombie swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Undead Fortitude . If damage reduces the zombie swarm to 0 hit points , it must make a Constitution saving throw with a DC of 1 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie swarm drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm of zombies makes four melee attacks . \n'b' Improvised Weapon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Wave after Wave . The walking dead raid wilderness settlements, causing absolute chaos. At times, several swarms of zombies will work together. \n'b' Resourceful Raiders . Zombies can attack by slamming body parts into their opponents. However, the undead monsters will also pick up objects to use as improvised weapons. Some will even use limbs from other zombies or other humanoids. \n'b' Mission Control . Most swarms are mindless and just wander aimlessly. There are also swarms under the control of necromancers or other foul beings. \n'b' Undead Nature . A swarm of zombies doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Abrikandilu (Wrecker Demon, Necromancer Games) \n'b' Family: Demons \n'b' Small fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 22 (4d6 + 8) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Goring Charge . If an abrikandilu demon moves at least 30 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an extra 5 (2d4) piercing damage. \n'b' Magic Resistance . The abrikandilu demon has advantage on saving throws against spells and other magical effects. \n'b' Self-Loathing . If an abrikandilu demon can see a mirror within 30 feet of itself, it attacks that mirror on its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creature makes one Gore attack and one Bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Gore . Melee Weapon Attack : +X to hit, reach 0 ft., one target. Hit : 7 (1d8 +3) piercing damage. \n'b'\n'b' ABOUT \n'b' Also called \xe2\x80\x9cWreckers\xe2\x80\x9d, the abrikandilu are fiendish foot soldiers from the Abyss that delight in destroying things of beauty and intellect. Objects of art, illuminated manuscripts, and beautiful creatures are the favored victims of their demonic wrath. The only thing they despise more than objects of beauty is their own wretched reflection. When faced with a mirror, they cease all other activities and turn their attention to shattering their own visage so that they are no longer faced with the horror that is their essence. Their horrific features entirely justify this extreme self-loathing. They are squat, dwarfish fiends standing roughly four feet tall and weighing more than 200 pounds. Hooked horns sprout from their wispy-haired brow, and they have a tusked lower jaw that protrudes from their thick neck and heavy jowls.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm, Fire Dancers \n'b' Medium swarm of Tiny elementals , neutral evil \n'b' Armor Class 15 Hit Points 90 (12d8 + 36) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, 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 Ignan Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The swarm of fire dancers doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Fire Form . A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Illumination . The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental . The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Water Susceptibility . For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks. \n'b' Singe . Melee Weapon Attack : +8 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer. \n'b' Frightening Visage (Recharge 5\xe2\x80\x936) . The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire. \n'b' Stunted Elementals . Fire dancers are tiny fire elementals. Speculation varies whether they\xe2\x80\x99re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they\xe2\x80\x99re a menace. \n'b' Unite and Grow Strong . Larger fire elementals are usually content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities\xe2\x80\x94they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. Each fire dancer shapes itself into the likeness of a creature\xe2\x80\x99s (typically humanoid) skull to cause fear in its victims. \n'b' Shared Goals . Lone fire dancers have some individuality, and like-minded fire dancers gather together in swarms to accomplish shared goals. Savvy bards, conjurers, and enchanters who summon or interact with swarms of fire dancers know to quickly determine the swarm\xe2\x80\x99s goal and use that to manipulate it. They must be careful to maintain the upper hand, though, for these creatures are surly allies at the best of times.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm, Rats \n'b' A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path. \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 10 Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 11 (+0) CON: 9 (-1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone, restrained , stunned Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \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 rat. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Actions \n'b' Bites : Melee Weapon Attack : +2 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm, Sluagh \n'b' Medium swarm of Tiny fey , chaotic evil \n'b' Armor Class 13 Hit Points 54 (12d8) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 6 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing Damage Immunities cold Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Weakness . While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws. \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 fey. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Chilling Touch . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 28 (8d6) cold damage, or 14 (4d6) cold damage if the swarm has half of its hp or fewer. The target must succeed on a DC 13 Constitution saving throw or be unable to regain hp 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' BONUS ACTIONS \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the swarm of sluaghs takes the Hide action. \n'b'\n'b' ABOUT \n'b' This tiny humanlike creature has a torso that trails away in place of legs, eyes that are black voids, and long, pale arms ending in sharp claws. \n'b' Cowards Alone . These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter\xe2\x80\x99s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey. \n'b' Chilling Touch . Sluaghs feed by draining their prey of warmth with their chilling claws. They devour small animals if nothing more appetizing is available, though they prefer humanoid prey. Their victims have unnaturally cold skin with a pale, blue tint. Swarms of sluaghs serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements. \n'b' Legless Flocks . Sluaghs are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm, Wharfling \n'b' Large swarm of Tiny beasts , unaligned \n'b' Armor Class 13 Hit Points 66 (12d100) Speed 30 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Sleight of Hand +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm of wharflings can breathe air and water. \n'b' Snapping Jaws . A creature that attempts to move out of or through the swarm of wharflings must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing 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 wharfling. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Pilfering Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hp or fewer, and the target must succeed on a DC 13 Dexterity saving throw or lose one item it is wearing or carrying to the swarm, provided the item weighs no more than 10 pounds, isn\xe2\x80\x99t a weapon, and isn\xe2\x80\x99t wrapped around or firmly attached to the target, such as a shirt or armor. \n'b'\n'b' ABOUT \n'b' An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight. \n'b' Bloodthisty Mobs . These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of the occasional unfortunate fisherman caught in its path. \n'b' Beach Swarms . Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights. \n'b' Arcane Wasting (Disease) \n'b' An outbreak of arcane wasting is always met with horror, but that fear is felt tenfold by practitioners of magic both arcane and divine. \n'b' When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid , that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest . If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom . \n'b' Lost Intelligence and Wisdom can\xe2\x80\x99t be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swarm, Wolf Spirits \n'b' Large swarm of Medium Undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 104 (16d10 + 16) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +3 Skills Perception +3, Stealth +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing Damage Immunities cold, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The swarm of wolf spirits can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Undead Nature . The swarm of wolf spirits doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm of wolf spirits makes two Spectral Bites attacks. \n'b' Spectral Bites . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its hp or fewer. \n'b' Chilling Howl (Recharge 5\xe2\x80\x936) . The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A creature that fails the saving throw by 5 or more also suffers one level of exhaustion . A frightened creature can make a DC 15 Wisdom 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' A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself. \n'b' When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader\xe2\x80\x99s rage at a cruel death-or the summoning call of a necromancer-brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes. \n'b' Dozen-Eyed Hunters . At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever. \n'b' Absorb Their Kill . Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it. \n'b' Howl Before Combat . Hirelings, mounts, and familiars often panic at the sound of a spirit pack\xe2\x80\x99s chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sword Wight \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (chain mail) Hit Points 66 (12d8+12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that are not silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Improved Critical . Greatsword attacks score a critical hit on a roll of 19 or 20. \n'b' Magical Weapons . Weapon attacks by the sword wight are considered to be magical. \n'b' Sunlight Sensitivity . While in sunlight, the sword wight has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Weapon Master . When using its greatsword attack , a sword wight may reroll any 1 on damage dice, keeping the second result. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sword wight makes two greatsword attacks or two longbow attacks. It can use its Life Drain in place of one greatsword attack . \n'b' Greatsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage and 3 (1d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the sword wight\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The sword wight can have no more than twelve zombies under its control at one time. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Life Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the sword wight\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. The sword wight can have no more than twelve zombies under its control at one time. \n'b'\n'b' Reactions \n'b'\n'b' Parry . The sword wight adds 2 to its AC against one melee attack that would hit it. To do so, the sword wight must see the attacker and be wielding a melee weapon.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Swordfish \n'b' Large beast , lawful neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 26 (4d10 + 4) \n'b' Speed 0 ft., swim 60 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Aquan \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the swordfish moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced prone . \n'b' Siege Monster . The swordfish deals double damage to objects and structures. \n'b' Water Breathing . The swordfish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This large fish has a wicked sword-like nose. \n'b' These large fish, with long spikes growing upon their noses, are among the most valued and faithful servants of the sea fairies, guarding the entrances to the gardens which surround their palaces. If any creatures try to enter uninvited the swordfish fight them and drive them away. \n'b' Their swords are sharp and strong, and they are fierce fighters. In the wild, swordfish are known to stick their swords right through wood. \n'b' Sea fairy Muscle . Although sea fairies are capable warriors in their own right, their swordfish are their troops. \n'b' Acting as guards, soldiers, and warriors, swordfish have weapons always at the ready . More than one sea fairy patrol is known to be accompanied by several swordfish as muscle. \n'b' Smarter Than Your Average Fish. Swordfish are unlike their more mundane counterparts in that they are fairly intelligent (for fish) and have their own culture. They\xe2\x80\x99re capable of understanding Aquan, which sea fairies speak. \n'b' Proud Warriors . In the wild, swordfish stick to their own communities but see honorable combat as their duty and calling. They can be coaxed into service with a contract, which sea fairies are familiar with. Some swordfish have been employed by other species who respect their warrior culture.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Stag Beetle, Giant \n'b' Family: Beetles \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft., climb 20 ft., fly 15 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) 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' Saving Throws Constitution +4 Skills Athletics +5 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Sure-Footed . The giant stag beetle has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant stag beetle makes two attacks with its Mandibles. \n'b' Mandibles . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained , and the giant stag beetle can\xe2\x80\x99t make mandible attacks against another target. \n'b' Pinch (recharge 6) . One creature grappled by the giant stag beetle must make a DC 13 Strength saving throw. On a failure, a creature takes 19 (3d10 + 3) bludgeoning damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated. \n'b'\n'b' ABOUT \n'b' Nearly 10 feet long, giant stag beetles become serious dangers when they wander into logging camps due to their appetite for decaying wood. Called stag beetles because of their large, antler-like mandibles, they use these appendages to wrestle competing suitors and quickly put down enemy threats.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sworn Protector \n'b' Medium undead , lawful good \n'b' Armor Class 20 (plate, shield) Hit Points 152 (16d8 + 80) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Intimidation +8, Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20 Languages Common Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Armor Form . When the sworn protector drops to 0 hit points , its soul is destroyed but its armor and weapons keep fighting. In this form, the sworn protector has AC 20, 100 hit points , resistance to cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks, immunity to necrotic, poison, psychic, radiant, thunder damage. Its creature type becomes construct. \n'b' Brute (Armor Phase) . When the sworn protector hits a creature with a melee weapon attack , the weapon deals one extra die of its damage (included in the attack ). \n'b' Ethereal Sight (Soul Phase) . The sworn protector can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Immutable Form (Armor Phase) . The sworn protector is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting. (Soul Phase) . The sworn protector\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : spare the dying \n'b' 3/day each : detect evil and good , shield , shield of faith \n'b'\n'b' Magic Resistance . The sworn protector has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The sworn protector\xe2\x80\x99s weapon attacks are magical. \n'b' Turn Immunity (Soul Phase) . The sworn protector has immunity against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sworn protector makes four melee weapon attacks, one with its shield bash and three with its mace. \n'b' Mace . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) force damage, or 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) force damage in the armor phase. \n'b' Shield Bash . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage plus 7 (2d6) force damage or 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) force damage in the armor phase. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Frightening Gaze (Soul Phase) . The sworn protector fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the sworn protector\xe2\x80\x99s gaze for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Some warriors devote themselves to the protection of a holy place, an artifact, a person of importance to their deities, or something or someone else they hold dear. Sadly, the wheels of fate don\xe2\x80\x99t always spin in favor of these holy warriors. In such a case, though their body may pass, their soul refuses to abandon their task. These souls clutch onto life, hoping to honor their sacred promises of defending what they are sworn to protect. Thus, they are bound to their armors, just as they are bound to their quest. \n'b' When a soul becomes a sworn protector, it forms a special connection with its armor and weapons. Even if the soul is somehow slain, the armor and weapons keep fighting as if they want to fulfill the promises of their wielder. \n'b' Two Phases . There are phrases such as \xe2\x80\x9carmor phase\xe2\x80\x9d and \xe2\x80\x9csoul phase\xe2\x80\x9d in the following block. \xe2\x80\x9cArmor phase\xe2\x80\x9d refers to the sworn protector after its soul is slain and \xe2\x80\x9csoul phase\xe2\x80\x9d refers to it before it is slain. One must first slay the soul of the sworn protector before the armor phase takes place.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Aeshma (Rage Demon) \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 216 (16d10 + 128) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 26 (+8) INT: 14 (+2) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +7 Skills Intimidation +7, Perception +11, Survival +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons. Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, Celestial, Draconic, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The demon can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : blight , detect evil and good , dispel magic \n'b' 3/day each : bestow curse , web \n'b'\n'b' Magic Resistance . The aeshma demon has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The aeshma demon\xe2\x80\x99s weapon attacks are magical. \n'b' Reckless . At the start of its turn, the aeshma demon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Actions \n'b' Multiattack . The aeshma demon makes two melee attacks . \n'b' Spear . Melee or Ranged Weapon Attack : +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Summon Demon (1/day) . The demon chooses what to summon and attempts a magical summoning. An aeshma has a 30% chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' About \n'b' This creature appears to be an 8-foot-tall humanoid with basalt-colored skin. Dark hair covers its head and its hair is long and braided. \n'b' Its arms are well-muscled and its hands end in powerful claws. Its head is human-like and its eyes are sapphire blue. Large leathery, bat-like wings protrude from its shoulders. \n'b' Aeshma are the demons of rage and anger. An aeshma is sometimes referred to as \xe2\x80\x9cthe fiend of the wounding spear.\xe2\x80\x9d Aeshma are thoroughly malign and evil and care little for anything or anyone else. They are actively recruited into the Abyssal armies of the demon lords and princes for their skill and combat prowess. Often an aeshma is given the rank of commander or lieutenant and granted control over a retinue or battalion of lesser demons (usually vrocks or dretches). \n'b' The typical aeshma stands 8 feet tall and weighs about 500 pounds. \n'b' Most aeshma disdain the use of armor but occasionally don chainmail. \n'b' Aeshma are very potent fighters and prefer a straight fight to subterfuge. \n'b' They fight aggressively against any foe, relying on their claws only if they are unarmed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Syaandi Soldier \n'b' Medium humanoid (syaandi), chaotic neutral \n'b' Armor Class 12 (studded leather) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival +2 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 10 Languages Syaandu, can learn other languages but can\xe2\x80\x99t speak them Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cornered Fury . When the syaandi doesn\xe2\x80\x99t have all its hit points , and no conscious allies are within 5 feet of it or its target, it has advantage on attack rolls. \n'b' Hardy . The syaandi has advantage on Constitution saving throws. \n'b' Keen Smell . The syaandi has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The syaandi makes two melee attacks . \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \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' Javelin Grenade (1/Day) . As a bonus action, a syaandi can attach an improvized explosive to a javelin just before throwing it. After it hits, the javelin grenade explodes into shrapnel, causing all creatures within 10 feet to take 4 (1d6 + 1) piercing damage; creatures succeeding on a DC 11 Dexterity saving throw take half this amount. A creature hit with the javelin grenade has disadvantage on this Dexterity saving throw. If the javelin it was attached to misses, the grenade lands in a random direction 1d4 x 5 feet away from the target and explodes. \n'b'\n'b' REACTIONS \n'b'\n'b' Desperate Defense . When the syaandi is targeted by an attack , it can impose disadvantage on the attack roll. To use this ability the syaandi must not have all its hit points , and no conscious allies within 5 feet of it or its attacker. \n'b'\n'b' ABOUT \n'b' This towering, muscular humanoid has a lizard-like face and an open mouth revealing no tongue, causing it to issue challenges with guttural grunts and inhaled screeches. Syaandi are a hardy, nomadic race of lizard-like humanoids highly adaptable to desert planets. Thriving in such arid environments, they are tenacious survivors and often expand to become the apex predators of their territories, which often range over dozens of square miles. Syaandi stand nearly 7 feet tall and weigh 250 pounds.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sylph \n'b' Medium fey , neutral good \n'b' Armor Class 13 Hit Points 27 (5d8 + 5) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Sylvan, Common, Primordial Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The sylph\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The sylph can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : invisibility \n'b' 1/day : conjure minor elementals \xc2\xa0(air) \n'b'\n'b' Magic Resistance . The sylph has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Beat Wings . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) force damage and target must make a DC 13 Strength saving throw or fall prone . \n'b'\n'b' About \n'b' Sylphs are very beautiful winged creatures that dwell in aerial places. \n'b' They enjoy wandering and aren\xe2\x80\x99t often encountered in their lairs. These lairs are small caves on the sides of mountains, or high atop the tallest trees. Sylphs are solitary and are rarely found in groups. \n'b' Greater Good . Sylphs will often aid other creatures of good alignment. They have been known to assist adventuring parties. \n'b' Flighty Fey . These fey can walk but prefer to remain airborne. Sylphs are closely allied with air elementals and can call on their aid.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sylph \n'b' Medium elemental , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8+6) Speed fly 50 ft./30 ft. (corporeal form ground speed)\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 16 (+3) WIS: 15 (+2) CHA: 12 (+1) \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 lightning, thunder Senses blindsight, passive Perception 14 Languages Auran, Elven, Gnomish, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The sylph can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Translucent Form . The sylph gains advantage on stealth checks, and attacks against the sylph suffer disadvantage unless the attacking creature has blindsight \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sylph makes 2 attacks, in any combination it chooses. \n'b' Air Drink (Recharge 5-6) . Melee Touch Attack : +6, 1 target, reach 5 ft. Hit : Victims must make a DC 15 Constitution save or suffer 1 level of exhaustion . \n'b' Corporeal Form . The sylph\xe2\x80\x99s natural shape is incorporeal air. However, it is able to assume a more physical form when it chooses. Once a day, the sylph can change into its human form and back again,, and once a day it can change into a bird form and back. When in these shapes they lose their translucent form and incorporeal movement. \n'b' Electrical Charge . A chain of electrical energy arcs through the air in a 20 foot line. Anyone in the line is struck. Victims must make a successful DC 15 Dexterity save or suffer 8 (2d8) points of damage. A successful save reduces the damage by half. This electrical charge appears as a spiked whip. \n'b' Wind Blast . Each creature in a 15-foot cone originating from the sylph must make a DC 15 Constitution saving throw. On a failed save, a creature is pushed 10 feet away and knocked prone . On a successful save, the creature isn\xe2\x80\x99t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away by the wind\xe2\x80\x99s effect. \n'b'\n'b' About \n'b' The sylph is an incorporeal creature. They dwell in the open air, generally avoiding underground or even surface level habitats. \n'b' They have no form that is easily recognizable, though when they move, it turns the air a slightly bluish tint. However, the sylph is able to change form into that of a waif-like human, male or female, or into that of a bird. The bird form is restricted to one specific type of bird per sylph. For instance, a sylph able to turn into a mocking bird is not able to turn into a blue jay. In their human form, they are uncommonly beautiful, and always adorned in blue and white clothing. They appear to possess a weapon, a long spiked whip. \n'b' Fey Elementals . The sylph is a form of air elemental found on the material plane. They are highly intelligent, immortal creatures. Because of this, they are able to speak a variety of languages. They prefer the tongues of fey and elves over others. \n'b' The sylph is extraordinarily envious of humans and elves, desiring their corporal forms and longing for the touch of the corporal world. For this reason, when they shape change, they change into shapes that please them. \n'b' Incorporeal Combatants . The sylph attacks from her incorporeal form first. They approach an intended target until they are almost upon them. Then they strike with air drink, attempting to disorient the victim. They follow up with a battery of wind blasts and electrical charges.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sylph \n'b' Family: Sylph \n'b' Medium elemental , chaotic neutral \n'b' Armor Class 14 Hit Points 66 (12d8+12) Speed fly 50 ft.\n'b' STATS STR: 11 (+0) DEX: 19 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Damage Resistances lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons Senses passive Perception 12 Languages Auran, Common, Elvish, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal . The sylph\xe2\x80\x99s natural state is incorporeal. It can enter a hostile creature\xe2\x80\x99s space and stop there. It can also move through a space as narrow as 1 inch without squeezing. Finally, its incorporeal state makes it difficult to see, giving it advantage on all stealth checks. \n'b' Shape Change . The sylph\xe2\x80\x99s natural shape is incorporeal air. However, it is able to assume a more physical form when it chooses. Once a day, the sylph can change into its human form and back again, and once a day it can change into its bird form and back. When in these shapes (bird or the human form) they cannot interact with the physical world. \n'b'\n'b' ACTIONS \n'b'\n'b' Electrical Charge (recharge 5-6) . The sylph can throw a bolt of lightning up to 20 feet at one target. Upon striking the target, the lightning then splits and arcs, striking up to 6 additional targets within 20 feet of the original target, chosen by the sylph. Each bolt does 31 (9d6) electrical damage. Each target may make a Dexterity save (DC 14), suffering full damage on a failed save and half damage on a successful one. \n'b' Air Drink (recharge 5-6) . The Sylph can touch a target and draw the breath from it. The target must be within touch range of the Sylph and may make a Constitution save (DC 14). If the save succeeds, there is no effect. If the save fails, the target is stunned . The target can repeat the save at the end of their turn, removing the stunned condition on a successful save. \n'b' Wind Blast . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. In addition, the target must make a Strength save (DC 14 ) or be moved back 10 feet and knocked prone . \n'b'\n'b' ABOUT \n'b' The sylph is an incorporeal creature. They dwell in the open air, generally avoiding underground or even surface-level habitats. They have no easily recognizable form, though when they move, it turns the air a slightly bluish tint. However, the sylph is able to change form into that of a waif-like human, male or female, or into that of a bird. The bird form is restricted to one specific type of bird per sylph. For instance, a sylph able to turn into a mockingbird is not able to turn into a blue jay. In their human form, they are uncommonly beautiful, and always adorned in blue and white clothing. They appear to possess a weapon, a long spiked whip. \n'b' Reluctant Elementals . The sylph is a form of air elemental found on the material plane. They are highly intelligent, immortal creatures. Because of this, they are able to speak a variety of languages. They prefer the tongues of fey and elves over others. The sylph is extraordinarily envious of humans and elves, desiring their corporeal forms and longing for the touch of the corporeal world. For this reason, when they shape change, they change into shapes that please them. \n'b' Limited Presence . The sylph is always at least partially incorporeal, much though they would wish otherwise. They are however able to manipulate air to the point that it can interact with the physical world. When it has to, it can use this as a powerful attack.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sylvan Manx \n'b' Small beast (fey), unaligned \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 40 ft. climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 12 (+1) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Find the Path . The sylvan manx always knows the paths between the Feywild and the Material Plane, and can follow them at will. \n'b' Keen Smell . The sylvan manx has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Sylvan manx come and go as they please, staying with the Summer Court when it suits them, and leaving when something strikes their fancy. They often have short fur, and no tail, distinguishing them from other cats. Their coloring ranges from emerald green to sky blue.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Sylvan Spaniel \n'b' Small beast (fey) , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alertness . The sylvan spaniel is always on alert, and cannot be surprised. \n'b' Keen Hearing and Smell . The sylvan spaniel has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Sylvan spaniels are both companion dogs to fey princes and also hunting dogs. They are prized for their keen senses and can be trained as lap dogs, guard dogs, hunting dogs, and war dogs. Small, they come in a variety of colors: opal black, garnet brown, radiant beige, ruby red, or a mix of the above. Tiny fey can use them as mounts.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'T\xe2\x80\x99shann \n'b' Small aberration , neutral \n'b' Armor Class 8 (natural armor) Hit Points 32 (5d6 + 15) Speed 10 ft., burrow 10 ft.\n'b' STATS STR: 10 (+0) DEX: 4 (-3) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Acidic Secretions . A creature who touches the t\xe2\x80\x99shann takes 5 (2d4) acid damage. Any nonmagical weapon made of metal or wood that hits the t\xe2\x80\x99shann corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the t\xe2\x80\x99shann is destroyed after dealing damage. In addition, nonmagical armor worn by the target of any of the t\xe2\x80\x99shann\xe2\x80\x99s attacks is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Alien Thoughts . When a creature enters or starts its turn within 30 feet of the t\xe2\x80\x99shann, the creature must make a DC 13 Wisdom saving throw, unless the t\xe2\x80\x99shann is incapacitated. On a failed saving throw, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1-4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage plus 5 (2d4) acid damage. \n'b' Spew Acid . Ranged Weapon Attack : +2 to hit, range 10 ft., one target. Hit : 5 (2d4) acid damage. \n'b' About \n'b' The slug-like thing has a cylindrical body and a mass of dripping, writhing tentacles at its head. It is brownish gray, with patches of green and black blotches scattered unevenly over its body. Its underside is pasty off-white in color and ripples with the muscular contractions that move the creature along. \n'b' T\xe2\x80\x99shanns are slug-like creatures that burrow through earth and stone to consume the minerals trapped in the rock. They range anywhere from 2 to 4 feet long. A t\xe2\x80\x99shann burrows through stone by extruding powerful digestive enzymes through its mouth and skin, that let it dissolve the stone, and then slurping it up for consumption. It can use this ability to attack creatures that threaten it. \n'b' The most unusual aspect of a t\xe2\x80\x99shann is its ability to cause confusion by its mere presence. The simple but alien brain of a t\xe2\x80\x99shann emits waves in such a frequency that more advanced creatures suffer from severe disorientation if they come too close. T\xe2\x80\x99shanns rarely attack. They are content to burrow through rock and dirt, blissfully unaware of the rest of the world. If attacked, however, a t\xe2\x80\x99shann defends itself with all the natural weapons available to it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tacai \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 15 Hit Points 92 (8d10+48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 21 (+5) CON: 22 (+6) INT: 7 (-2) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +1, Charisma +2 Skills Athletics +11, Insight +8, Perception +8, Stealth +8, Survival +5 Damage Vulnerabilities psychic Damage Resistances acid, cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , frightened , petrified , poisoned , prone , restrained Senses blindsight 120 ft., passive Perception 18 Languages Common, Undercommon Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amorphous . The tacai can move through a space as narrow as 1 inch wide without squeezing. \n'b' Cunning Action . On each of its turns, the tacai can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Magic Resistance . The tacai has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The tacai regains 10 hit points at the start of its turn. If the tacai takes psychic damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The tacai dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The tacai makes three melee attacks . \n'b' Marrow Blade . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10+5) magical slashing damage. On a critical hit, the tacai\xe2\x80\x99s fleshrend attaches to the target. While attached, the tacai\xe2\x80\x99s fleshrend attacks the target each round at the start of the tacai\xe2\x80\x99s turn. The fleshrend uses its own marrow blade (+5 to hit, 1d4+2 magical slashing damage). A creature, including the target, can attack the fleshrend (AC 13, 10 hit points ) or take its action to detach the fleshrend by succeeding on a DC 16 Strength check. \n'b' Latching Fleshrend (Recharge 3-6) . Ranged Weapon Attack : +8 to hit, range 40/200 ft., 3 fleshrends at up to three targets (roll separately for each target). Hit : 9 (1d8+5) magical slashing damage and the fleshrend attaches to the target. While attached, the tacai\xe2\x80\x99s fleshrend attacks the target each round at the start of the tacai\xe2\x80\x99s turn. The fleshrend uses its own marrow blade (+5 to hit, 1d4+2 magical slashing damage). A creature, including the target, can attack the fleshrend (AC 13, 10 hit points ) or take its action to detach the fleshrend by succeeding on a DC 16 Strength check. \n'b' About \n'b' The monsters known as tacai are filled with malice and bloodlust, obsessed with a compulsion to rip foes apart and revel in their suffering-physical, mental, and spiritual.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tactical Sniper \n'b' Medium humanoid , any alignment \n'b' Armor Class 15 \n'b' Hit Points Henchman \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 15 (+2) WIS: 16 (+3) CHA: 10 (-0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages Terran \n'b' Challenge 4 (500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . The sniper has advantage eon Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Sharpshooter . Attacking at long range doesn\xe2\x80\x99t impose disadvantage on the snipers ranged weapon attack rolls. Additionally, its ranged weapon attacks ignore half cover and three-quarters cover . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sniper can make three attacks with its enhanced laser dagger. \n'b' Enhanced Laser Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) radiant damage. \n'b' Sniper Rifle . Ranged Weapon Attack : +7 to hit, range 200/600 ft., one target. Hit : 30 (6d8 +3) piercing damage and the creature can\xe2\x80\x99t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Take Cover . If the sniper is hit with an attack , it can use its reaction to take the disengage action and move up to half of its speed.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Beetlor \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 17 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Dazzle . When a creature starts its turn within 30 feet of the beetlor and is able to see the beetlor\xe2\x80\x99s multifaceted eyes, the beetlor can force the creature to make a DC 15 Charisma saving throw if the beetlor isn\xe2\x80\x99t incapacitated. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack. A creature that isn\xe2\x80\x99t surprised 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 beetlor until the start of its next turn, when it can avert its eyes again. If the creature looks at the beetlor in the meantime, it must immediately make the save. \n'b' Burrow A beetlor can burrow through solid rock, leaving a 6 foot-wide, 10-foot-high tunnel its wake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The beetlor makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b'\n'b' About \n'b' Beetlors are subterranean, insectoid predators. They have shiny orange carapaces and yellowish underbellies. Their claws are harder than steel, allowing them to burrow through stone.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Alnaar \n'b' Family: Demons \n'b' The creature resembles a great blackened asp with smoldering skin and white-hot serpentine eyes. It slithers as confidently through the air as across the ground. \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 212 (25d10 + 75) Speed 40 ft., burrow 20 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 22 (+6) CON: 17 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +7 Skills Acrobatics +10, Perception +5 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities frightened , poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Skin of the Forge . A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar\xe2\x80\x99s skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving. \n'b' Starving Wrath . If an alnaar hasn\xe2\x80\x99t fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar\xe2\x80\x99s Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all of its hp , and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp , it is no longer starving. \n'b' Actions \n'b' Multiattack . The alnaar makes three fiery fangs attacks. \n'b' Fiery Fangs . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage. \n'b' Flare (Recharge Special) . The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone . On a success, a creature takes half the fire and force damage but isn\xe2\x80\x99t knocked prone . The fire ignites flammable objects that aren\xe2\x80\x99t being worn or carried. After using Flare, the alnaar is starving. It can\xe2\x80\x99t use Flare if it is starving. \n'b' Reactions \n'b' On the Hunt . When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature. \n'b' About \n'b' Serpent of Suffering . Alnaar demons appear most commonly when a people, race, or species is experiencing suffering. There to hasten the process, the alnaar erupts from the Abyss, leaving massive holes in the firmament of the afflicted cities and towns. The alnaar\xe2\x80\x99s only wish is to partake in the suffering of others, and it thrives on tormenting those already beset by tragedy. Disease, calamity, misfortune, and disaster are dinner bells to the alnaar. \n'b' Devourers . These demons have an insatiable appetite, and a single alnaar has been known to devour a cattle herd in minutes. Alnaar who have not eaten recently become weakened and desperate. Some evil warlocks make pacts with alnaar demons, offering piles of meat for service as guardians or assassins. \n'b' Demonic Mounts . When war rages across the Abyss, the great fiery serpents sometimes serve as mounts for powerful demons. A lord of the Abyss streaking through the skies atop the slithering alnaar terrorizes all but the most stalwart foe.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Taeall Steed (Flying Horse) \n'b' Large beast , neutral \n'b' Armor Class 12 Hit Points 30 (4d10+8) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Understands Common, Elvish, and Sylvan, but cannot speak Challenge \xc2\xbd (100 XP) \n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Large, heavy-set, winged horses, the taeall steeds are able to fly great distances. Thick, long, very coarse hair shrouds their hooves; their manes are long and their tails hang almost to the ground. These shaggy horses range in color from spotted gray or white to light brown. On rare occasions, paints or blacks enter their ranks. These are highly valued for their colors. \n'b' Loves the Heights . Bred in the mountain fastness and castles of the rune maids, they long ago spread throughout the world. and though they are not common, they dwell in most climes, though they prefer mountains, remote and little traveled by others. \n'b' Dangerous Steeds . A great deal of effort goes into capturing these creatures and taming them to ride. It is a perilous course, however, for as often as not the riders are borne for several months until a bond of trust develops, or seemingly so. For at those moments, the steed, sensing the rider\xe2\x80\x99s relaxation, dumps them to the earth far below.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tagean Hound \n'b' Medium beast , neutral \n'b' Armor Class 12 Hit Points 16 (3d8+3) Speed 50 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 30 ft., passive Perception 13 Languages Limited Telepathy 1,000 ft. Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The hound gains advantage on all perception checks involving hearing or smell. \n'b' Protective . If the hound sees its master take damage, and its next attack is against the creature that caused the damage, it has advantage on the attack roll and does an additional 3 (1d6) damage on a hit. \n'b' Telepathy . Tagean hounds can communicate telepathically with their masters up to 1,000 feet. The master can receive images, sounds, smells, and even taste, although they cannot \xe2\x80\x9csee\xe2\x80\x9d through the hound. Because of this link, the master has the same connection to an item or place that the hound does. For instance, if a wizard \xe2\x80\x99s hound has seen a room, he could teleport into that room using the hound as a conduit. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) piercing damage. In addition, the target must make a Strength save (DC 11) or be forced prone . \n'b' Throat Strike . If the hound attacks a prone opponent it automatically strikes for the throat. Make a normal bite attack . However, if it hits, the hit is a critical and does triple damage on the dice. \n'b'\n'b' ABOUT \n'b' Tagean hounds are large, barrel-chested canines. Their frames are compact, with straight backs, stout legs, and large paws. These shorthaired dogs range in color but are mostly black or deep brown. They almost always have a lighter shade on their muzzles, chests, and paws. Their wide snouts contain powerful jaws, narrow eyes set far back on their skull allowing them a wide range of vision and long, thin ears. Their fangs are thick and long, extending into the upper and lower jowls, giving the tagean hound the appearance of always snarling. \n'b' Domesticated . Tagean hounds are rarely found in the wild. They are bred and sold on the open market as guard and war dogs. Litters are carefully picked over and only the largest are allowed to live; smaller pups being set aside in the wilderness to live or die on their own. They are specifically bred for the size of their teeth and paws and their intelligence. Their litters have 1-2 pups and they breed once a year. \n'b' Bound for life . They are empathetic to the point of telepathy and for this reason, they are highly sought after battle companions and familiars. Tagean hounds can communicate telepathically with their masters up to 1,000 feet. The master can receive images, sounds, smells, and even taste, although they cannot \xe2\x80\x9csee\xe2\x80\x9d through the hound. Because of this link, the master has the same connection to an item or place that the hound does. For instance, if a wizard\xe2\x80\x99s hound has seen a room, he could teleport into that room using the hound as a conduit. For these reasons, along with their rarity, the tagean hound is almost always in high demand. A standard hound can bring up to 5000gp on market, but the strongest have sold for up to 25,000gp. They never turn on their masters and will fight by their side until they are killed or the master falls. If the master should fall, the tagean hound is often thrown into confusion and will guard the body of its fallen master from friend or foe. When this occurs, there is nothing short of death that can remove the hound from its master. It will stay there until it dies of starvation or is killed. \n'b' Master of the Tagean Hound . Any person wishing to become a master of one of these hounds must partake in 2d6 months of training with the hound under the tutelage of a tagean trainer. This is always part of the purchase price as the hounds are not sold to just anyone.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Talus Flow \n'b' Large elemental , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 30 ft., tremorsense 120 ft., passive Perception 13 Languages Terran Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the talus flow remains motionless, it is indistinguishable from a normal pile of rocks, pebbles, and scree. \n'b' Landslide . If the talus flow moves at least 15 feet before entering a creature\xe2\x80\x99s space, the creature must succeed on a DC 13 Dexterity saving throw or be forced prone . If the target is prone , the talus flow can make one Slam attack against it as a bonus action. \n'b' Scree Form . The talus flow can enter a hostile creature\xe2\x80\x99s space and stop there. The talus flow can move through a space as narrow as 3 inches wide without squeezing. The talus flow\xe2\x80\x99s space is difficult terrain . When a creature starts its turn in the talus flow\xe2\x80\x99s space, it must succeed on a DC 13 Dexterity saving throw or be forced prone . \n'b' Stone Camouflage . The talus flow has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The talus flow makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Grind . The talus flow grinds its form over one creature in its space or that is grappled by it. The target must make a DC 13 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The talus flow regains hp equal to half the damage taken, if the creature is not a Construct or Undead. \n'b'\n'b' ABOUT \n'b' This mass of scree and gravel causes the ground to rumble as it advances steadily up the slope in defiance of gravity. When elemental spirits of earth become trapped on the Material Plane, they break down, weakened by the loss of connection to elemental power. Eventually, they crumble to oblivion, but a few of these earth elementals cling to life even after they\xe2\x80\x99ve crumbled, holding the scattered stones and gravel of their beings together through sheer force of will. With the loss of one source of power, they seek another, feeding on the life blood of living creatures. Such corrupted elementals haunt lonely mountainsides and rocky coastlines, conserving their power, only coming to life when a potential meal strays too close. \n'b' Earthen Ambush . A talus flow attempts to take prey by surprise , lying still on a slope of scree and letting creatures move into its vicinity or sliding slowly downslope into attack range, behaving like a natural rockslide until it is close. Once prey is within range, the talus flow becomes a grinding, rumbling engine of destruction. \n'b' Objects of Worship . Some remote humanoid communities provide a nearby talus flow with blood sacrifices; sometimes these offerings still live. The talus flow receives a regular supply of energy, while the humanoids gain a protector, or at least remain unscathed. A talus flow receiving such regular offerings can occasionally rebuild itself, becoming a more powerful\xe2\x80\x94but still blood-starved\xe2\x80\x94elemental.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tangagumak \n'b' Family: Tangagumak \n'b' Large humanoid , lawful neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 28 (3d10 + 12) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3 \n'b' Senses passive Perception 13 \n'b' Languages Common, Tangagumak \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . Tangagumak have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Natural Swimmer . Tangagumak have advantage on Strength ( Athletics ) checks related to swimming. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tangagumak makes one Bite and one Claw attack , or one Bite and one Spear attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' The tangagumak are ursine humanoids native to cold northern climates that resemble upright polar bears, save with grasping hands and the glint of intelligence in their dark eyes. Though they are fierce hunters, the tangagumak are a peaceful race and slow to anger unless their families are threatened, in which case they are brave and merciless. Tangagumak society is tribal, usually led by elder female chiefs, with senior hunters, priests, and warriors making up an advisory council. Most communities make their living by hunting, fishing, and whaling. Skilled swimmers, tangagumak do not use boats, preferring to face the fish, seals, and whales of the frozen seas on their own, armed only with their teeth and claws. Tangagumak are also superb artisans and crafters, creating fine weapons and armor, as well as splendid carvings and other works of art.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tangagumak Shaman \n'b' Family: Tangagumak \n'b' Large humanoid , lawful neutral \n'b' Armor Class 13 \n'b' Hit Points 90 (12d10 + 24) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 14 (+2) INT: 17 (+3) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2, Con +2 \n'b' Skills Athletics +9, History +6, Intimidation +4, Perception +5, Survival +5, Athletics +9 \n'b' Senses passive Perception 15 \n'b' Languages Common, Tangagumak \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . Tangagumak have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Natural Swimmer . Tangagumak have advantage on Strength ( Athletics ) checks related to swimming. \n'b' Spellcasting . The tangagumak shaman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following cleric spells prepared: \n'b'\n'b' Cantrips (at will) : guidance , light , mending , sacred flame \n'b' 1st level (4 slots) : bless , cure wounds , protection from evil and good , shield of faith \n'b' 2nd level (3 slots) : aid , hold person , spiritual weapon \n'b' 3rd level (2 slots) : mass healing word , spirit guardian \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tangagumak shaman makes one Bite and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' The tangagumak worship a pantheon of nature gods, including those who provide good hunting, control the weather, and send bounty from the sea. Different communities worship the gods under different names, but their roles are almost always similar. Tangagumak shamans act as intercessors between mortals and the gods, performing ceremonies and leading others in worship. They also act as tribal healers and storytellers, keeping the community\xe2\x80\x99s historical lore and passing it to their successors.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tangagumak Warrior \n'b' Family: Tangagumak \n'b' Large humanoid , lawful neutral \n'b' Armor Class 16 (breastplate) \n'b' Hit Points 127 (15d10 + 45) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +6 \n'b' Skills Athletics +8, Perception +4, Survival +4 \n'b' Senses passive Perception 14 \n'b' Languages Common, Tangagumak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . Tangagumak have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Natural Swimmer . Tangagumak have advantage on Strength ( Athletics ) checks related to swimming. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tangagumak warrior makes one Bite and two Claw attacks, or one Bite and two Greatsword attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Greatbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d10 + 1) thunder damage. \n'b'\n'b' ABOUT \n'b' Tangagumak warriors are ferocious, equally at home with sword and bow as with their own natural weaponry. They engage in a number of spiritual practices intended to enhance their martial prowess, including fasting, meditation, vision quests, and living apart from other tangagumak, emerging only if called upon by their chief in defense of the tribe. \n'b' Warriors wear elaborate breastplates inscribed with tribal icons and protective runes and bear finely crafted greatswords as symbols of rank. These greatswords are works of art, often handed down for generations. Foreigners and non-tangagumak are not allowed to wield these sacred weapons; a tangagumak warrior who sees one in the possession of an outsider immediately attacks to retrieve it.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tangtal \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The tangtal has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the tangtal moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone, the tangtal can make one bite attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tangtal makes three melee attacks , one bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Duplicate (1/day) . A tangtal can create up to 8 illusory duplicates of itself. These duplicates behave exactly like those created by a mirror image spell.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tangtal \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 Hit Points 19 (3d8 + 6) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' Actions \n'b'\n'b' Multiattack : A tangtal bites once and attacks once with claws. \n'b' Bite : Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 6 (1d6 + 3) piercing damage. \n'b' Claws : Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 7 (1d8 + 3) slashing damage. \n'b' Duplicate (1/day) : As an action, a tangtal creates 2d4 images of itself. The images can move up to 30 feet away from the tangtal, but each must stay within 10 feet of at least one other image. Images have the same AC and speed as the tangtal and 1 hit point apiece; an image disappears when it takes any damage. An image can be damaged only by an attack that targets and damages it specifically; images aren\xe2\x80\x99t affected by area attacks or nondamaging effects. An attack that targets the tangtal has a chance to hit an image instead, in exact proportion to the number of images; e.g., if there are six images, an attack against the tangtal has a 1-in-7 chance to hit it and a 6-in-7 chance to hit an image. \n'b'\n'b' About \n'b' A large feline creature approaches, covered in stiff, short, brown fur. Small white flecks cover its head, throat, neck, and shoulders, and its long, upward curving tail ends with a white tip. It stands on muscular legs with huge paws and razor claws. \n'b' Tangtals, or dupli-cats, have the appearance and ferocity of normal panthers, but they are far more intelligent and they have a magical ability to project illusory images of themselves. They roam haunted woodlands or plains, but also often lair near civilized areas. \n'b' Tangtals are solitary creatures; no recorded encounter has ever been with more than one of these creatures. Tangtal young are unknown; none have ever been killed, captured, or even seen. \n'b' Tangtals are carnivores that prefer to dine on rabbits, squirrels, grouse, and other small game. When food is scarce, it is not unheard of for a tangtal to sneak into a civilized area and carry off chickens, sheep, calves, dogs, cats, and even children. \n'b' A tangtal is about 7 feet long from nose to tail and weighs 350 to 400 pounds. \n'b' Tangtals are ferocious on the attack, but they are also smart enough to know when a fight is lost. If combat goes against one, it flees, usually while it still has images remaining to distract the enemy.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tanuki \n'b' Medium humanoid (tanuki, shapechanger), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d8+70) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +7, Cha +7 Skills Deception +7, Stealth +7 Senses darkvision 60 ft., passive Perception 12 Languages Common, Tanuki Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The tanuki\xe2\x80\x99s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : purify food and drink \n'b' 3/day each : creation \n'b' 1/day each : create food and water \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tanuki makes five quarterstaff attacks. \n'b' Quarterstaff (Tanuki Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Sake Affinity (3/Day) . A tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells: divine favor , false life , haste . During the time the spell lasts, the tanuki is immune to fear. The tanuki could also use a swig of sake in order to spit it out in a flaming burst as if it were casting burning hands . \n'b' Shapechanger . The tanuki can turn into a raccoon, retaining its stats and abilities. If it is in its raccoon form it can instead turn back into its tanuki form. \n'b'\n'b' REACTIONS \n'b'\n'b' Drunken Master . Once per turn the tanuki can use its unpredictable nature to either make an opportunity attack against a creature that makes an attack against it or cause the an attack made against the tanuki to have disadvantage. \n'b'\n'b' ABOUT \n'b' Jolly tricksters, tanukis love deceiving humanoids and other intelligent creatures. This mischief is usually harmless, but can turn spiteful in some situations. Popular folklore stories claim tanukis are the transformed souls of tools and housewares that were used for more than 100 years, a myth that probably results from tanukis\xe2\x80\x99 ability to magically create or alter objects. A tanuki is 5 feet tall and weighs 180 pounds. \n'b' Master of Disguise . Mostly encountered in disguise, tanukis enjoy visiting humanoid settlements and interacting with the people. They usually visit taverns and eateries, joining in feasts and celebrations whenever possible. Tanukis always change their disguises and rarely visit the same town twice in the same month. \n'b' Prankster . Tanuki mischief becomes spiteful to those who defile nature. Hunters who kill for sport or those who log trees from the forest without seeding new ones find their weapons and tools transformed into bowls and teacups. Tanukis also put more effort into their pranks when the target is a braggart, a bully, or someone of poor moral character. They like to prank brooding types as well, always hoping to bring a smile to the hard faces of such dour folk. Because of their trickster nature, tanukis get along with many fey creatures. \n'b' Some tanukis even deal well with spirits, often helping them pass from this world. \n'b' Though rare, violent and morbid tanukis occasionally walk the lands, bringing suffering to those they encounter. Filled with spite, these evil tanukis pull sadistic pranks, and horror stories tell of tanukis killing old women and tricking their husbands into eating soups made from their flesh.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tapestry of Truth Veteran \n'b' Medium humanoid (human), lawful neutral \n'b' Armor Class 16 (half plate and shield) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Str +7, Wis +5 Skills Athletics +10, Intimidation +5 Senses Blindsight 10 ft., passive Perception 12 Languages Iesani Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessing of Dhom . The veteran has advantage on saving throws against spells and other magical effects. \n'b' Charger . When the Tapestry of Truth veteran uses its action to dash , it can use its bonus action to make an attack with its longsword. If it moves more than 10 ft. in a straight line it gains +5 to the attack\xe2\x80\x99s damage roll. \n'b' Experienced Fighter . With senses honed in battle, the Tapestry of Truth Veteran has blindsight of 10 ft. (included in senses). \n'b' Shield Shove . The Tapestry of Truth veteran can use its bonus action to shove a creature within 5 ft. of it with its shield. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Tapestry of Truth veteran makes three melee attacks with its longsword. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11(2d8+4) slashing damage.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Alpha Yek \n'b' Family: Demons \n'b' With a flattened, lupine face and skin pulled taut over its skeletal frame, the creature is terrible to behold. It wears entrails and bones of previous victims over its dark red fur and has black spikes jutting from its spine. \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 129 (16d8 + 48) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Dexterity +7, Constitution +7, Intelligence +6 Skills Perception +5, Stealth +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The yek has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The yek has advantage on attack rolls against a creature if at least one of the yek\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (4d4 + 3) slashing damage. \n'b' Bone Shard . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target\xe2\x80\x99s wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom ( Medicine ) check. The bone also falls out of the wound if the target receives magical healing . A yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. \n'b' About \n'b' Pack of Cannibals . Yek are loathsome fiends, hated by other demons because of their cannibalistic tendencies. They are creatures that do not care what flesh they feed upon but prefer it to be raw and wriggling. Though vicious fighters alone, they are rarely encountered without their pack. Even the most powerful of fiends can be brought down by a pack of yek. \n'b' Pack Loyalties . The lesser yek demons are completely subservient to their pack leader, sometimes called the alpha yek, and follow that leader\xe2\x80\x99s direction in all things. This includes targets to attack, to which demon lord to swear obeisance, and when to betray one demonic warlord for another. They always move together as a group, directed by the strongest. When a yek pack leader is slain, the lesser yek scatter in complete disarray. \n'b' They choose another leader within a few days, celebrating the occasion with an unholy feast. Some demonologists have confirmed that the weakest member of the pack is devoured by the new leader during this feast. \n'b' While yek demons usually choose their own masters, they are among the most mercenary of demons and can be bargained with to a greater degree than most. An evil spellcaster can perform a yek summoning ritual (its details shared among malign warlords and wizards) offering \xe2\x80\x9cblood and bone and a stream of rich and constant plunder\xe2\x80\x9d to the demons\xe2\x80\x99 pack leader, in exchange for service against a particular foe. If the plunder and cartloads of bone are not forthcoming (as, for instance, when a foe withdraws from the battlefield), the yek demons invariably take their fee out of their summoner or that summoner\xe2\x80\x99s troops and followers. \n'b' This practice sometimes spreads to merely rapacious and opportunistic armies seeking an edge. For instance, in a controversial move, the armies of the Dragon Empire have begun using yek as shock troops, summoning the fiends behind enemy lines and letting them do the dirty work.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Befouled Weird \n'b' Medium elemental , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Aquan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Freeze . If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn. \n'b' Parasitic Amoebas . A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature\xe2\x80\x99s Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic. \n'b' Unclean . If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can\xe2\x80\x99t infect targets with parasitic amoebas for 1 minute. \n'b' Water Form . The befouled weird can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The befouled weird makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait). \n'b' Drown in Filth (Recharge 4-6) . A creature in the befouled weird\xe2\x80\x99s space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird\xe2\x80\x99s space. At the start of each of the weird\xe2\x80\x99s turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding. \n'b'\n'b' ABOUT \n'b' Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot. \n'b' Corrupted Water Elementals . When aquatic parasites invade a water elemental , they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas. \n'b' Exiles to the Material Plane . Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to ghouls infecting and turning humanoids into ghouls. \n'b' Elemental Nature . The befouled weird doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tapir \n'b' Large beast , unaligned \n'b' Armor Class : 17 Hit Points 22 (4d8+1) Speed : 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 11 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 1/4 (50 XP) \n'b' Special Traits \n'b' Scent : The tapir gains advantage on all wisdom checks related to its sense of smell. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4+3) bludgeoning damage. \n'b' About \n'b' Docile, nocturnal creatures, tapirs are large, hoofed mammals with elongated, flexible snouts. They bear a resemblance to aardvarks, but are most closely related to rhinos and horses. The body of the tapir is rounded and covered in short, bristly fur. They live in dense forests near rivers or lakes -taking to water when threatened.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tar Beetle \n'b' Small beast , unaligned\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 40 ft., swim 20 ft. Condition Immunities charmed Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Swamp Camouflage . The tar beetle has advantage on Dexterity ( Stealth ) checks made to hide in marshy terrain. \n'b' Actions \n'b' Mandibles . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Tar Spray (Recharge 5-6) . The tar beetle sprays out a 15-foot cone of sticky tar. Creatures within the cone must make a DC 11 Dexterity saving throw or become restrained . A creature can spend its action to escape the tar or to help another creature remove the tar. \n'b' Tactics \n'b' The tar beetle sprays a cone of tar at its prey and then scuttles rapidly from its hiding place to attack with two pincers. Its mandibles are extremely sharp and are equally effective at cutting through armor or flesh. Tar beetles rarely attack if outnumbered unless trespassers wander too close to their nest. When attacking multiple opponents, beetles ignore immobilized individuals, concentrating on active opponents when possible. Any trapped prey is later dragged back to the beetles\xe2\x80\x99 nest. \n'b' Description \n'b' The tar beetle is a voracious and stealthy marsh-dwelling predator. Typically hunting in clusters of two to five individuals, the beetles lie partially submerged in pools that have been overgrown with vegetation, which makes the beetles difficult to detect. Upon sensing prey, they spray a cone of tar, attempting to immobilize the victim to a point where it can be overwhelmed easily. \n'b' Adapted for the Swamp . The tar beetle has a dark green chitinous shell with dozens of spine-like growths clustered along its back. These spines \xe2\x80\x93 which normally resting flush against the beetle\xe2\x80\x99s shell, but that stand erect when the insect is submerged \xe2\x80\x93 serve as breathing tubes. The coloring of the spines also provides natural camouflage when the beetle is hunting; with much of its body concealed under the murky water, a tar beetle resembles another clump of marsh grass. \n'b' Solitary males are commonly encountered during the spring mating season, and they are extremely aggressive. They attack any trespassers that intrude on their hunting ground. \n'b' Tar Nests . The beetles build large nests of mud, twigs, branches and rotting vegetation held together by their tar, which rise like small hills amid swamp waters. Each nest contains tunnels that lead to larva chambers and waste and storage pits, and each nest supports up to 20 beetles, including an egg-laying queen. Tar beetle larvae hatch during the summer and require a month to grow to maturity, during which time they are fed dead or immobilized prey, which are kept in the storage pits. If the nest is threatened, the queen and half of the adults put up a fierce defense while the remaining beetles carry larvae to safety.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tardigrade \n'b' Huge fiend , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft., burrow 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 21 (+5) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +4, Con +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, exhaustion Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If the tardigrade fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The tardigrade\xe2\x80\x99s weapon attacks are magical. \n'b' Necromantic Death and Rebirth . When the tardigrade dies, the souls trapped within it explode outward. Each creature within 20 feet of it must make a DC 16 Constitution saving throw, taking 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. Each creature is also exposed to the soul seepage curse (page 123). This explosion destroys the tardigrade\xe2\x80\x99s body and leaves behind a rocky cyst 2 feet across that weighs 1,000 pounds. The cyst is immune to all damage and, after 1d10 days, it hatches into a new tardigrade with all of the dead tardigrade\xe2\x80\x99s imprisoned souls, excepting souls that have been freed or restored in the interim. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tardigrade attacks with its claws three times. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) slashing damage. \n'b' Soul Dart . The tardigrade targets one creature it can see within 120 feet of it. The target must make a DC 16 Constitution saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The tardigrade 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 tardigrade regains spent legendary actions at the start of its turn. \n'b'\n'b' Capture Soul . The tardigrade chooses a dead body within 60 feet. If the creature died in the past 1 minute, the tardigrade pulls in the creature\xe2\x80\x99s soul, which thereafter presses visibly out from the tardigrade\xe2\x80\x99s side, and regains 10 hit points. If magic attempts to return the creature to life while the soul is trapped in the tardigrade, the creature must succeed on a DC 17 Charisma saving throw or it fails to return to life (the soul is not trapped while the tardigrade is a cyst). \n'b' Claw . The tardigrade makes a claw attack. \n'b' Soul Dart (Costs 3 Actions) . The tardigrade uses its Soul Dart. \n'b'\n'b' ABOUT \n'b' This six-legged creature has a rounded, rubbery body with no head. Each of the creature\xe2\x80\x99s feet ends in scythe-like claws. Screaming faces press outward from the creature\xe2\x80\x99s flesh. \n'b' A monstrously large version of the mundane, pond-dwelling micro-animal, the tardigrade is known for its incredible resilience. Loping along on six clawed limbs, the tardigrade\xe2\x80\x99s headless neck roils with the screaming faces of the damned. These faces also push outward from inside the creature\xe2\x80\x99s rubbery skin, wailing desperately for release. The tardigrade collects these souls from victims slain by its razor-sharp claws. \n'b' Endless Return . The tardigrade draws sustenance from the souls imprisoned within it to restore its physical form whenever it is destroyed. When the tardigrade is slain, these souls are thrown outward, injuring the tardigrade\xe2\x80\x99s foes in a final, spiteful attack. The souls don\xe2\x80\x99t dissipate but rather wait, immaterial and powerless, for the tardigrade to be reborn. The physical form of the tardigrade collapses into a stony cyst that is immune to harm and, within only a few days, hatches into a new tardigrade. This period of dormancy is the only opportunity for the souls of those slain by the tardigrade to be reclaimed. \n'b' Relentless . The tardigrade is as relentless as it is resilient. When it sets its mind on a particular task, it proceeds doggedly with its plan, even if it is slain over and over in the attempt. The tardigrade is not a mindless brute, however, and it learns from its past mistakes, changing its plans to improve its chances of achieving its goal. Its typical approach is to doggedly fight its way into important defensive locations or redoubts. \n'b' Legions . The tardigrade most often appears in invasions with Annwn, Cocytus, Gehenna, and Phelegethon fiends.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tarikhodile \n'b' Large undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 15 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Cursed Fangs . If the tarikhodile has advantage on an attack roll it makes with its bite against a creature and hits, the target must succeed on a DC 12 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Sand Swimmer . The tarikhodile can use its burrow speed only in loose ground, such as sand and soft earth. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d10 + 4) piercing damage, plus 10 (3d6) necrotic damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the tarikhodile can\xe2\x80\x99t bite another target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tarikhosphinx \n'b' Large undead , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 19 (+4) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +9, Perception +9, Religion +9 Damage Vulnerabilities fire Damage Immunities psychic, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 19 Languages Common, Sphinx Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Inscrutable . The tarikhosphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the tarikhosphinx\xc2\x92s intentions or sincerity have disadvantage. \n'b' Magic Weapons . The tarikhosphinx\xe2\x80\x99s weapon attacks are magical. \n'b' Rejuvenation . A destroyed tarikhosphinx gains a new body in 24 hours, if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the tarikhosphinx\xe2\x80\x99s heart. \n'b' Cleric Spellcasting (Androsphinx Only). If the tarikhosphinx was an androsphinx in life, it is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The tarikhosphinx has the following cleric spells prepared: \n'b'\n'b' Cantrips (at will) : guidance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , detect evil and good , detect magic \n'b' 2nd level (3 slots) : hold person , silence , zone of truth \n'b' 3rd level (3 slots) : animate dead , dispel magic , tongues \n'b' 4th level (3 slots) : banishment , freedom of movement \n'b' 5th level (2 slot) : insect plague \n'b' 6th level (1 slot) : create undead \n'b' Wizard Spellcasting (Gynosphinx Only) . If the tarikhosphinx was a gynosphinx in life, it is an 11th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The tarikhosphinx has the following cleric spells prepared: \n'b' Cantrips (at will) : mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : detect magic , identify , shield \n'b' 2nd level (3 slots) : darkness , locate object , suggestion \n'b' 3rd level (3 slots) : animate dead , bestow curse , dispel magic , tongues \n'b' 4th level (3 slots) : banishment , greater invisibility \n'b' 5th level (2 slot) : legend lore \n'b' 6th level (1 slot) : create undead \n'b' Actions \n'b' Multiattack . The tarikhosphinx can use its Dreadful Glare. It then makes two attacks with its Cursed Claws. \n'b' Cursed Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The tarikhosphinx targets one creature it can see within 60 feet of it. If the target can see the tarikhosphinx, it must succeed on a DC 18 Wisdom saving throw against this magic, or become frightened until the end of the tarikhosphinx\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 16 or less for the next 24 hours. \n'b' Scarab Squall (Recharge 5-6) . The tarikhosphinx exhales a swarm of undead scarabs, which rend the flesh of creatures in a 40 foot cone and then quickly die as the fleeting necrotic energy that animates them subsides. Creatures in the area must make a DC 19 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Actions The tarikhosphinx 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 tarikhosphinx regains spent legendary actions at the start of its turn. \n'b' Cantrip . The tarikhosphinx casts a cantrip. \n'b' Teleport (Costs 2 Actions) . The tarikhosphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Cast a Spell (Costs 3 Actions) . The tarikhosphinx casts a spell from its list of prepared spells, using a spell slot as normal. \n'b' The tarikhosphinx is one of the most powerful tomb guardians, and a rare one, a sphinx in life being no easy thing to overpower, subdue, and embalm. After death, its loyalties lie with the mummy lord whom it guards, rather than the gods. While it may still set challenges and ask riddles, as it did as a bold androsphinx or wily gynosphinx in life, this habit is more for its own amusement. Whatever it was in life, a tarikhosphinx will rarely honor deals or promises made on the grounds of a challenge or riddle contest.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tarrasque \n'b' This immense reptilian beast towers over the surroundings like a dinosaur, all teeth and horns and claws and thrashing spiked tail. \n'b' Gargantuan monstrosity (titan), unaligned \n'b' Armor Class 25 (natural armor) Hit Points 676 (33d20 + 330) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 3 (-4) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +9, Cha +9 Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned Senses blindsight 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) : If the tarrasque fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance : The tarrasque has advantage on saving throws against spells and other magical effects. \n'b' Reflective Carapace : Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. \n'b' Siege Monster : The tarrasque deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack : The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. \n'b' Bite : Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the tarrasque can\xe2\x80\x99t bite another target. \n'b' Claw : Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 28 (4d8 + 10) slashing damage. \n'b' Horns : Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 32 (4d10 + 10) piercing damage. \n'b' Tail : Melee Weapon Attack : +19 to hit, reach 20 ft., one target. Hit : 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. \n'b' Frightful Presence : Each creature of the tarrasque\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow : The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque\xe2\x80\x99s turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. \n'b' Legendary Actions \n'b' The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn. \n'b' Attack : The tarrasque makes one claw attack or tail attack. \n'b' Move : The tarrasque moves up to half its speed. \n'b' Chomp (Costs 2 Actions) : The tarrasque makes one bite attack or uses its Swallow.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tarrasque, Undead \n'b' Family: Tarrasque \n'b' Gargantuan undead , unaligned \n'b' Armor Class 25 (natural armor) Hit Points 676 (33d20 + 330) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 3 (-4) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +9, Cha +9 Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned Senses blindsight 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If an undead tarrasque fails a saving throw, it can choose to succeed instead. (All uses of this trait refresh when the tarrasque dies.) \n'b' Magic Resistance . The tarrasque has advantage on saving throws against spells and other magical effects. \n'b' Reflective Carapace . Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. \n'b' Siege Monster . The tarrasque deals double damage to objects and structures. \n'b' Turn Immunity . The undead tarrasque is immune to any effect that turns undead. \n'b' Create Wraith . Any creature killed by the tarrasque rises as an uncontrolled wraith at the start of the creature\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite, and can use Hurl Debris instead of one or both of its claw attacks. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the tarrasque can\xe2\x80\x99t bite another target.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tattooed Corpse \n'b' Medium undead , neutral\n'b' STATS STR: 13 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 8 (or by armor, if provided) Hit Points 30 (4d8 + 12) Speed 20 ft. Saving Throws Wisdom +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Tattoos . The corpse has 1d3+1 magical tattoos and can use its bonus action to activate a tattoo. The effects of the tattoos are given in the chart below, some tattoos can be used more than once a day, otherwise the corpse must take a long rest before using that tattoo again. \n'b' Undead Fortitude . If damage reduces the blood zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Longsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Tactics \n'b' Tattooed corpses are often equipped with weapons, which they are capable of clumsily wielding. Tattooed corpses guard the place or individual that they are assigned to and utilize the abilities inherent in their tattoos as needed. \n'b' Might (1/day) The corpse\xe2\x80\x99s Strength becomes 17 (+3) and its Dexterity becomes 12 (+1). Its slam attack becomes +5 to hit and 6 (1d6 + 3) bludgeoning damage. If it has a longsword, that attack becomes +5 to hit and either 7 (1d8 + 3) or 8 (1d10 + 3) slashing damage. Its armor class becomes 11. This effect lasts for four hours. \n'b' Stone (1/day) The corpse gains the immediate benefit of the stoneskin spell, but does not need to concentrate upon the magical effect. \n'b' Dragon (1/day) The corpse makes a breath weapon attack as if it were a dragonborn of a specific ancestry (the ancestry is chosen when the tattoo is created and cannot be changed). The attack is DC 13 and does 3d6 damage. \n'b' Shock (2/day) The corpse adds 16 (3d10) lightning damage to a successful melee attack . \n'b' Totem Animal (1/day) The corpse gains the benefit of enhance ability , the effect is preselected when the tattoo is created and it does not need to concentrate to maintain the magical effect. \n'b' Wraith Hand (2/day) The corpse\xe2\x80\x99s melee attacks become magical for ten minutes. \n'b' Description \n'b' These enhanced zombies are often sold to wealthy clients for use as guards. As they tend to be expensive (1,000-6,000 gp each), such zombies are often dressed in armor or tunics. The creation of these creatures is viewed with horror by followers of the good-aligned gods, who consider it blasphemous, especially when the sacred symbols of their deities are used as tattoo marks. Ancient tattooed corpses, created generations ago, are sometimes encountered in ruins or the wilderness, still attempting to carry out their duties even after their masters have perished.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tatzelwurm \n'b' Medium dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +6, Wis +4 Skills Perception +4, Stealth +5 Damage Immunities poison Condition Immunities poisoned , prone Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Poisonous Blood . A tatzelwurm\xe2\x80\x99s blood is as toxic as its venomous bite. When the Tatzelwurm takes piercing or slashing damage, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (2d4) poison damage. A creature that consumes the flesh of a tatzelwurm must succeed on a DC 14 Constitution saving throw or be poisoned for 8 hours. \n'b' Pounce . If the tazelwurm moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the tazelwurm can make one Bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tatzelwurm makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 5 (2d4) poison damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 3) slashing damage. \n'b' Poisonous Breath (Recharge 6) . The tatzelwurm exhales a cloud of poisonous vapor in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The tatzelwurm can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The tatzelwurm regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The tatzelwurm moves up to half its speed without provoking opportunity attacks. \n'b' Angry Hiss (Costs 2 Actions) . The tatzelwurm gives a loud, menacing hiss. Each creature within 30 feet of the tatzelwurm must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Tail Slap (Costs 2 Actions) . The tatzelwurm swings its tail in a wide arc around it. Each creature within 10 feet of the tatzelwurm must succeed on a DC 14 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' The yellow-eyed dog barks at the end of the alley. Suddenly its flesh expands, revealing a giant maw in its chest and taloned limbs where its legs once stood. The flesh is a formless parasite which begins life as a bizarre lump of pulsating tissue. This mass infests the body of a slain creature, animating the host and mimicking its mannerisms. The only evidence a creature has been inhabited by the flesh is the strange, yellow gleam in the host\xe2\x80\x99s eyes. When it is ready to strike new prey, the flesh warps and reshapes its host into a living weapon. \n'b' An Impostor Among Us . When it inhabits a host, the flesh retains only the creature\xe2\x80\x99s basic memories, which helps it blend in with its surroundings while seeking its next victim. It infiltrates the host\xe2\x80\x99s social circles, picking off each member one by one until it has consumed them all. \n'b' Evolving Threat . When the flesh attacks, it reveals its true form in a grotesque display of warped physiology, the host\xe2\x80\x99s body becoming a twisted mockery of its former form. However, once it has revealed its true form, the flesh must kill and infect another victim to adopt a new disguise. \n'b' ABOUT \n'b' This draconic creature\xe2\x80\x99s serpentine tail whips sinuously back and forth as the beast rushes forward on two short, taloned legs. \n'b' Despite its scaly skin, its head resembles a cat\xe2\x80\x99s, and its forked tongue darts from a fanged mouth leaking acrid vapors. \n'b' Though lesser dragons, tatzelwurms are nonetheless vicious, dangerous predators. Most inhabit forested hills and mountains, lairing in natural caves, hollow trees, or deadfalls. \n'b' Some tatzelwurms lair in abandoned mines, and in some cases even chase miners out of a preferred site. \n'b' Setting Out Bait . Their hunting methods vary, but many tatzelwurms use bait to lure prey into an ambush, setting out piles of fruit, grains, carrion, or even treasure to attract food into their clutches. They pounce from hiding, coiling their snake-like body and releasing it like a spring, allowing for jumps that rival those of great cats. Others prefer to drop from trees onto prey. \n'b' Whistles and Hisses . The tatzel wurm is known for its horrible shrieks, low whistles, and hisses, and these noises can distract or frighten foes. Mounted riders find their mounts may be scared off or may rear on hearing a tatzelwurm\xe2\x80\x99s hiss. These sounds are also used as a warning to rivals and in mating season to attract mates.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Catoblepas \n'b' Family: Catoblepas \n'b' Large monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d10+24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Killing Gaze . The catoblepas is so abhorrent, unnatural and awful in appearance that anyone who begins their turn within 30 feet of the creature and can see it must make a DC 15 Constitution saving throw or suffer 17 (5d6) necrotic damage and have their maximum hit points reduced by an equal amount. This effect repeats every round, regardless of how often the creature succeeds at its saving throw. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the effect at the start of its turn but is at disadvantage for all attacks and ability checks for the turn. In the meantime, if it looks at the catoblepas, it must make the save. Any reduction to maximum hit points suffered lasts until the victim completes a long rest. A creature reduced to 0 maximum hit points dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The catoblepas makes three tail attacks. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d10+3) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be prone and stunned for 2d6 rounds. Victims may make a new save at the end of each of their turns, ending the stunned effect on a success. \n'b'\n'b' ABOUT \n'b' These awful creatures have no redeeming qualities whatsoever. They appear similar to a giant warthog with stubby legs; great, long tails ending in a bundle of thick fur; and long, grotesque necks. Their mangy hides consist of matted, patchy, dull-brown fur punctuated by bits of bare pink flesh. The smell of the creature is offensive to anyone nearby, and the head is too cumbersome for the creature to keep raised for a long period of time; as such, it is usually underwater in the fetid pools it inhabits. This is a boon to society, as the catoblepas is so unnatural and foul that people who gaze fully upon its visage die from horror and fright. \n'b' Docile Horrors . Fortunately for most passersby, the catoblepas is a relatively benign creature, not prone to confrontation, and if one is seen with its head below the water, leaving it alone and simply passing by is generally a wise approach, for the creature will not engage unless engaged. Once it has been threatened, however, it will defend itself to its fullest ability. \n'b' Killing Gaze . The catoblepas is so inherently wrong at a core level, that just seeing its face is deadly. Often, these creatures avoid entering physical combat, just trusting on their inherent gaze to protect them from danger. This effect persists even in death; as such, many wizards and alchemists prize the eyes of the catoblepas, which are powerful components in potions and certain magical rituals, fetching up to 100 gp each on the open market. of course, harvesting the eyes properly requires looking upon the beast.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Alu \n'b' Family: Demons \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 15 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Skills Deception + 6, Intimidation +6, Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The alu demon has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The alu demon\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'\n'b' 3/day each : altar self, charm person , detect thoughts , suggestion \n'b' 1/day : dimension door \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The alu demon makes one Longsword attack and one Claw attack . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. The alu demon gains temporary hit points equal to the amount of damage inflicted with its claw attack . These temporary hit points last one hour. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Standing more than six feet tall, alu demons have dark flowing hair from which tiny horns protrude. They have faintly snake-like skin that runs the gamut of human flesh tones. They typically arm themselves and dress in the local attire of the mortals upon whom they prey, favoring armor, swords, and flowing capes that hide their small leathery wings. \n'b' Alu demons are the offspring of unions between succubi or incubi and mortals. Born in the chaotic Abyss and raised as servants of the demon lords, these fiendish creatures are not always as truly chaotic, nor evil, as their forebears, though most are. Alu demons typically have dark brown or black hair and brown, dark green, or black eyes. They have the comely, pouting expression of their demonic parent, which allows them to pass freely among the lands of mortals.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Taurosu \n'b' One minotaur in a particular tribe grew to full size when he was but a youth, and then kept growing. His might has kept pace with his incredible stature; only other kaiju can now match his power. \n'b' Chieftain . As he grew, the chieftain of Taurosu\xe2\x80\x99s tribe saw him as a challenge, and attempted to banish him. Even in exile, Taurosu fought the tribe\xe2\x80\x99s enemies. In time, he returned home to great acclaim and overthrew the chieftain \xe2\x80\x93 a task made easier by virtue of towering over him. \n'b' Guardian . Taurosu\xe2\x80\x99s tribe dwells alongside humans and other races on an island chain. In exchange for occasional gifts to his people, Taurosu fends off raiders and sea-dwelling monsters, including other kaiju. \n'b' Gargantuan monstrosity , chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 346 (21d20 + 126) Speed 80 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 22 (+6) INT: 3 (-4) WIS: 18 (+4) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11, Constitution +11, Intelligence +1 Skills Athletics +11, Intimidation +2, Perception +9, Survival +9 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Condition Immunities exhaustion , frightened Senses darkvision 600 ft., passive Perception 19 Languages Giant, Abyssal (can\xe2\x80\x99t speak) Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Huge and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Charge . If Taurosu moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Labyrinthine Recall . Taurosu can perfectly recall any path it has traveled. \n'b' Kaiju Bane . Taurosu gains advantage on attacks against creatures with the Colossal Creatures or Lesser Kaiju traits, and imposes disadvantage on those creatures\xe2\x80\x99 attacks against it. When Taurosu hits those creatures with a melee weapon attack , it deals double damage. \n'b' Actions \n'b' Multiattack . Taurosu makes one gore attack and two slam attacks. \n'b' Gore . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 24 (4d8 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. \n'b' Legendary Actions \n'b' Taurosu 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. Taurosu regains spent legendary actions at the start of its turn. \n'b' Slam . Taurosu makes one slam attack . \n'b' Detect . Taurosu makes a Wisdom ( Perception ) check. \n'b' Recover . Taurosu regains 50 hit points . Once it uses this ability, it cannot do so again until the end of its next turn.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Begedhi Mother Plant \n'b' Large plant , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 10 (+0) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7 Skills Perception +7, Stealth +4 (+8 in plant-filled terrain) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, lightning Condition Immunities charmed , frightened , prone Senses blindsight 30 ft., passive Perception 9 Languages Understands Common but can\xe2\x80\x99t speak, telepathy 500 ft. (only with seedlings and parasites it produces) Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Entangling Vines. The area within 10 feet of the mother plant is difficult terrain . A creature that starts its turn in this area must succeed on a DC 16 Strength saving throw or be restrained . As an action, it can repeat the save, freeing itself on a success. Other begedhi are immune to this effect. \n'b' Legendary Resistance (2/Day) . When the mother plant fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The mother plant has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The mother plant regains 10 hit points at the start of its turn. If the mother plant takes fire damage this trait doesn\xe2\x80\x99t function at the start of its next turn. The mother plant dies only if it starts it turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mother plant makes two tentacle attacks and uses its Spores action if it is ready . \n'b' Implant Parasite . The mother plant forces a begedhi parasite down the throat of an unconscious or paralyzed creature within 15 feet, or a creature it is grappling. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 10 (2d4 + 5) piercing damage and the target is grappled (escape DC 15). A creature grappled by a tentacle is restrained and can\xe2\x80\x99t speak or cast spells with verbal components. The mother plant has two tentacles, each of which can only grapple one target. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The mother plant 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 mother plant regains spent legendary actions at the start of its turn. \n'b'\n'b' Tentacle Lash . The mother plant makes one tentacle attack . \n'b' Ingrain (Costs 2 Actions) . The mother plant regains 10 hit points . \n'b' Rampant Growth (Costs 2 Actions) . If the mother plant suffered fire damage since its last turn, its regeneration functions normally at the start of its next turn. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the mother plant can take a lair action to cause one of the following magical effects: the mother plant can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Grasping vines and tentacles erupt in a 10-foot radius centered on a point on the ground the mother plant can see within 120 feet of it. The area becomes difficult terrain , and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the vines. A restrained creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The vines and tentacles recede into the ground if the mother plant uses this action again, or when the mother plant dies. Other begedhi are immune to this effect. \n'b' The mother plant animates a tree or other large plant it can see within 120 feet of it. The animated plant lashes or slams at a creature within 10 feet of it (treat as a tentacle attack from the mother plant that deals bludgeoning damage). The plant remains animated until initiative count 20 on the following round. If the plant is grappling a creature at that time, it goes rigid, trapping the creature. The creature can attempt to escape as normal, but gains advantage on any further attempt as long as the plant is inanimate. \n'b' The mother plant causes normal plants in the area to suddenly grow impossibly long and dense in a 20-foot radius centered on a point on the ground she can see within 120 feet. The area is heavily obscured by the plant growth and is difficult terrain . This effect lasts until initiative count 20 on the following round. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a mother plant\xe2\x80\x99s lair is warped the begedhi\xe2\x80\x99s presence, which creates one or more of the following effects: \n'b'\n'b' Flowering plants and fragrant herbs grow in abundance within 2 miles of the mother plant\xe2\x80\x99s lair, more densely closer to the lair itself. In the lair itself, the perfume of the plants is almost enough to cover the smell of decay from the mother plant\xe2\x80\x99s past victims. \n'b' Poisonous plants become more frequent within 6 miles of the lair. Many of these appear harmless until ingested. \n'b' Areas of wild plant growth within 6 miles of the lair grow faster and thicker, but leave \xe2\x80\x9cnatural\xe2\x80\x9d pathways that draw animals and people closer to the mother plant\xe2\x80\x99s lair. If the mother plant dies, the conditions surrounding the lair return to normal over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Giant tumorous seeds comprise the majority of this plant, which sits atop a nest of writhing, thorny tentacles. \n'b' Apotheosis . Once seedlings become mother plants, complete with fully grown parasites, their demeanor changes. The spore cloud they release covers a larger area and compels living creatures to move closer to them. The plants\xe2\x80\x99 tentacles then sprout wicked thorns to ensnare prey more effectively and infect them with parasites. These victims then travel to other locations where they slowly rot, perish, and sprout more seedlings. \n'b' A begedhi mother plant\xe2\x80\x99s lair is full of plants, and disturbingly close to populated areas or well-used paths and roads. Some secluded corner of the lair contains the remains of creatures the plant fed upon, as well as those of hosts for its parasitic children.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tauslek \n'b' Small aberration , neutral \n'b' Armor Class 13 (natural armor) Hit Points 45 (10d6+10) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +3, Stealth +2 Damage Immunities poison Condition Immunities charmed , frightened , poisoned , prone Senses darkvision 60 ft., passive Perception 13 Languages Deep Speech Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . The tauslek can mimic any sound it has heard, including voices. If the tauslek\xe2\x80\x99s Charisma ( Deception ) check exceeds a listener\xe2\x80\x99s passive Insight , the listener believes the sound is genuine. \n'b' Steal Memories . The tauslek can extract the memories and Intelligence of the victims of its bite. It temporarily gains an Intelligence score equal to its victim, all languages the victim spoke, and proficiency in all Intelligence , Wisdom , and Charisma skills with which the victim has proficiency. If the victim\xe2\x80\x99s proficiency bonus is greater than the tauslek\xe2\x80\x99s use the victim\xe2\x80\x99s bonus. Tausleks are strictly limited in their capacity to utilize certain skills due to their physical form. The tauslek also gains familiarity with the victim\xe2\x80\x99s past, relationships with other creatures, and a sense of their personality. This awareness does not govern their actions but may be used to trick their intended prey. Tausleks never gain spells, or other special or class abilities the victim possessed. The temporary Intelligence and skill bonuses last 24 + 2d12 hours, after which they fade entirely. If a tauslek slays additional creatures, it continues to acquire more memories, but only maintains the single highest Intelligence score and multiple instances of proficiency in any given skill do not stack. Furthermore, devouring another victim with an Intelligence score of 6 or higher resets the duration on all of the personalities it has subsumed. When the tauslek reverts to normal, it loses it all stolen personalities and proficiencies at once. This ability does not affect spells which restore the victim to life, as the tauslek only acquires a copy of the stolen memories. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or takes 5 (2d4) poison damage and gain the poisoned condition for 1 hour. On a success the target takes half damage and isn\xe2\x80\x99t poisoned . A creature killed by tauslek\xe2\x80\x99s bite is subject to its Steal Memories trait. \n'b'\n'b' ABOUT \n'b' The tauslek was first discovered by jagladine explorers on a forgotten world many centuries ago. Since then, they\xe2\x80\x99ve been subjected to repeated research and experimentation with the tauslek\xe2\x80\x99s unusual ability to acquire memories and intellects spawning a number of bio-engineered technologies pertaining to memory extraction and manipulation. Young tausleks are roughly the size of a small dog, while the more advanced matriarchs rival a large horse. They most closely resemble centipedes with four scintillating eyes and a fierce set of mandibles capable of piercing armor. The plates of their carapace are green and outlined in black towards the end of their length. Although tausleks may appear as vermin, an adult matriarch proves far more cunning than any low-order animal, one of the many advantages it uses to hunt sentient prey. In rural areas, tausleks have enough presence of mind to attack less dangerous children, while avoiding guard animals and more mindful adults. \n'b' Memory Scavengers . Communities of tauslek prefer remote nesting sites, located within a short distance of well-travelled highways or small outpost colonies. Intellect absorbed by slain prey imparts the tauslek with enough insight to seek shelter back at their nest. By the time their boosted mental capacity wears off, the now animalistic urges drive it to seek further sustenance, thus repeating the cycle. Complications often arise during these hit-and-run tactics when it slays adventurers and community guardians attempting to exterminate them. More often than not, the tauslek use the newly acquired memories from such encounters to take advantage of what their would-be killers know to inflict further harm on the communities which sent them. \n'b' Matriarchal Nightmares . A tauslek matriarch is a nightmare to behold, a ravenous beast eager to carry off prey and devour its mind one memory at a time. Weighing nearly 500 pounds, it manages to permanently retain some of its stolen intellects, able to call on specific memories from its subconscious when necessary. A matriarch lives well beyond the hunting instincts of an animal, because it doesn\xe2\x80\x99t merely hunt to survive, lusting instead for power, the savored intellects to improve itself, and the shared insights to terrorize others. As such, they prefer to grab lone opponents and retreat with them into cover where they can consume the memories of a held foe. Once it slays this initial target, the matriarch then uses the stolen memories to coax the creature\xe2\x80\x99s remaining allies into an ambush, where it repeats the process. Enhancing its own frightening reputation, tauslek matriarchs create a temporary bond with those infected by the poison of its kind, able to perform subtle sinuous motions to captivate those succumbing to the poison\xe2\x80\x99s effects. \n'b' Manipulated Spread . Members of the Bellanic Accord blame the appearance of tauslek matriarchs on their Hegemony enemies, claiming such creatures never existed on other worlds before the meddling of jagladine scientists spread their threat across the multiverse. These \xe2\x80\x98slanderous rumors\xe2\x80\x99 as decreed by the Hegemony are in fact true-the deadly nature of the tauslek matriarch is directly tied to genetic modifications performed by the jagladine intent on weaponizing the tauslek for the Hegemony. Indeed, the inevitable result of these experiments created the matriarch-now considered a blight throughout worlds of both the Bellianic Accord and Ultari Hegemony, each blaming the other for smuggling these enhanced tauslek past their respective borders. \n'b' Even among Hegemony worlds, tausleks are well known and feared. Their appearance often signals extreme torture and interrogation by jagladine inquisitors intent on breaking the will and minds of their captives. The jagladine maintain that tauslek research has led to significant breakthroughs in intelligence gathering, the psychoanalysis of new alien species, and psionic enhancement. But cultivating and taming a tauslek nest has proven a daunting task even for their fearless klaven jailors in service to the jagladine. As a result, most Hegemony worlds have strict regulations concerning the importation and trade of tauslek.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tauslek Matriarch \n'b' Large aberration , neutral \n'b' Armor Class 15 (natural armor) Hit Points 85 (9d10+36) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +4, Stealth +3 Damage Immunities poison Condition Immunities charmed , frightened , poisoned , prone Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Reflexes . The tauslek matriarch has advantage on initiative checks. \n'b' Mesmerizing Stare . When a creature poisoned by a tauslek or tauslek matriarch that can see the matriarch\xe2\x80\x99s eyes starts its turn within 30 feet of the matriarch, the matriarch can force it to make a DC 14 Wisdom saving throw if the matriarch isn\xe2\x80\x99t incapacitated and can see the creature. A creature that fails this saving throw is charmed . While charmed in this way the creature is incapacitated and has a speed of 0. The charm ends if the charmed creature takes damage, is no longer poisoned by a tauslek, or can no longer see the tauslek matriarch. 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 tauslek matriarch until the start of its next turn, when it can avert its eyes again. If the creature looks at the matriarch in the meantime, it must immediately make the save. \n'b' Regeneration . The tauslek matriarch regains 5 hit points at the start of its turn as long as it has at least 1 hit point remaining. \n'b' Sound Mimicry . A tauslek can mimic any sound it has heard, including voices. If the tauslek\xe2\x80\x99s Charisma ( Deception ) check exceeds a listener\xe2\x80\x99s passive Insight , the listener believes the sound is genuine. \n'b' Steal Memories . The tauslek matriarchs possesses a similar memory stealing power to their lesser kin (see above). The tauslek matriarch maintains its temporary Intelligence and skill bonuses for 1d4+1 days, after which they fade into the creature\xe2\x80\x99s subconscious. Unlike a normal tauslek\xe2\x80\x99s ability to steal memories, the tauslek matriarch can call forth previously consumed intellects from its subconscious as an action, gaining the benefits of the particular creature\xe2\x80\x99s consumed Intelligence for 2d10 rounds before the intellect drifts away. The tauslek matriarch can only recall a previously consumed intellect once per week. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tauslek matriarch makes two bite attacks. It can\xe2\x80\x99t make both attacks against the same target. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage and the target must make a DC 14 Constitution save. On a failure the creature takes 5 (2d4) poison damage and gains the poisoned condition for 1 hour. On a success the target takes half damage and isn\xe2\x80\x99t poisoned . A creature hit by the bite is grappled (escape DC 13). A creature killed by the tauslek matriarch\xe2\x80\x99s bite is subject to its Steal Memories trait. \n'b'\n'b' ABOUT \n'b' The tauslek was first discovered by jagladine explorers on a forgotten world many centuries ago. Since then, they\xe2\x80\x99ve been subjected to repeated research and experimentation with the tauslek\xe2\x80\x99s unusual ability to acquire memories and intellects spawning a number of bio-engineered technologies pertaining to memory extraction and manipulation. Young tausleks are roughly the size of a small dog, while the more advanced matriarchs rival a large horse. They most closely resemble centipedes with four scintillating eyes and a fierce set of mandibles capable of piercing armor. The plates of their carapace are green and outlined in black towards the end of their length. Although tausleks may appear as vermin, an adult matriarch proves far more cunning than any low-order animal, one of the many advantages it uses to hunt sentient prey. In rural areas, tausleks have enough presence of mind to attack less dangerous children, while avoiding guard animals and more mindful adults. \n'b' Memory Scavengers . Communities of tauslek prefer remote nesting sites, located within a short distance of well-travelled highways or small outpost colonies. Intellect absorbed by slain prey imparts the tauslek with enough insight to seek shelter back at their nest. By the time their boosted mental capacity wears off, the now animalistic urges drive it to seek further sustenance, thus repeating the cycle. Complications often arise during these hit-and-run tactics when it slays adventurers and community guardians attempting to exterminate them. More often than not, the tauslek use the newly acquired memories from such encounters to take advantage of what their would-be killers know to inflict further harm on the communities which sent them. \n'b' Matriarchal Nightmares . A tauslek matriarch is a nightmare to behold, a ravenous beast eager to carry off prey and devour its mind one memory at a time. Weighing nearly 500 pounds, it manages to permanently retain some of its stolen intellects, able to call on specific memories from its subconscious when necessary. A matriarch lives well beyond the hunting instincts of an animal, because it doesn\xe2\x80\x99t merely hunt to survive, lusting instead for power, the savored intellects to improve itself, and the shared insights to terrorize others. As such, they prefer to grab lone opponents and retreat with them into cover where they can consume the memories of a held foe. Once it slays this initial target, the matriarch then uses the stolen memories to coax the creature\xe2\x80\x99s remaining allies into an ambush, where it repeats the process. Enhancing its own frightening reputation, tauslek matriarchs create a temporary bond with those infected by the poison of its kind, able to perform subtle sinuous motions to captivate those succumbing to the poison\xe2\x80\x99s effects. \n'b' Manipulated Spread . Members of the Bellanic Accord blame the appearance of tauslek matriarchs on their Hegemony enemies, claiming such creatures never existed on other worlds before the meddling of jagladine scientists spread their threat across the multiverse. These \xe2\x80\x98slanderous rumors\xe2\x80\x99 as decreed by the Hegemony are in fact true-the deadly nature of the tauslek matriarch is directly tied to genetic modifications performed by the jagladine intent on weaponizing the tauslek for the Hegemony. Indeed, the inevitable result of these experiments created the matriarch-now considered a blight throughout worlds of both the Bellianic Accord and Ultari Hegemony, each blaming the other for smuggling these enhanced tauslek past their respective borders. \n'b' Even among Hegemony worlds, tausleks are well known and feared. Their appearance often signals extreme torture and interrogation by jagladine inquisitors intent on breaking the will and minds of their captives. The jagladine maintain that tauslek research has led to significant breakthroughs in intelligence gathering, the psychoanalysis of new alien species, and psionic enhancement. But cultivating and taming a tauslek nest has proven a daunting task even for their fearless klaven jailors in service to the jagladine. As a result, most Hegemony worlds have strict regulations concerning the importation and trade of tauslek.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tcharqu (Scribe) \n'b' Medium humanoid (human), lawful neutral \n'b' Armor Class 11 (leather) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 00 (+0) CON: 02 (+1) INT: 13 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +3, Investigation +3, Perception +3 Senses passive Perception 13 Languages Khemitian, some Common Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' GEAR \n'b' Leather armor, dagger. \n'b' ABOUT \n'b' Tcharqu is a young man, the model of bureaucracy. He is more concerned with paperwork than with results, and if crossed or treated roughly, he could cause innumerable \xe2\x80\x9cadministrative delays\xe2\x80\x9d for the party.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Teddybearfolk \n'b' Small construct (teddybearfolk, ozian), neutral \n'b' Armor Class 14 (natural armor) Hit Points 7 (2d4) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Damage Immunities petrified , poisoned Senses passive Perception 9 Languages Common Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Tin Sword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit : 4 (1d4 + 1) piercing damage, or 5 (1d6 + 1) piercing damage if used with two hands. \n'b' Pop Gun . Ranged Weapon Attack : +4 to hit, range 10/20 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. Firing the rifle can be heard within a 300 ft. radius. It takes the teddybearfolk a bonus action to reload the rifle. \n'b'\n'b' ABOUT \n'b' This brown fuzzy bear, whose head comes about as high as an adult human\xe2\x80\x99s waist, is chubby as well as fuzzy; its body is even puffy, while its legs and arms are jointed at the knees and elbows and fastened to its body by pins or rivets. Its ears are round in shape and stick out in a comical way, while its round black eyes are bright and sparkling as beads. Over its shoulder the little brown bear bears a gun with a tin barrel. The barrel has a cork in the end of it and a string is attached to the cork and to the handle of the gun. \n'b' Teddybearfolk move in a stiff, awkward manner that requires other creatures to walk slowly to avoid outpacing them. Teddybearfolk are often armed with tin swords, long spears, and popguns. They all live in Bear Center, led by their king, Lavender Bear. \n'b' The Lavender Bear is a huge stuffed bear of a lovely lavender color. He walks on his hind legs and on his head he wears a tin crown set with diamonds and amethysts, while in one paw he carries a short wand of some glittering metal that resembles silver. Teddybearfolk nobles have squeakers in them, so that when they nod or something pushes against their chest, they make a squeaking noise.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Teddybearfolk Noble \n'b' Large construct (teddybearfolk, ozian), neutral good \n'b' Armor Class 16 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Insight +5, Perception +5, Persuasion +5 Damage Immunities poison Damage Immunities poisoned Senses passive Perception 15 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The teddybearfolk noble is a 9th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The teddybearfolk noble has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , mending , minor illusion , prestidigitation \n'b' 1st level (4 slots) : detect magic , identify , silent image \n'b' 2nd level (3 slots) : locate object , phantasmal force \n'b' 3rd level (3 slots) : clairvoyance , major image \n'b' 4th level (3 slots) : arcane eye , locate creature \n'b' 5th level (1 slots) : scrying \n'b'\n'b' ACTIONS \n'b'\n'b' Wand . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This brown fuzzy bear, whose head comes about as high as an adult human\xe2\x80\x99s waist, is chubby as well as fuzzy; its body is even puffy, while its legs and arms are jointed at the knees and elbows and fastened to its body by pins or rivets. Its ears are round in shape and stick out in a comical way, while its round black eyes are bright and sparkling as beads. Over its shoulder the little brown bear bears a gun with a tin barrel. The barrel has a cork in the end of it and a string is attached to the cork and to the handle of the gun. \n'b' Teddybearfolk move in a stiff, awkward manner that requires other creatures to walk slowly to avoid outpacing them. Teddybearfolk are often armed with tin swords, long spears, and popguns. They all live in Bear Center, led by their king, Lavender Bear. \n'b' The Lavender Bear is a huge stuffed bear of a lovely lavender color. He walks on his hind legs and on his head he wears a tin crown set with diamonds and amethysts, while in one paw he carries a short wand of some glittering metal that resembles silver. Teddybearfolk nobles have squeakers in them, so that when they nod or something pushes against their chest, they make a squeaking noise.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Teju Jagua \n'b' Huge monstrosity , neutral \n'b' Armor Class 18 (natural armor) Hit Points 276 (24d12+120) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (-1) CON: 21 (+5) INT: 7 (-2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Calm . When it would be forced to attack , roll a d20. On an 11 or higher, the teju jagua can ignore the compulsion and act normally. \n'b' Keen Smell . The teju jagua has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Seven Heads . The teju jagua has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Wakeful . While the teju jagua sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The teja jagua makes seven bite attacks. It may substitute a heat vision attack for one bite. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (1d10 + 8) piercing damage. \n'b' Heat Vision . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 35 (6d10) fire damage. \n'b'\n'b' ABOUT \n'b' The teju jagua has seven dog-like heads on a squat, lizard-like body. While ferocious in appearance, the tejua jagua is actually quite docile, neither aggressive nor carnivorous. It prefers to eat fruits, also enjoying the occasional treat of honey. \n'b' Curious . While simple in its behavior, the teju jagua reacts with curiosity to new things and new people. It can be distracted or bribed with sweets, toys, and music. \n'b' Docile . The tejua jagua will not attack strangers and does not hunt. It will, however, defend itself and those under its care doughtily. It is said the teju jagua was birthed by fiendish beings but was tamed by beings of good or the power of nature. \n'b' Stubborn . While good-natured, the teju jagua resists being intimidated or ordered around, as it used to being one of the most powerful things around.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Telchine \n'b' Medium elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 120 (16d10 + 32) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +7, Wis +6, Int +8 Skills Arcana +8, Deception +6, History +8, Insight +6, Intimidation +6, Investigation +8, Perception +6, Persuasion +6, Religion +8, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage immunities acid, poison Senses darkvision 90 ft., passive Perception 16 Languages Aquan, Common Greek, Primordial Challenge 9 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . In their natural form, telchines can breathe air and water. \n'b' Magic Resistance . Telchines have advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The telchines\xe2\x80\x99 weapons are magical. However, each weapon\xe2\x80\x99s magical bonus permanently fades if it is separated from the telchine for 24 hours. \n'b' Poison . Telchines mix a deadly poison. It is administered via ingestion and is deadly to plants when poured into the soil. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 14 (4d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 7 (2d6) poison damage. After the first failed save, the creature also suffers disadvantage on all saving throws, ability checks, and skill checks related to Intelligence , Wisdom , and Charisma . After two failed saves the creature is incapacitated . After three failed saves the creature falls unconscious , though it must still make saves or take damage. After three successful saves, the poison ends. \n'b' Ageless . Telchines do not age and are immune to the ravages of time, both natural and magical. \n'b' Innate Spellcasting . The telchines\xe2\x80\x99 innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The telchines can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : acid splash , magna mater, true strike \n'b' 1/day each : detect magic \n'b'\n'b' Spellcasting . The telchines are 16th level spell casters. Their spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Telchines typically have the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , message , minor illusion , prestidigitation , resistance \n'b' 1st level (4 slots) : charm person , command , dust cloud, entangle \n'b' 2nd level (3 slots) : alter self , misty step , rolling rock \n'b' 3rd level (3 slots) : bestow curse , dispel magic , meld into stone \n'b' 4th level (3 slots) : conjure minor elementals , polymorph (self only), stoneskin \n'b' 5th level (2 slots) : conjure elementals, earthen hand \n'b' 6th level (1 slot) : move earth \n'b' 7th level (1 slot) : plane shift \n'b' 8th level (1 slot) : control weather \n'b'\n'b' Gaze of Destruction . A Telchine that is not incapacitated and can see its targets (not blinded or in darkness), can focus its gaze on a creature or an object within 30 feet of itself. If a creature is the target of the telchine\xe2\x80\x99s gaze, that creature must make a DC 12 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the telchine uses its gaze on a creature that is already stunned , that creature must make a second saving throw or take another 13 (2d8 + 4) psychic damage and fall unconscious . They remain unconscious until they receive a greater restoration spell or similar magic. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the telchine until the start of its next turn, when it can avert its eyes again. If it looks at the telchine in the meantime, it must immediately make the save. If the telchine sees its reflection within 30 feet of it in bright light, it can immediately end the gaze effect to avoid harming itself with its own gaze. The gaze can also target objects. It causes 7 (2d6) points of force damage per round to any object. Object that are in the possession of a creature receive a DC 12 Constitution saving throw made by that creature to avoid the damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The telchine makes three attacks with its sword or spear. \n'b' Short Sword +2 . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d6 + 6) piercing damage. \n'b' Spear +2 . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' A blind woman sitting on the street corner, a jolly merchant hocking her wares in the marketplace, a wandering minstrel with a thousand tales of adventure to share, any of these unassuming individuals could actually be a telchine in disguise. \n'b' A telchine\xe2\x80\x99s true form is a monstrous, revolting creature that is part wolf, part fish, and part human. They keep this concealed with magic and conventional disguises.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Tembril \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 4 (-3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +8 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of combat, the tembril has advantage on attack rolls against any creature it has surprised. \n'b' Nimble Leap . The tembril can take the Dash or Disengage action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tembril makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the tembril scores a critical hit against a Medium or smaller target and the damage reduces the target to below half its hp maximum, the target must succeed on a DC 15 Constitution saving throw or be instantly killed as its head is removed. A creature is immune to this effect if it is immune to piercing damage or doesn\xe2\x80\x99t have or need a head. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Maddening Chitter (Recharge 6) . The tembril chitters maddeningly in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . If a creature fails the saving throw by 5 or more, it also suffers short-term madness. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the incapacitated condition on itself on a success. \n'b'\n'b' ABOUT \n'b' Standing on its back legs and holding a decapitated human head in its hands, this nightmarish creature resembles a gigantic squirrel with saber-like teeth, soulless black eyes, and hard, scaly skin. It chitters softly and eerily. \n'b' Forest Terrors . In the dark and foreboding forests of the north, tales are spun of terrible ogres, hags, evil wolves, and great arctic serpents, but humans and ogres alike fear the tembril, a savage monstrosity that feeds specifically on the eyes, tongues, and brains of humanoids. Resembling a squirrel the size of a bear, but with brown scales and immense claws and fangs, the tembril hunts sapient fey, humanoids, and giants exclusively, using its claws to eviscerate its opponent as its teeth punctures their skulls. \n'b' Head Collectors . The victim of a tembril attack is almost always found without its head, for the creature collects the severed cranium to devour the contents either immediately or at a later time. Tembrils store the heads in the long winter months, hiding them within the hollows of great trees or in other suitable locations and covering them in ice so they don\xe2\x80\x99t decompose. The decapitated bodies left behind make a meal for many forest-dwelling scavengers, and crows, worgs, and even ghouls have been known to follow in a tembril\xe2\x80\x99s wake, looking for a fresh feast.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Demon, Apau Perape \n'b' Family: Demons \n'b' Large fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +7, Wis +4 Skills Intimidation +5, Perception +4, Stealth +7 Damage Vulnerabilities cold Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened , poisoned Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Diseased Ichor . When the apau perape takes piercing damage or slashing damage, a spray of caustic blood spurts from the wound. Each creature within 5 feet of the apau perape must succeed on a DC 15 Constitution saving throw or become infected with the Mechuiti\xe2\x80\x99s ichor disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 (2d4) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. \n'b' Magic Resistance . The apau perape has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The apau perape makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Fiery Roar (Recharge 6) . The apau perape releases a terrifying, flame-coated roar in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 31 (9d6) fire damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . \n'b'\n'b' ABOUT \n'b' Sharp teeth fill this large, demonic ape\xe2\x80\x99s mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws. \n'b' Servants of Fire . These black-furred gorilla demons serve only Mechuiti, the demon lord of fire and apes.\xc2\xa0Their final loyalty is unshakable, though sometimes they serve others for a time. They have no fear of fire, gleefully setting villages and crops aflame if their master is snubbed or insulted. \n'b' Fearless Attackers . The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and leave no dead behind, consuming even the bones. \n'b' Eyes of Fire . When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape. \n'b' Variant: Demon Summoning \n'b' Some apau perapes also have the following additional action option that allows them to summon other demons. \n'b' Summon Demon (1/Day) . The apau perape magically calls 1d4 apes that are Fiends with the apau perape\xe2\x80\x99s damage resistances and immunities. It has a 50 percent chance of calling one apau perape instead. The called creatures arrive in 1d4 rounds, acting as allies of the apau perape and obeying its telepathic commands. The creatures remain for 1 hour, until the apau perape dies, or until the apau perape dismisses them as a bonus action.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Temple Dog \n'b' Medium celestial , any good \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +5, Cha +3 Skills Perception +5 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Celestial and Common but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The temple dog has advantage on saving throws against spells and other magical effects. \n'b' Protector\xe2\x80\x99s Instincts . The temple dog has advantage on initiative rolls while in its temple or within 30 feet of a priest of its deity. \n'b' Radiant Jaws . The temple dog\xe2\x80\x99s Bite attacks are magical. When it hits with a Bite attack , the Bite deals an extra 2d6 radiant damage (included in the attack ). \n'b' Rushing Bite . If the temple dog moves at least 15 feet straight toward a target and then hits it with a Bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the temple dog. If the target is pushed, the temple dog can move up to 10 feet straight toward the target without provoking opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The temple dog makes two Bite attacks. If both attacks hit a Medium or smaller target, the temple dog sinks in its teeth, shaking its head violently, and the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage and be grappled (escape DC 15). Until this grapple ends, the target is restrained , and temple dog can\xe2\x80\x99t Bite another target. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) radiant damage. \n'b'\n'b' ABOUT \n'b' Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards.\xc2\xa0A temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial.\xc2\xa0Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion\xe2\x80\x99s around a dog\xe2\x80\x99s face with a short snout. \n'b' Divine Colors . Coloration and other features of the temple dog vary to match the deity who created it, and sometimes a temple dog\xe2\x80\x99s coloration is quite fanciful. Greenish-bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary. \n'b' Travel with Priests . As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak, but it understands the words and needs of those it accompanies. Temple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.'}
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Generate a DND 5e Monster
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{Generate a DND 5e Monster :b'Temple Guard of Set \n'b' Medium humanoid (human) , lawful evil \n'b' Armor Class 13 (leather cuirass) Hit Points 16 (3d8+3) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses passive Perception 14 Languages Dhari, Low Atlantean Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poison Use The temple guard can use an action to apply poison to a weapon. The poison remains potent for 1 minute. Any creature hit by a poisoned weapon must make a Con save (DC 10) or take 1d4 poison damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Khopesh . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2d4+1 slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 30 ft./120 ft., one target. Hit : 1d6 piercing damage. \n'b'\n'b' ABOUT \n'b' Warriors sworn to serve Set with no regard for their own lives, temple guards are masters of stealth, ambush, and poison. Set\xe2\x80\x99s followers scorn the idea of a fair fight, and seek to defeat their enemies through assassination and terror. Nothing is more difficult to stop than a swarm of assassins who don\xe2\x80\x99t care whether they live or die.'}
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